EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#320 Posted 20 May 2009 - 03:53 AM
To all: https://svn.eduke32.com/polymer_hrp/ is open for anonymous checkout. Get TortoiseSVN if you're not familiar with SVN.
#321 Posted 20 May 2009 - 04:39 AM
Hendricks266, on May 20 2009, 05:12 AM, said:
Yeah you should set the parallaxscale to something between 0 and 0.1 mostly.
I noticed Crazybump is good for organic stuff etc but anything with straight lines and clean edged won't look right. They should probably be made by hand.
#322 Posted 20 May 2009 - 04:43 AM
Problem is (as i have said about things before) i can't compile anything for unknown reasons, who was it that we could PM to ask for a copy that was already compiled? If i get a copy of it i will try and do some work on the maps (adding lights etc) of you want.
#323 Posted 20 May 2009 - 04:45 AM
What OS are you using? If you're using Windows I believe it was said that you can't use Visual Studio to compile the source as there's some kind of obscure problem. Instead use MinGW.
EDIT: See this thread.
This post has been edited by MusicallyInspired: 20 May 2009 - 04:53 AM
#324 Posted 20 May 2009 - 05:42 AM
Jokke_r, on May 20 2009, 02:39 PM, said:
I noticed Crazybump is good for organic stuff etc but anything with straight lines and clean edged won't look right. They should probably be made by hand.
It's also great for mixing in details into the normal map generated from a 3d model. I think I have done this to all models I have done so far.
Once thins slow down at work and I get some more free time I am thinking of doing a video recording of my process. Modelling a texture might seem extreme but for someone like me who sucks at drawing 2d textures it's actually faster and a lot of my old textures use this technique. Once you realise you only need to model the bumps of a surface you can do a lot of short cuts. It's basically just starting with a plain and cut out the shapes you want and then move them in and out, sometimes followed by a quick model added on top.
#325 Posted 20 May 2009 - 06:12 AM
9.3 - Seizes up and sprites are distorted/not transparent. No shadows.
Omega ATI driver - Doesn't seize up anywhere near as much but sprites are not visible at all. Lights are not visible until you get closer to them and then the light appears on the surrounding surfaces and it's way too bright. No shadows
9.1 - Same thing as 9.3. No shadows.
8.6 - Same as Omega except the lights are visible and not ultra-bright and it seizes up somewhere in between 9.3's and Omega's seizing. No shadows.
Going to try Catalyst 8.1 and 7.10 now.
EDIT:
8.1 - Same as Omega except the lights are visible and not utra-bright. No shadows.
7.10 - Doesn't even work. The game starts but maps hang on the loading screen. I was going to try earlier drivers but they probably won't work either, especially if these newer ones don't anyway. So, I guess I'll just give up on this ever working until I get a good nVidia card.
This post has been edited by MusicallyInspired: 20 May 2009 - 07:14 AM
#326 Posted 20 May 2009 - 07:35 AM
MusicallyInspired, on May 20 2009, 01:45 PM, said:
What OS are you using? If you're using Windows I believe it was said that you can't use Visual Studio to compile the source as there's some kind of obscure problem. Instead use MinGW.
EDIT: See this thread.
I use WinXP SP3. I did what it said on EDuke wiki (Building EDuke32 in windows), my computer has never been able to compile anything for reasons unknown.
I will try to PM TerminX later, and failing that i will try Plagman.
#329 Posted 20 May 2009 - 11:35 AM
TX, on May 20 2009, 07:28 PM, said:
Fair enough. I managed to get it working anyway, looks like it will be awesome when its all finished.
Hmm, no offense, but i can't help but remember someone on the 3D Realms forum ages ago saying i contributed nothing (I don't remember who it was, and i can't be bothered to find it) - but this is a good example of making it hard for me to contribute anything at all.
#330 Posted 20 May 2009 - 11:59 AM
Plagman, on May 19 2009, 09:10 PM, said:
what I have to do?
This post has been edited by asdasd: 20 May 2009 - 12:00 PM
#331 Posted 20 May 2009 - 12:04 PM
Anyway, the only people who are given binaries by us are people who can show that they're actually seriously making Duke content, or our personal friends. Everyone else can either figure out svn and compile it themselves or just not use it until it's released.
#332 Posted 20 May 2009 - 01:08 PM
asdasd, on May 20 2009, 10:59 PM, said:
what I have to do?
I haven't tried it yet since i'm not at home but you can most likely extract the files from the polymer_hrp.zip and simple add them into the duke3D_hrp.zip overwriting any existing files. It was not meant to work separately
#333 Posted 20 May 2009 - 01:14 PM
asdasd, on May 20 2009, 11:59 AM, said:
what I have to do?
you don't need duke3d_hrp.zip
The problem is already described by me. the polymer_hrp folder inside polymer_hrp.zip is not needed.
1. unpack polymer_hrp.zip by right clicking on it and choose extract here.
2. a new folder with the name polymer_hrp will be created
3. enter in this folder, mark all files and folders and pack them in a new polymer_hrp.zip (don't use compression, just store)
4. then put the new polymer_hrp.zip in autoload folder
#334 Posted 20 May 2009 - 03:42 PM
i also have put it alone in the autoload/duke3d.grp folder and oldgraphics apeared, no loaded any hi-texture
i'm using eduke32_snapshot_20090313.zip 14-Mar-2009 02:13 1.1M
is good for this version?
#335 Posted 20 May 2009 - 03:54 PM
#337 Posted 21 May 2009 - 02:49 PM

