EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2418 Posted 30 August 2011 - 04:25 PM
#2419 Posted 30 August 2011 - 05:36 PM
Plagman, on 29 August 2011 - 08:30 PM, said:
I post this here in case you missed my comment on the other forum.
Attached File(s)
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TROR test.zip (2.42K)
Number of downloads: 573
#2420 Posted 30 August 2011 - 06:30 PM
Plagman, on 30 August 2011 - 04:25 PM, said:
It shouldn't be rocket science but I'm failing to build it. I tried downloading the latest SVN source code you have on your synthesis site and compile it on the Mac as best as I can... I even made sure I installed sdl via macports just in case it doesn't look for the sdl framework (which I do have installed) and prefers the more unix way:
The parts that catch my eye are the no such file or directory after it says it succeeded but I tried making a folder of the same name as those files but it then errors out saying those are folders (well obviously). It's not exactly obvious what to do about it. No binaries show up anywhere despite it saying it succeeded. Although it seems as though it failed to build actually and since it did there's no end file to copy.
There's also errors like
Quote
Also I don't find an apple directory or the line that it says to edit in this part here:
Quote
So it may be easy peasy but I guess I'm missing something obvious that I should be seeing so very easily.
I even downloaded the latest (albeit highly outdated by now) source from Rheonie and followed that instruction and even then it failed but this time with even more errors because you have to choose a specific SDK from the makefile.shared and it only goes up to 10.5. His doesn't even support compiling on/for 10.6+ (xcode 4 for 10.7 only includes 10.6 and 10.7 SDK's) or 64-bit. But that's not the version I want anyway. Like I said his version is outdated by now and I want the latest compiled.
This post has been edited by Tetsuo: 30 August 2011 - 08:09 PM
#2421 Posted 31 August 2011 - 12:33 AM
#2422 Posted 31 August 2011 - 01:14 AM
I tried grabbing sdlmain.h out of the SDL framework and the SDLMain.m from the SDL light development kit previous to you posting that but that didn't seem to work. I tried grabbing sdlmain.h from the newest available build from rhoenie's site and put it in the main folder alongside the sdlmain.m from the developer lite package as i couldn't find a sdlmain.m in that source and it still didn't work. Just gave the same error.
Rhoenie's source tarballs do have apple directories but they are so out of date it defeats the purpose which is to get the latest compiled for Mac. Also I can't find SDLMain.m in them either. But I could find .h and like I said I tried putting that in the main folder on the newer source and it didn't work for me.
This post has been edited by Tetsuo: 31 August 2011 - 01:53 AM
#2423 Posted 31 August 2011 - 04:40 AM
#2424 Posted 31 August 2011 - 11:41 AM
Quote
collect2: ld returned 1 exit status
Failed linking executable eduke32!
And if I try polymer-perf I get the additional:
Quote
/usr/include/sys/socket.h:111: error: previous declaration of ‘socklen_t’ was here
src/unix.c: In function ‘enet_socket_accept’:
src/unix.c:251: warning: pointer targets in passing argument 3 of ‘accept’ differ in signedness
Failed building obj/unix.o from src/unix.c!
make[1]: *** [obj/unix.o] Error 1
make: *** [source/enet/libenet.a] Error 2
Which one am I supposed to use anyhow? Polymer or Polymer-perf?
#2425 Posted 31 August 2011 - 12:43 PM
#2427 Posted 31 August 2011 - 01:06 PM
Here's my log:
OK this seems to only happen when setting the game full screen it fails when I try to do that. On the other hand the long standing bug I had been talking about where sectors outside the one you are in cease to draw showing the skybox after a while seems to have been fixed so that's something.
This post has been edited by Tetsuo: 31 August 2011 - 04:37 PM
#2428 Posted 31 August 2011 - 06:31 PM
See WGR2 Models thread for download.
