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

User is offline   Jimmy 

  • Outta jail, back in rehab

#260

I've noticed some of these problems, myself. I am also kind of peeved that there is no option to stop custom projectiles from breaking mirrors.
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User is offline   Chip 

#261

Quote

This is pretty weird; out of all the ATI feedback I had, half have broken mirrors, the other half have broken shadows and MusicallyInspired has this weird things where sprites will slow the game down to a crawl. It's hard to try and match that with card/driver features.


With that said, I'm actually tempted to ask for a copy of this to try my ATI card out to see what "things" happen with that.
Have their been any reports where 2 people with the same card are getting different problems to each other?
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User is online   Danukem 

  • Duke Plus Developer

#262

View PostJames, on May 17 2009, 11:03 AM, said:

I posted about this a while back on 3DR and got no response - in newer snapshots custom projectiles act strangely when they spawn stuff. I use projecticles for shell casings and stuff and sometimes instead of spawning what they're supposed when they die to they either disapear or spawn another completely unrelated object. Explosions and stuff from custom projectiles also seem to appear nowhere near where the projectile exploded (Rusty brought this bug to my attention as well)


I'm thinking back on the projectiles that this has happened with, and IIRC they were all bouncing ones. Hmmm....TX recently changed the way that bouncing projectiles die, so maybe that caused it.

EDIT: Damn I just realized we are posting about this in the wrong thread.

This post has been edited by DeeperThought: 17 May 2009 - 10:49 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#263

I'll fill out the wiki as well in a minute, but here's another issue I have. I was placing lights in my map and I noticed something odd about lights after adding a lot after a while. Some lights seem to cancel others out altogether if you can see them. Here's a couple shots of the same hallway. One with the door at the end closed and one with it opened. When it's opened and you can see the other room with lights in it, the lights in the hallway (including the switch on the wall next to the door there) seem to just disappear. You can also see that some sectors are unaffected or not as affected as the bigger sectors.

Posted ImagePosted Image

Some more screens of how the lights affect different sectors in different ways (these are all point lights. No spotlights).

Posted ImagePosted ImagePosted ImagePosted Image

Here's an instance where the light from an Atomic Health isn't showing up at all (probably the same problem with the other canceled lights issues in the hallway screens above). I did notice too, however, that when I could see the lights from an Atomic Health in certain areas the blue light would flicker constantly. This doesn't always happen, though.

Posted Image

This post has been edited by MusicallyInspired: 17 May 2009 - 10:37 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#264

The golden rule when placing lights is that a single plane (i.e. a wall, ceiling or floor) can only be affected by a finite number of lights. I assume all of this goes away if you set r_pr_maxlightpasses to some arbitrarily high number. The default is that only 5 lights can affect a single plane. There's still lots of tuning/testing to know what that number will be in the end (it will probably be tied to a performance setting) so don't build your map against this specific figure. However, try to split your walls/sectors so that lights don't generally light up stuff that's really bigger than their area of effect.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#265

Ah, ok. Good to know! :P I added my entry to the wiki, btw. I'll try to get a screenshot later on of what the sprites look like when they come into view. Actually something strange that I noticed was that when I put the FPS counter on the screen it went to about 30 FPS but when the game started seizing up because of sprites it actually increased to 50/60 FPS! So whatever's going on it doesn't look like the game realizes it's happening. Also the closer I get to sprites the slower it becomes, and vice versa the farther away I get the smoother it becomes.

This post has been edited by MusicallyInspired: 17 May 2009 - 10:59 AM

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#266

These screenshots are starting to torment me! Would someone PLEASE release a copy of this as it is!
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User is offline   TerminX 

  • el fundador

  #267

MusicallyInspired: what, did you think there's a light priority system just for the sake of having one? It has everything to do with how many lights of which priority are lighting a surface at once. Your really big, important lights need to be the highest priority, and the two lower priorities need to be used on less meaningful lights to make sure they don't take the place of something that's actually important when deciding which lights to use for a surface.
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User is offline   naddie 

#268

Where can I download this new build?

I downloaded the newest duke hrp ver 4. No dynamic lighting.

Sorry for newb question. This thread is too long for me to read from the begining. Thanks!
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#269

I am not sure of this issue, but... is there any key in mapster which allow you to rotate wall texture (not floor or ceiling texture) ?
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User is offline   Spiker 

#270

You can google for it. I found the source a few days ago. But I have no F****** idea how to compile these files.
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User is offline   Alexraptor 

#271

Its a WIP, its not out yet for the general public.
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User is offline   Jokke_r 

#272

Besides without normal/displacement maps or any light hacks all you will get from it are a few light effects with fire/gunfire/pickups/switches etc.
Just having polymer won't give you everything you see in the screenshots.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#273

I had no idea what the priority settings were for....feel kinda stupid for not getting it. That makes perfect sense now.
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User is offline   Hellbound 

#274

Had the same.
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User is offline   engineer 

#275

How woudl one affix a light to a pre-existing sprite, such as a ceiling light?

Or better yet, a "flashlight" that only works when the Pistol is active?
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User is offline   engineer 

#276

BY THE NAME OF ST. JIMM THE PATRON SAINT OF COW-ORKING, I'VE DONE IT!!

