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EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

User is offline   Plagman 

  • Former VP of Media Operations

#2521

Yeah, it's a known issue; the fence model has to be fixed, but the flipped models are a legit regression caused by a fix of mine, I'll sort it out soon.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2522

 Searinox Navras, on 01 October 2011 - 01:38 AM, said:

Having a problem here with EVERY SINGLE BUILD AFTER 2031. Some graphical elements such as the fence on the roof of E1M1 or part of the lefthand gun when holding dual pistols with DukePlus are missing. Reverting to 2031 or prior fixes the issue, no other build after that displays these elements.

Setup: DukePlus 2.30, Win7 x64, GeForce 9600GT, latest HRP and update.

 Helixhorned, on 25 September 2011 - 07:38 AM, said:

The recent face culling change to Polymer breaks many models (I agree that back faces shouldn't be drawn though). Some of them are those that are mirrored, like the left devastator part or the left pistol in DukePlus. Here are a couple of others I noticed:

- 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

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User is offline   Kyanos 

#2523

 Searinox Navras, on 01 October 2011 - 01:38 AM, said:

Having a problem here with EVERY SINGLE BUILD AFTER 2031.

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

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User is offline   Plagman 

  • Former VP of Media Operations

#2524

Everything should be fixed in r2052 except the fence, which is a model problem rather than just flipping causing problems. If you want to fix it, that sounds great to me.
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User is offline   Plagman 

  • Former VP of Media Operations

#2525

I also fixed a problem that someone reported where flat sprites didn't always get updated properly when switching global palettes (such as enabling nightvision or going underwater). I couldn't find who was complaining about it, so hopefully he'll find this post.
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User is offline   Danukem 

  • Duke Plus Developer

#2526

 Plagman, on 01 October 2011 - 05:14 PM, said:

I also fixed a problem that someone reported where flat sprites didn't always get updated properly when switching global palettes (such as enabling nightvision or going underwater). I couldn't find who was complaining about it, so hopefully he'll find this post.


That was me who complained about it. Thanks!
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User is offline   Micky C 

  • Honored Donor

#2527

This hasn't been mentioned publicly yet I don't think, but Plagman has fixed projected textures so they face the right way, and animate when used with animating textures! Go Plagman!

I modified e1l1 to make an example of the effect, as seen below. However when I tried it out in-game, the angle it was projecting at was further down than it should be, as though it had an extra of -1 when it was supposed to be 80 (this is with revision 2062.)
Can someone verify to see if this works on their system?
Edit: it's been fixed now.

Posted Image

Attached File(s)



This post has been edited by Micky C: 02 October 2011 - 03:58 AM

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User is offline   Kyanos 

#2528

Here is what I see.
Attached Image: duke0000.jpg
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User is offline   Plagman 

  • Former VP of Media Operations

#2529

Sorry, my fault. r2057 had a typo that made it useless; this should be fixed with r2063:

Posted Image
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User is offline   Stabs 

#2530

so that spotlight can be made to turn on / off with maphacks?

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

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User is offline   Plagman 

  • Former VP of Media Operations

#2531

Right now it's an SE and not a maphack since Micky attached a whole map, but either way you can't dynamically affect the light. Maphacks lights have something where you can have the light intensity depend on the shade of a sector to turn on and off with light switches, but it's pretty hackish and wouldn't even work in this case. The only way to actually make this work right would be to keep it as an SE and write some CON code, methinks.
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User is offline   Plagman 

  • Former VP of Media Operations

#2532

 DanM, on 02 October 2011 - 03:48 AM, said:

the shadows and general look is great on yours, do you have special settings plagman?


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?
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User is offline   Micky C 

  • Honored Donor

#2533

That particular spotlight has a very high shade and hence a narrow angle of projection, which seems to increase it's shadow resolution, which is why the shadows look so good there.
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User is offline   Plagman 

  • Former VP of Media Operations

#2534

Right, because the shadow maps each have the same amount of pixels (depending on r_pr_shadowdetail) regardless of how the spotlight looks like. The narrower your spotlight is, the more shadow map pixel density you'll get for a given projection area.
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User is offline   Stabs 

#2535

Well here is how "caustics" is turning out for me :(

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
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User is offline   Plagman 

  • Former VP of Media Operations

#2536

Yeah, true caustics would both need an actual distorted water surface and some serious rays calculation. I think what you have works out pretty well for the time being, looks gorgeous as usual!
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User is offline   Stabs 

#2537

ta, you've been doin a bang up job on the renderer lately, iam really happy with it the only things i could use but am quite happy to wait for is volumetric lights and 3d skybox's with the whole 1/16th size thing too
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User is offline   Mark 

#2538

A number of my custom models also get goofed up with the new face culling feature. But if the feature leads to an FPS increase I guess I'll go with the flow and re-work my models. Along with the previously mentioned HUD problems, the knuckle cracking "c'mon" model is also in need of repair.

