EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2868 Posted 07 May 2012 - 11:07 PM
#2869 Posted 08 May 2012 - 10:43 AM
#2870 Posted 08 May 2012 - 10:00 PM
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
#2871 Posted 08 May 2012 - 10:54 PM
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
#2872 Posted 09 May 2012 - 01:52 AM
#2873 Posted 09 May 2012 - 03:21 AM
#2874 Posted 09 May 2012 - 05:19 AM
DanM, on 08 May 2012 - 10:54 PM, said:
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
#2875 Posted 09 May 2012 - 09:31 AM
Fox, on 08 May 2012 - 10:43 AM, said:
Can you elaborate on a specific case so that I can try taking a look?
#2876 Posted 09 May 2012 - 09:32 AM
Diaz, on 08 May 2012 - 10:00 PM, said:
I don't remember, was a consensus ever reached on which SE member should be used for that?
#2877 Posted 09 May 2012 - 10:38 AM
Plagman, on 09 May 2012 - 09:31 AM, said:
Currently I am using the following def code:
highpalookup { basepal 0 pal 6 file "tiles/misc/pal_invulnerability.png" }And this is the result:

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:
#2878 Posted 09 May 2012 - 11:16 AM
#2879 Posted 09 May 2012 - 11:40 AM
#2880 Posted 09 May 2012 - 12:03 PM
Plagman, on 09 May 2012 - 09:32 AM, said:
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...
#2881 Posted 11 May 2012 - 08:12 PM
#2882 Posted 11 May 2012 - 08:15 PM
#2883 Posted 11 May 2012 - 08:53 PM
#2885 Posted 14 May 2012 - 02:08 PM
#2886 Posted 14 May 2012 - 02:17 PM
Edit: I reviewed the changes line by line and found one problem, but I don't see how it could have any effect on jumping. Try the new revision and see what happens.
#2887 Posted 14 May 2012 - 11:24 PM
TerminX, on 14 May 2012 - 02:17 PM, said:
Edit: I reviewed the changes line by line and found one problem, but I don't see how it could have any effect on jumping. Try the new revision and see what happens.
Hmm, it's still there BUT maybe the 'problem' is that one of the other misc tweaks mentioned effected some of my jumping animation code or something, so it probably is just due to something I did a while ago
#2888 Posted 15 May 2012 - 08:07 AM
#2890 Posted 15 May 2012 - 01:49 PM
TerminX, on 15 May 2012 - 08:07 AM, said:
Well the issue is a minor delay between jumping and the actual movement; I have no idea if this helps but event_jump still seems to be triggering when I press the button, but it just seems as if there's a delay somewhere; and it's seemingly random, one moment it works fine and then the next I can hold it down for several seconds and nothing will happen, but eventually you WILL jump even if you don't let go of the key.
I do remember you and most of the other coders saying as much in the other topic; it's too bad for people re-writing the code but at least we had real mod support compared to SW's complete lack of (Although the very few mods did some really cool things even without being able to change the gameplay, at the very least the mapping effects were far superior even if they were harder to work with)
#2891 Posted 15 May 2012 - 04:51 PM
#2892 Posted 15 May 2012 - 09:47 PM
This post has been edited by Diaz: 15 May 2012 - 09:47 PM
#2895 Posted 16 May 2012 - 09:51 AM
#2896 Posted 16 May 2012 - 01:33 PM
Quote
Just went into my stuff and got this too.
#2897 Posted 17 May 2012 - 03:31 AM
Edit: I noticed this event only works for actors, but not for menu sounds. Is that right, since it was supposed to be a workaround for hard-coded sounds? I would like to control the sounds on menu and other screens, with THISACTOR set to -1 during these events.
This post has been edited by Fox: 17 May 2012 - 06:55 AM

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