#2429 Posted 31 August 2011 - 08:33 PM
#2430 Posted 31 August 2011 - 08:37 PM
#2431 Posted 01 September 2011 - 12:07 PM
Plagman, on 31 August 2011 - 08:33 PM, said:
I figured it was something I did. I just wanted to show you in case it was a polymer issue. And the height map came from that crazybump program, so it's probably flawed somehow, they base it from a picture. I will make my own and hope for better results. Thanks Plagman.
#2432 Posted 01 September 2011 - 01:31 PM
TX, on 28 August 2011 - 11:31 AM, said:
Hooray! Congrats, Plagman! Not that it matters to me anymore. I've since upgraded to a NVidia card with no issues at all. But this will be a godsend for people still living under ATI's regime. Thank you for all your hard work!
#2433 Posted 01 September 2011 - 02:49 PM
DeeperThought, on 01 September 2011 - 12:50 PM, said:
I am attempting to replace a set of fence tiles with this one md3. The model has 2 planes in the center, each facing opposite directions. These two planes are what change for each different sprite via separate skins. This is the area DT is talking about in this quote. Both planes coexist at the exact same location, just a mirrored duplicate. I will try some adjustments on the model. I just wanted to let you know about this because it does work in polymost.
#2434 Posted 01 September 2011 - 03:01 PM
This post has been edited by Marked: 01 September 2011 - 03:11 PM
#2435 Posted 01 September 2011 - 05:06 PM
#2436 Posted 01 September 2011 - 06:12 PM
#2437 Posted 01 September 2011 - 06:14 PM
#2438 Posted 02 September 2011 - 12:01 PM
Quote
I guess nobody posted about this here yet, but Plagman fixed the huge problems ATI users were experiencing with Polymer last night. Go Plagman.
Thanks Plagman, this fix finally makes polymer playable for me on my laptop
This post has been edited by Drek: 02 September 2011 - 12:05 PM
#2439 Posted 02 September 2011 - 01:29 PM
#2440 Posted 03 September 2011 - 11:33 AM
There is a problem with floor aligned and wall aligned sprites not being displayed with the correct game palette when the game palette changes (e.g. when nightvision goggles are used). I have only seen this happen in WGR2, which has a modified nightvision palette.
-Many wall aligned sprites continue to look normal when the goggles are on, instead of having the altered palette.
-Some floor aligned sprites do have the altered palette when the goggles are on, but then they continue to have it even after the goggles are off.
-In one instance which I haven't been able to replicate, all of the wall aligned wood planks in the map (even those miles away from where the goggles were used) continued to be displayed with the altered palette after the goggles were turned off. Turning goggles on/off again did not fix it. I have a screenshot of this attached.
EDIT: The easiest way to see an example of the bug is to kill some enemies with the rocket launcher while using nightvision ("spirit vision" in WGR2). When you turn them off, some or all of the blood pools will still have the goggle palette.
#2441 Posted 05 September 2011 - 01:49 PM
#2442 Posted 05 September 2011 - 05:40 PM
James, on 05 September 2011 - 01:49 PM, said:
Yeah is kinda annoying, anyways you can enter this on the console: corruptcheck tryfix
#2443 Posted 05 September 2011 - 06:14 PM
Norvak, on 05 September 2011 - 05:40 PM, said:
Is there any possibility of that raping the map? It scares me. I just did it on a map, and it changed literally hundreds of sectors. Here's a sample:
-> auto-correction: reset sector 11's ceiling slope -> auto-correction: reset sector 12's ceiling slope -> auto-correction: reset sector 13's floor slope -> auto-correction: reset sector 14's floor slope -> auto-correction: reset sector 15's ceiling slope
The map looks fine, but it's huge and I may have missed something.
#2444 Posted 05 September 2011 - 06:25 PM
#2445 Posted 05 September 2011 - 07:09 PM
#2446 Posted 06 September 2011 - 05:57 AM
#2447 Posted 06 September 2011 - 11:01 AM
Fox, on 05 September 2011 - 06:25 PM, said:
That sounds plausible. But that's so minor it shouldn't be considered "corruption". The game could easily fix that at map load time, anyway.

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