EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2516 Posted 26 September 2011 - 11:04 AM
#2518 Posted 26 September 2011 - 01:08 PM
Plagman, on 26 September 2011 - 11:04 AM, said:
Indeed, forcing the workaround makes the spot lights display correctly, but the shadow is projected in a strange way. I can make screenshots later because it's a bit hard to describe. For example, standing so that one's back is turned to the rotating spotlights in the TROR test map, the width of the shadow in front of you is greatest when the light shines in the same direction as you look, and gets smaller "at the edges", that is, with increasing absolute value of the angle between the light direction and your viewing direction.
#2519 Posted 26 September 2011 - 03:27 PM
BTW, thinking that the issue with the savegames may be because of permissions I attempted to fix them via disk utility but I had done that recently and there was nothing to fix... but I did it anyway just in case. Is eDuke32 programmed to put the savegames in any place other than ~/Library/Application Support/Eduke32/?
Plagman, on 26 September 2011 - 11:04 AM, said:
In a way this reminds me of how on a few games I had to use the nv extension on my ATI card to enable multisampling rather than the ATI extension.
This post has been edited by Tetsuo: 26 September 2011 - 04:08 PM
#2520 Posted 01 October 2011 - 01:38 AM
Setup: DukePlus 2.30, Win7 x64, GeForce 9600GT, latest HRP and update.
#2521 Posted 01 October 2011 - 01:57 AM
#2522 Posted 01 October 2011 - 08:48 AM
Searinox Navras, on 01 October 2011 - 01:38 AM, said:
Setup: DukePlus 2.30, Win7 x64, GeForce 9600GT, latest HRP and update.
Helixhorned, on 25 September 2011 - 07:38 AM, said:
- keycard hand?
- China vase
- quick foot
- fence, but that's well-known
This post has been edited by Hendricks266: 01 October 2011 - 08:49 AM
#2523 Posted 01 October 2011 - 09:24 AM
Searinox Navras, on 01 October 2011 - 01:38 AM, said:
This is due to a change in how polymer shows models. I feel somewhat responsible for this because the change was made to fix an issue I had with a model I made for WGR2. I will offer to fix the models in DukePlus.
Edit: I was a page behind when I posted, sorry. My offer still stands if it's needed after Plagman sorts this out.
This post has been edited by Drek: 01 October 2011 - 09:28 AM
#2524 Posted 01 October 2011 - 04:35 PM
#2525 Posted 01 October 2011 - 05:14 PM
#2526 Posted 01 October 2011 - 05:33 PM
Plagman, on 01 October 2011 - 05:14 PM, said:
That was me who complained about it. Thanks!
#2527 Posted 02 October 2011 - 02:23 AM
Can someone verify to see if this works on their system?
Attached File(s)
-
lighttest.zip (30.35K)
Number of downloads: 497
This post has been edited by Micky C: 02 October 2011 - 03:58 AM
#2529 Posted 02 October 2011 - 03:47 AM
#2530 Posted 02 October 2011 - 03:48 AM
the shadows and general look is great on yours, do you have special settings plagman?
This post has been edited by DanM: 02 October 2011 - 03:50 AM
#2531 Posted 02 October 2011 - 03:52 AM
#2532 Posted 02 October 2011 - 03:55 AM
DanM, on 02 October 2011 - 03:48 AM, said:
Nothing but the EDuke32 defaults, I think. IIRC Duke Plus ships with a config that lowers some Polymer perf knobs, including shadow count and resolution so maybe that's why you're seeing lower detail?
#2533 Posted 02 October 2011 - 04:01 AM
#2534 Posted 02 October 2011 - 04:04 AM
#2535 Posted 02 October 2011 - 04:34 AM
but arnt true caustics where volumetric lights beams are made by the water surface?
sorry about the quality i uploaded a better version the first time but youtube in its greatness decided it should be played at double speed
#2536 Posted 02 October 2011 - 04:38 AM
#2537 Posted 02 October 2011 - 04:42 AM
#2538 Posted 02 October 2011 - 07:58 AM
This post has been edited by Marked: 02 October 2011 - 07:59 AM
#2539 Posted 02 October 2011 - 08:37 AM
#2540 Posted 02 October 2011 - 01:58 PM
Marked, on 02 October 2011 - 07:58 AM, said:
Argh. The only thing I did was to unify behavior between Polymost and Polymer, but it's definitely my fault that Polymer had been inconsistent for so long. I guess your models were made specifically for Polymer and gliched under Polymost? Please let me know if it would be too much work to just flip the winding order of the faces, maybe I can help by writing a tool that does it for you.
#2541 Posted 02 October 2011 - 02:16 PM
#2542 Posted 02 October 2011 - 02:26 PM
#2543 Posted 02 October 2011 - 02:33 PM
Also looks like there's a new .dll (ebacktrace1.dll), what does this file?
Sorry if I sound to stupid for asking this.
#2544 Posted 02 October 2011 - 02:47 PM
E.C.S, on 02 October 2011 - 02:33 PM, said:
That's probably just the door swinging the wrong way due to an imperfect implementation of map mirroring in that mod.
#2545 Posted 02 October 2011 - 03:04 PM
DeeperThought, on 02 October 2011 - 02:47 PM, said:
Hmmm... I see. but I have disabled that effect by default, or you're telling me the mirroring effect code is active even if the map isn't mirrored?

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