This post has been edited by Marked: 02 October 2011 - 07:59 AM

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User is offline   Tetsuo 

#2539

They where going to get replaced with new models with all the new features like normal maps, etc. anyway right?
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User is offline   Plagman 

  • Former VP of Media Operations

#2540

View PostMarked, on 02 October 2011 - 07:58 AM, said:

A number of my custom models also get goofed up with the new face culling feature. But if the feature leads to an FPS increase I guess I'll go with the flow and re-work my models. Along with the previously mentioned HUD problems, the knuckle cracking "c'mon" model is also in need of repair.


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.
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User is offline   Mark 

#2541

The problems could have cropped up in earlier versions. I don't know for sure. I have been keeping up to date with the svn and other synthesis updates in one copy of Eduke. But my project's version is still from way back at 1743. I just updated the project's version to the most recent to take advantage of new features and some of my models do not display properly in Polymost and Polymer. I re-installed 1743 to confirm proper display and it does.
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User is offline   Plagman 

  • Former VP of Media Operations

#2542

I haven't changed anything in Polymost; can you send me one of the models that's problematic in the new version?
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User is offline   E.C.S 

#2543

So, I lost the track of the updates a bit sometime ago, the most things which I noticed is the Widescreen option no longer works (or maybe changed the way of how it works) and this (see Attachments)

Also looks like there's a new .dll (ebacktrace1.dll), what does this file?

Sorry if I sound to stupid for asking this.

Attached thumbnail(s)

  • Attached Image: duke0000.jpg
  • Attached Image: duke0001.jpg

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User is offline   Danukem 

  • Duke Plus Developer

#2544

View PostE.C.S, on 02 October 2011 - 02:33 PM, said:

and this (see Attachments)


That's probably just the door swinging the wrong way due to an imperfect implementation of map mirroring in that mod.
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User is offline   E.C.S 

#2545

View PostDeeperThought, on 02 October 2011 - 02:47 PM, said:

That's probably just the door swinging the wrong way due to an imperfect implementation of map mirroring in that mod.


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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User is offline   Danukem 

  • Duke Plus Developer

#2546

View PostE.C.S, on 02 October 2011 - 03:04 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?


That glitch in the screenshot is caused by a swing door swinging in the wrong direction; at least that's the only time I have seen that glitch. You are playing a mod which can mirror maps, and mirroring maps can cause some swing doors to swing in the wrong direction, because the code that changes the angle of the SEs gets it wrong in corner cases or something.

If mirroring is disabled in the menu, then it should not be happening. You can check by typing "addlogvar mirrored" in the console. If it answers with "1", then you know the map you are playing is mirrored.
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User is offline   E.C.S 

#2547

View PostDeeperThought, on 02 October 2011 - 03:15 PM, said:

That glitch in the screenshot is caused by a swing door swinging in the wrong direction; at least that's the only time I have seen that glitch. You are playing a mod which can mirror maps, and mirroring maps can cause some swing doors to swing in the wrong direction, because the code that changes the angle of the SEs gets it wrong in corner cases or something.

If mirroring is disabled in the menu, then it should not be happening. You can check by typing "addlogvar mirrored" in the console. If it answers with "1", then you know the map you are playing is mirrored.


As a said, I deactivated the mirror effect (I change the gamevar mirroroption to NO to do it more easy), I typed in the console addlogvar mirrored and the answer was "0". I'm aware what mirroring does that's why I never play mirrored maps. I will check that map with no mods, to see if that glitch happens too.

This post has been edited by E.C.S: 02 October 2011 - 03:22 PM

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User is offline   E.C.S 

#2548

Same result, can anyone try this to make sure I'm not the only one with this problem?.

As you can see it only happens from one side and only when you're in that room.

Attached thumbnail(s)

  • Attached Image: duke0000.jpg
  • Attached Image: duke0001.jpg

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User is offline   Mark 

#2549

View PostPlagman, on 02 October 2011 - 02:26 PM, said:

I haven't changed anything in Polymost; can you send me one of the models that's problematic in the new version?


Would it be possible to PM your email address to me and I can send a couple of the models and skins along with the problems I encountered?
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User is offline   Danukem 

  • Duke Plus Developer

#2550

View PostE.C.S, on 02 October 2011 - 03:26 PM, said:

Same result, can anyone try this to make sure I'm not the only one with this problem?.

As you can see it only happens from one side and only when you're in that room.


Some maps have glitchy doors. If you've ever tried making swinging doors, you know how easy it is to mess it up with this kind of result. Unless you can show that the problem is being caused by a recent change in EDuke32, the most reasonable assumption is that it is a problem with the map.
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