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

User is offline   TerminX 

  • el fundador

  #2851

View PostFox, on 23 April 2012 - 06:04 AM, said:

I wonder, is there any planning to include all the Sector Effectors from Shadow Warrior in EDuke32?

Nope. The code is completely different and it would frankly be easier to re-implement the Shadow Warrior features using CON scripts than it would be to try and hack the stuff in as additional hard coded effects.
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#2852

currently getting a strange issue with Eduke32 (latest from site) on Win7 with a Nvidia GTX 550. keeps saying my drivers don't support OpenGL or something and won't let me choose the graphics modes for polymer and the like. what gives?
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User is offline   Diaz 

#2853

I'm not sure if this is a known bug or a problem with the renderer itself, but I'll post here...

Today I noticed I was getting quite poor Polymer performance in one of my mods, and it seemed to get worse the more time I played. It was strange. I double checked my 3D video driver settings and all and everything seemed to be OK... then I tried to do a restartvid in the game, and voila, the framerate magically doubled. I kept playing for some time and the framerate started to slowly descend again, then I did another restartvid, and full performance was restored.

Quite weird, but looks like a memory leak of some kind...
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2854

I know using "restartvid" isn't very stable on the ATI card end and can cause a crash.
But I shouldn't have these problems soon when my GeForce GTX570 turns up. (Thanks DanM)
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User is offline   Hendricks266 

  • Weaponized Autism

  #2855

View PostCody, on 29 April 2012 - 09:47 PM, said:

But I shouldn't have these problems soon when my GeForce GTX570 turns up. (Thanks DanM)

Envy.

This post has been edited by Hendricks266: 30 April 2012 - 12:31 AM

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#2856

View PostCody, on 29 April 2012 - 09:47 PM, said:

I know using "restartvid" isn't very stable on the ATI card end and can cause a crash.
But I shouldn't have these problems soon when my GeForce GTX570 turns up. (Thanks DanM)

Dude, why didn't you wait one or two more months to get a 660 or a 670 instead?

View PostHendricks266, on 30 April 2012 - 12:31 AM, said:

Envy.

Don't you mean, Nvi.?

This post has been edited by Mr.Deviance: 02 May 2012 - 12:43 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2857

View PostMr.Deviance, on 02 May 2012 - 12:42 AM, said:

Dude, why didn't you wait one or two more months to get a 660 or a 670 instead?

Because if you knew the cost of Nvidia cards in New Zealand you would have already answered your own question.
Retail for a GTX570 in NZ around $700 NZD
Cost of getting it from DanM $250 AUD.
You work the maths out.

Edit:
Oh and a 580 costs a $1000 here.
Hence this is the other reason I have stuck with ATI as they have always been "A LOT" more cheaper.

This post has been edited by Cody: 02 May 2012 - 03:57 AM

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User is offline   Stabs 

#2858

cause it will still be more than that

mind you $250 + plus shipping which was $41

bargain!
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User is offline   Jblade 

#2859

movement_lock still stops players from surfacing if they're underwater whilst it's active. Was there any fix for that?
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User is offline   TerminX 

  • el fundador

  #2860

View PostJames, on 04 May 2012 - 03:15 AM, said:

movement_lock still stops players from surfacing if they're underwater whilst it's active. Was there any fix for that?

Are you sure? Looking at the source, that doesn't appear possible.
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User is offline   Jblade 

#2861

View PostTX, on 06 May 2012 - 12:36 PM, said:

Are you sure? Looking at the source, that doesn't appear possible.

Well the issue was reported by someone else, I'll look into it and see if I can recreate the issue he encountered.
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User is offline   Tea Monster 

  • Polymancer

#2862

View PostDanM, on 02 May 2012 - 05:10 AM, said:

cause it will still be more than that

mind you $250 + plus shipping which was $41

bargain!

And as the commercial says: "Running Polymer, Crysis and anything else you can throw at it at improbable framerates....Priceless"
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User is offline   Jblade 

#2863

Just noticed an issue with palfrom stuff, I'm guessing related to the fixes you've done lately - the screentint doesn't seem to completely fade away. If you go into a level like E3L1, grab the devistator and then hurt yourself with it you'll notice that the tint won't fade away completely. It seems to vary depending on how severe it is I think, but I took these 2 shots to show you that there's definitly something remaining:

Attached thumbnail(s)

  • Attached Image: BEFORE.png
  • Attached Image: AFTER.png

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User is offline   Diaz 

#2864

View PostJames, on 07 May 2012 - 10:01 AM, said:

Just noticed an issue with palfrom stuff, I'm guessing related to the fixes you've done lately - the screentint doesn't seem to completely fade away. If you go into a level like E3L1, grab the devistator and then hurt yourself with it you'll notice that the tint won't fade away completely. It seems to vary depending on how severe it is I think, but I took these 2 shots to show you that there's definitly something remaining:


I can confirm this as well. When picking up items the tinting doesn't disappear completely.
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User is offline   Helixhorned 

  • EDuke32 Developer

#2865

Oink.

