EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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?
#2546 Posted 02 October 2011 - 03:15 PM
E.C.S, on 02 October 2011 - 03:04 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.
#2547 Posted 02 October 2011 - 03:21 PM
DeeperThought, on 02 October 2011 - 03:15 PM, said:
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
#2548 Posted 02 October 2011 - 03:26 PM
As you can see it only happens from one side and only when you're in that room.
#2549 Posted 02 October 2011 - 03:29 PM
Plagman, on 02 October 2011 - 02:26 PM, said:
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?
#2550 Posted 02 October 2011 - 05:05 PM
E.C.S, on 02 October 2011 - 03:26 PM, said:
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.
#2551 Posted 02 October 2011 - 07:49 PM
DeeperThought, on 02 October 2011 - 05:05 PM, said:
It should be caused by a recent change in EDuke, since that door has always been working. Maybe something about what is rendered first thing?
This post has been edited by Norvak: 02 October 2011 - 07:49 PM
#2552 Posted 02 October 2011 - 07:50 PM
#2553 Posted 02 October 2011 - 07:56 PM
Plagman, on 02 October 2011 - 07:50 PM, said:
Well it looks correct with r1871 o.O Gonna check the last revision that works fine
EDIT: Glitch was introduced with r1887
This post has been edited by Norvak: 02 October 2011 - 08:07 PM
#2554 Posted 03 October 2011 - 10:02 AM
---
I'll be away till the 16th, but maybe I'll find a way to keep in touch.
#2555 Posted 03 October 2011 - 11:19 AM
Don't mind me in this post anyone else.
This post has been edited by Tetsuo: 03 October 2011 - 11:20 AM
#2556 Posted 03 October 2011 - 03:17 PM
Plagman, on 02 October 2011 - 02:26 PM, said:
Email with 2 models and skins has been sent. Thanks.
#2557 Posted 03 October 2011 - 09:19 PM
Is there an easy way to prevent the "CACHE SPACE ALL LOCKED UP!" crash? Apparently it happens when too many hi-res sprites are being drawn. I could reduce the number of sprites, but I'm wondering if there is a way to increase the cache size.
EDIT: Nevermind, I found the cachesize command.
But is it really necessary for the game to crash? Couldn't it dynamically increase the cachesize or do something smart like that?
#2558 Posted 12 October 2011 - 05:53 AM
#2559 Posted 12 October 2011 - 07:12 AM
DeeperThought, on 03 October 2011 - 09:19 PM, said:
It could, but it would introduce a slew of new actual crashes to hammer out before it ever worked right. Changing the cache size after the engine is initialized like that would involve changing the location in memory for every 8-bit tile, non-ogg sound effect, etc, I guess the game could be saved and the engine could be transparently reinitialized with higher cache values but there would certainly be a long pause during this process, probably to the extent of having to throw up a loading screen during it.
It's a lot better of an idea to just specify a larger cache in your def files.
#2560 Posted 12 October 2011 - 06:09 PM
TX, on 12 October 2011 - 07:12 AM, said:
/me shuffles to the to-do list of things too ambitious to do
(as in not requiring massive repositioning)
This post has been edited by Hendricks266: 12 October 2011 - 06:10 PM
#2561 Posted 13 October 2011 - 03:51 PM
#2562 Posted 13 October 2011 - 04:58 PM
Anyway I second DanM on the slicer tool for mapster, it would be a huge time saver. It doesn't even have to be a slicer tool per say, it could be if you draw a red line over one or more red lines, and connect it to a wall at the other end of the room, a point is inserted at each intercection, with the red line going through all points. Maybe it could ask if we want points to be inserted like with the copy and paste.
#2563 Posted 13 October 2011 - 05:16 PM
Micky C, on 13 October 2011 - 04:58 PM, said:
Anyway I second DanM on the slicer tool for mapster, it would be a huge time saver. It doesn't even have to be a slicer tool per say, it could be if you draw a red line over one or more red lines, and connect it to a wall at the other end of the room, a point is inserted at each intercection, with the red line going through all points. Maybe it could ask if we want points to be inserted like with the copy and paste.
HAHA no I love it and only recently have I got a pc powerful enough to run stuff like polymer properly, I show it off to some of my mates who are old Duke fans and it makes them want a better PC, I have enjoyed watching the evolution of Duke 3D and cant wait for the next leap which I hope will be be enemy animations though I understand there are limitations at the moment with what can be done with them. But it keep growing like nothing else out there, which is cool because I often wondered why one of the best games ever made doesnt get more attention and sequals, and it hurts less when I see the progress being made on this, it will eventually reach perfection...how could it not?
#2564 Posted 13 October 2011 - 05:17 PM
#2565 Posted 13 October 2011 - 08:09 PM
#2566 Posted 13 October 2011 - 10:25 PM
no one will be forced to use it but the fact its there is nice
This post has been edited by DanM: 13 October 2011 - 10:26 PM
#2567 Posted 18 October 2011 - 03:06 AM
#2568 Posted 18 October 2011 - 05:21 AM
This post has been edited by Fox: 18 October 2011 - 05:22 AM

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