EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#260 Posted 17 May 2009 - 10:11 AM
#261 Posted 17 May 2009 - 10:13 AM
Quote
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?
#262 Posted 17 May 2009 - 10:31 AM
James, on May 17 2009, 11:03 AM, said:
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
#263 Posted 17 May 2009 - 10:36 AM


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




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.
This post has been edited by MusicallyInspired: 17 May 2009 - 10:37 AM
#264 Posted 17 May 2009 - 10:53 AM
#265 Posted 17 May 2009 - 10:57 AM
This post has been edited by MusicallyInspired: 17 May 2009 - 10:59 AM
#266 Posted 17 May 2009 - 11:00 AM
#267 Posted 17 May 2009 - 11:29 AM
#268 Posted 17 May 2009 - 12:03 PM
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!
#269 Posted 17 May 2009 - 12:09 PM
#270 Posted 17 May 2009 - 12:10 PM
#272 Posted 17 May 2009 - 12:27 PM
Just having polymer won't give you everything you see in the screenshots.
#273 Posted 17 May 2009 - 02:53 PM
#275 Posted 17 May 2009 - 07:45 PM
Or better yet, a "flashlight" that only works when the Pistol is active?
#276 Posted 17 May 2009 - 08:16 PM
This post has been edited by engineer: 17 May 2009 - 08:45 PM
#278 Posted 17 May 2009 - 11:45 PM
#280 Posted 18 May 2009 - 12:25 AM
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
#281 Posted 18 May 2009 - 05:32 AM
#282 Posted 18 May 2009 - 06:03 AM
#283 Posted 18 May 2009 - 07:33 AM
MusicallyInspired, on May 18 2009, 05:32 AM, said:
That looks like it is underground... often underground stone becomes damp and looks just like that... I'm making excuses, but I like it.
#284 Posted 18 May 2009 - 07:38 AM
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).


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

This post has been edited by MusicallyInspired: 18 May 2009 - 07:59 AM
#285 Posted 18 May 2009 - 12:42 PM
Roma Loom: I tested your set of door textures in-game. It looks like this:

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!
#286 Posted 18 May 2009 - 01:55 PM
MusicallyInspired, on May 18 2009, 08:32 AM, said:
That would be the overpowered Specular map.
#287 Posted 18 May 2009 - 01:56 PM
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
#288 Posted 18 May 2009 - 02:27 PM
ReaperTK, on May 18 2009, 11:56 PM, said:
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.
#289 Posted 18 May 2009 - 03:43 PM
lycanox, on May 18 2009, 06:27 PM, said:
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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