Spoiler

2

User is offline   Jblade 

#2866

View PostHelixhorned, on 07 May 2012 - 01:23 PM, said:

Oink.
Spoiler


Nice work, thanks for the quick response and fix <_<
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2867

May I ask... why highpalookup doesn't work with Polymost? Is it because of Polymost being discontinued, or because of technical limitation?
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User is offline   Micky C 

  • Honored Donor

#2868

Yes, it's a technical limitation. Highpalookup uses polymer's pixel shaders, however polymost has no such shaders, so it can't work there.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2869

Anyway, I got a little problem with highpal: it doesn't completely override tint values. Apparently it has something to do with the tint flag values?
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User is offline   Diaz 

#2870

Hmmm... do we have any news about implementation of non-shadow-casting spotlights?

The map I'm currently working on makes quite heavy use of spotlights assuming some day it will be possible to turn off shadows on them; otherwise performance pretty much sucks <_<
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User is offline   Stabs 

#2871

if you want spotlights that dont use shadows use a point light but cut off the sectors it can see, you can find the angles by drawing a line from the centre of the pointlight and dragging it out to the point on the corner you want the shadow to start from, that is basically the angle you want to use, stops light leaking and improves performance to

on a sidenote regarding polymer performance i recently doubled my framerate by going from an q9400 clocked to 3.2ghz to a i7 3770k at stock 3.5mhz / 3.9mhz, so even though they seem similar clock for clock the i line seems miles ahead in terms of performance from polymer.

I know this shit is not cheap but if you were looking to get a kick out of polymer that is what you should be looking for.

This post has been edited by DanM: 08 May 2012 - 10:54 PM

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User is offline   Micky C 

  • Honored Donor

#2872

He wants spotlights that don't cast shadows for their ability to project textures without using a great deal of performance. He can't use point lights in this situation.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2873

ATI cards do this by default now with spotlights because they don't cast shadows...
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User is offline   Diaz 

#2874

View PostDanM, on 08 May 2012 - 10:54 PM, said:

if you want spotlights that dont use shadows use a point light but cut off the sectors it can see, you can find the angles by drawing a line from the centre of the pointlight and dragging it out to the point on the corner you want the shadow to start from, that is basically the angle you want to use, stops light leaking and improves performance to

on a sidenote regarding polymer performance i recently doubled my framerate by going from an q9400 clocked to 3.2ghz to a i7 3770k at stock 3.5mhz / 3.9mhz, so even though they seem similar clock for clock the i line seems miles ahead in terms of performance from polymer.

I know this shit is not cheap but if you were looking to get a kick out of polymer that is what you should be looking for.


What I like from spotlights is their "cone" appearance, which by itself makes them look more realistic in many situations. Sometimes I want them to project shadows from models, while sometimes I just want that light cone to "decorate" a wall or to light up an area with no models; shadows aren't needed there. Also, point lights can't project textures.

Sector cutting is a technique I've already been experimenting with, basically trying to find a way to stop light leaking. It's a great way to improve performance, not only because you are limiting the number of objects hit by a particular light, but also because most of the time it causes the sectors beneath the cut not to be drawn at all.

I'm using an i7 860 overclocked to 4GHz already. It doesn't use the same architecture as the latest i7's, but still... I'm not worried about performance on my machine, but rather on other people's machines.

This post has been edited by Diaz: 09 May 2012 - 05:20 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#2875

View PostFox, on 08 May 2012 - 10:43 AM, said:

Anyway, I got a little problem with highpal: it doesn't completely override tint values. Apparently it has something to do with the tint flag values?


Can you elaborate on a specific case so that I can try taking a look?
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User is offline   Plagman 

  • Former VP of Media Operations

#2876

View PostDiaz, on 08 May 2012 - 10:00 PM, said:

Hmmm... do we have any news about implementation of non-shadow-casting spotlights?


I don't remember, was a consensus ever reached on which SE member should be used for that?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2877

View PostPlagman, on 09 May 2012 - 09:31 AM, said:

Can you elaborate on a specific case so that I can try taking a look?

Currently I am using the following def code:

highpalookup { basepal 0 pal 6   file "tiles/misc/pal_invulnerability.png" }


And this is the result:

Posted Image

But if I change to this...

tint { pal 6   red 255 green 255 blue 255 flags 3 }

highpalookup { basepal 0 pal 6   file "tiles/misc/pal_invulnerability.png" }


This is what it looks like:

Posted Image
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User is offline   Plagman 

  • Former VP of Media Operations

#2878

So the problem is only with HUD sprites? It could just be a bug rather than a general highpal thing, since HUD sprites re-use some of the Polymost code as-is.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2879

I see. From what I can tell, it seems that once you set up a flag for the tint values, the highpal uses it as a basis (for HUD sprites).
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User is offline   Diaz 

#2880

View PostPlagman, on 09 May 2012 - 09:32 AM, said:

I don't remember, was a consensus ever reached on which SE member should be used for that?


Mmmm, you're right... proposals were palette, clipdist and wall/floor alignment. Palette looks like it could be used for something that actually needs a scale in the future, and same goes for clipdist. Alignment looks like the best option and I hightly doubt it will break existing maps...
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