Posted Image

This post has been edited by engineer: 17 May 2009 - 08:45 PM

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User is offline   Hellbound 

#277

Is it yours wall texture? Looks pretty good!
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User is offline   engineer 

#278

It's a texture from the current public version of the HRP, with a normal/specular map applied.
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User is offline   Hellbound 

#279

Yeah, but I was asking you did YOU made those normals/specs
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User is offline   engineer 

#280

Yes, I used Insane Bump to generate them and hand-altered them when needed.

Besides- the parallaxing isn't working in that shot. I'll put something new up when I get it working well enough to make some eye candy.

This post has been edited by engineer: 18 May 2009 - 12:26 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#281

Is that supposed to be stone? Looks a little too shiny...unless I'm missing something. Good job on the bump, though.
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User is offline   Plagman 

  • Former VP of Media Operations

#282

MusicallyInspired: when the game "seizes up" because sprites are in view, the "compiling GPU program..." messages keep popping? They're supposed to stop after every different one has been compiled. Can you attach eduke32.log after having looked at sprites and reproduced the seizing for a good 30 seconds? Thanks.
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User is offline   Jezza 

#283

View PostMusicallyInspired, on May 18 2009, 05:32 AM, said:

Is that supposed to be stone? Looks a little too shiny...unless I'm missing something. Good job on the bump, though.


That looks like it is underground... often underground stone becomes damp and looks just like that... I'm making excuses, but I like it.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#284

Ah, actually those don't keep coming up. My apologies. I incorrectly assumed they were constantly popping up but it's just a group of them after/while the map loads. Actually nothing appears in the console when the seizing occurs. Also, I said earlier that when the slowdowns occur the FPS increases or is unaffected. This is incorrect. I was actually looking at the MS count which goes up into the thousands the closer I get to a sprite. The FPS is displayed in brackets and goes from 10 FPS all the way down to actually 0 FPS.

Here's a screenshot and a closeup I managed to get of one of the bulletholes...took forever because of 0 FPS! You can see the black box around it and the checkered/garbled nature of the sprite (and also my horrendous FPS count on the top right).

Posted ImagePosted Image

EDIT: Also here's a couple screenshots showing how you can see a bullethole or other sprite through a wall if close enough.

Posted ImagePosted Image

This post has been edited by MusicallyInspired: 18 May 2009 - 07:59 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#285

Well, that looks awful. Maybe try installing older versions of your graphics driver and/or fiddling with your control panel settings.

Roma Loom: I tested your set of door textures in-game. It looks like this:
Posted Image

Note that I had to resave the glow map from gimp because kplib didn't like something about its header. Are you using a crazy russian image editor or something?
The specular map looks fine, I looked closely and the edge of the letters doesn't shine like you said it did.
The textures look great, by the way. If all of the HRP art is replaced by top-notch stuff like that, it'll be pretty cool!
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User is offline   engineer 

#286

View PostMusicallyInspired, on May 18 2009, 08:32 AM, said:

Is that supposed to be stone? Looks a little too shiny...unless I'm missing something. Good job on the bump, though.


That would be the overpowered Specular map.
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User is offline   ReaperTK 

#287

Looking good!

I've been playing around in Polymer and like what I see. I've got an ATI card (Two 4870's). I don't have any graphical issues, but most maps fail to load at all. Where can I get a hold of the current E1L1 polymer maphack? I want to see if it works on my setup.

On a side note - On the 3DR forums there was a shot posted of the Death Row sub showing both the above and under water areas in Polymer. Was that done by the use of sector effectors/tags or was it done through CON, and how easily could that be adapted to non water sectors for true ROR? At the moment I'm mostly interested in just having the ability for the player to see ROR sectors, I'm not too worried about having the ability to move between ROR sectors yet.

Keep up the good work. I'm anxiously awaiting an official release.

This post has been edited by ReaperTK: 18 May 2009 - 01:56 PM

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User is offline   lycanox 

#288

View PostReaperTK, on May 18 2009, 11:56 PM, said:

Looking good!

I've been playing around in Polymer and like what I see. I've got an ATI card (Two 4870's). I don't have any graphical issues, but most maps fail to load at all. Where can I get a hold of the current E1L1 polymer maphack? I want to see if it works on my setup.

On a side note - On the 3DR forums there was a shot posted of the Death Row sub showing both the above and under water areas in Polymer. Was that done by the use of sector effectors/tags or was it done through CON, and how easily could that be adapted to non water sectors for true ROR? At the moment I'm mostly interested in just having the ability for the player to see ROR sectors, I'm not too worried about having the ability to move between ROR sectors yet.

Keep up the good work. I'm anxiously awaiting an official release.

For the ROR an earlier implemented system was used. However while i did hear ROR works better now. It still isn't as reliable as it should be, if you want to use it on a big scale.
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User is offline   ReaperTK 

#289

View Postlycanox, on May 18 2009, 06:27 PM, said:

For the ROR an earlier implemented system was used. However while i did hear ROR works better now. It still isn't as reliable as it should be, if you want to use it on a big scale.


I do know that at one time there was a horribly buggy implementation that required SEs in all sectors that could see into the ROR sector and it was such a PITA that it wasn't worth it, but I thought I read in the old Polymer thread that ROR in polymer was trivial by design or something.
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