EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2569 Posted 18 October 2011 - 08:39 PM
Same thing with increasing map amounts.
#2570 Posted 19 October 2011 - 07:09 PM
#2571 Posted 24 October 2011 - 12:04 PM
The software mode has an annoying bug that reverts brightness/gamma settings back to default whenever the screen flashes. Pressing F11 returns the user's settings but this fix only lasts until the screen flashes again (or changes pal etc.).
#2572 Posted 24 October 2011 - 01:10 PM
Mikko_Sandt, on 24 October 2011 - 12:04 PM, said:
Confirmed for ATI systems in fullscreen. Do you also suffer from abysmal performance for palette effects that change every frame (like the red damage flash)?
#2573 Posted 24 October 2011 - 01:33 PM
#2574 Posted 24 October 2011 - 02:26 PM
Helixhorned, on 24 October 2011 - 01:10 PM, said:
There's a noticeable spike but I wouldn't call it abysmal.
#2575 Posted 25 October 2011 - 01:09 AM
EDIT: Nevermind, I misunderstood what Micky C meant!
This post has been edited by James: 25 October 2011 - 02:06 AM
#2576 Posted 26 October 2011 - 03:25 PM
Quote
Wikipedia.
Does polymer use this? Or possibly mipmapping support?? I came across the term LOD and got curious.
#2577 Posted 26 October 2011 - 06:35 PM
For models there's no such thing right now. You can't really automatically derive LOD levels for models and expect it to look good, so the proper way to fix that would be to let people define their LODs and use that. However you can pretty much achieve that right now by specifying several separate models and switching through them with CON code depending on distance/whatever other criteria you chose, so making this a full engine feature would be more of a convenience than anything, which makes it pretty low priority.
#2578 Posted 26 October 2011 - 06:54 PM
"automagically" LMFAO
#2579 Posted 26 October 2011 - 07:00 PM
#2580 Posted 27 October 2011 - 05:24 AM
Setting the gamma works all right, but the next time a new palette is uploaded (IDirectDrawPalette_SetEntries), the gamma is reset to the base value! Revision 2085 works around this issue in two ways.
r2085 commit log said:
will be done in software. Before that, always do a setgamma() after setting the
palette, since this is what resets the HW gamma. However, this may lead to
unappealing artifacts with portions of the scene being sent to the screen with
different gammas.
The reason that OpenGL must be initialized in order to disable HW gamma is that I couldn't find a way to query the driver vendor using the DirectX interface. So, this looks like a genuine DX driver bug to me, but I don't have the motivation to check whether such behavior might be to spec after all.
#2581 Posted 27 October 2011 - 10:31 PM
Plagman, on 26 October 2011 - 06:35 PM, said:
For models there's no such thing right now. You can't really automatically derive LOD levels for models and expect it to look good, so the proper way to fix that would be to let people define their LODs and use that. However you can pretty much achieve that right now by specifying several separate models and switching through them with CON code depending on distance/whatever other criteria you chose, so making this a full engine feature would be more of a convenience than anything, which makes it pretty low priority.
Worth noting that the number of polygons on a particular object seem to matter less than the number of objects as far as game speed. Having multiple models combined into one sprite had similar speed gains to making things outright invisible in my tests. Granted this isn't always viable.
#2582 Posted 30 October 2011 - 01:36 PM
#2583 Posted 30 October 2011 - 01:41 PM
edit: looks like 'yes' from your post
edit2: what happens when you press F11 while in-game (and in 8-bit fullscreen, arrived at by e.g. 'vidmode 8')?
#2584 Posted 30 October 2011 - 01:44 PM
EDIT: I just did this, went into windowed mode and then tried to go back into full-screen mode. I could see normally for a few seconds but then the game hardlocked and I had to turn off my laptop.
EDIT2: Just tried your edited instructions. It all worked, although there were a few seconds of garbled colours when going into that menu via classic mode but it didn't crash or anything.
This post has been edited by James: 30 October 2011 - 01:53 PM
#2587 Posted 06 November 2011 - 08:46 PM
#2588 Posted 06 November 2011 - 08:57 PM
Micky C, on 06 November 2011 - 08:46 PM, said:
Animations that work only in game use CON defined actions. A single tile could have any number of actions associated with it. Even if a light SE could somehow know that there was a CON defined action associated with the tile number, there is no way for it to know whether the mapper wants to use it for the light, and if there is more than one such action there is no way for it to know which one to use. So I would say it is sort of a conceptual error on your part to think that the spotlight projections are supposed to use in game only animations. There might be some hardcoded animations (i.e. not in art files nor in CON) that are handled differently, however. But I don't see why we would want those to project, either, since it could mess up mods that have different art on those tile numbers.
#2589 Posted 07 November 2011 - 05:13 AM
Unable to open cache file: Permission denied
The mod I'm working on has highres textures and models but for some reason he doesn't want to turn on the cache compression in the options.
I have other projects I am working on and these do work with the cache options...
Any help?
This post has been edited by insane_metalhead: 07 November 2011 - 06:30 AM
#2590 Posted 07 November 2011 - 06:52 AM
#2591 Posted 07 November 2011 - 08:41 AM
#2593 Posted 07 November 2011 - 09:41 AM
Attached File(s)
-
eduke32.log (4.09K)
Number of downloads: 554
#2594 Posted 07 November 2011 - 10:36 AM
#2595 Posted 08 November 2011 - 09:18 AM
insane_metalhead, on 07 November 2011 - 09:41 AM, said:
[from log]
Searching for game data...
Found no recognized game data!
Warning: could not find main data file ''!
The mod is standalone, right?
Can you post the log with r2106? Its only change is that it'll print the file name of the cache file it tried to open, maybe that will give a hint.
#2596 Posted 08 November 2011 - 01:05 PM
Unable to open cache file 'textures': Permission denied
But I don't know why. Here is my log anyway. I really have no clue how to solve this.
EDIT: yes my mod is standalone
Attached File(s)
-
eduke32.log (4.17K)
Number of downloads: 548
This post has been edited by insane_metalhead: 08 November 2011 - 01:06 PM

Help
Duke4.net
DNF #1
Duke 3D #1