I have no much time but i hope i can find some to make some other tests.
This post has been edited by Benichon: 21 May 2009 - 09:25 PM
#338 Posted 22 May 2009 - 12:47 AM
Benichon, on May 21 2009, 03:49 PM, said:

I have no much time but i hope i can find some to make some other tests.
Picture looks great. My new card should be in by the time this releases. If not, it wont matter too much. I think the 6200LE should play it decently also.
#339 Posted 22 May 2009 - 04:19 AM
This post has been edited by MusicallyInspired: 22 May 2009 - 04:19 AM
#340 Posted 22 May 2009 - 05:50 AM
Benichon, on May 22 2009, 01:49 AM, said:

Are you working to a solution to that lightning issue, obviously the ground shouldn't be bright just outside the dumpster since the flame's light can't hit it, I know it probably would be fixed with spotlights (as I recall, they cast true shadows), but can't you make a regular light source that also creates shadows like the spotlights?
#341 Posted 22 May 2009 - 09:46 AM
edit: Sorry, Benichon, corrected.
This post has been edited by Piterplus: 23 May 2009 - 01:39 AM
#342 Posted 22 May 2009 - 10:35 AM
Daedolon, on May 22 2009, 06:50 AM, said:
I juste made normal textures for this place and i didn't touch the light. It was the light of the fire (all fires : fire and fire2 use this type of light).
It is a bug of the lights i think
May be replace the type of light can correct this and make it more correct like what you say.
@Piterplus : It was me who done this screen with my own normal textures
Edit : Thx and no problem ^^.
This post has been edited by Benichon: 23 May 2009 - 06:24 AM
#343 Posted 22 May 2009 - 12:51 PM
And even normal spotlights in large quantities tend to rape your framerate somewhat, so.. Yeah.
#344 Posted 22 May 2009 - 06:39 PM
MusicallyInspired, on May 22 2009, 04:19 AM, said:
Burn it...
No, I may use by brother to sell it. My dad could do it too, he has sold things from ebay before.
EDIT: Is there a possibility that you are seeking one on the nvidia side? Mine is an agp, however.
This post has been edited by Jason S.: 23 May 2009 - 02:38 AM
#345 Posted 23 May 2009 - 06:00 AM
Jason S., on May 22 2009, 09:39 PM, said:
No, I may use by brother to sell it. My dad could do it too, he has sold things from ebay before.
EDIT: Is there a possibility that you are seeking one on the nvidia side? Mine is an agp, however.
Yes! I'm looking for a nVidia. AND I have AGP! I don't actually have a mobo with PCI-E yet.....poor me. I'm still running on 768 MB of RAM too. My current ATI card is 512 MB, what's your card?
#346 Posted 23 May 2009 - 07:17 AM
MusicallyInspired, on May 23 2009, 03:00 PM, said:
Mine's also an AGP M/B. With a GeForce 7900 GS with 512MB GDDR3 RAM. In a few months, my computer will also be running PCI-E
#347 Posted 23 May 2009 - 10:40 AM
#348 Posted 23 May 2009 - 11:05 AM
supergoofy, on May 23 2009, 07:40 PM, said:
The GeForce 8600GTS is far superior to my 7900GS. It may handle Polymer + HRP a bit better once all the optimisations and bug fixes are done.
This post has been edited by KillerBudgie: 23 May 2009 - 11:09 AM
#349 Posted 23 May 2009 - 12:13 PM
I have a quad-core and cpu usage is at max. 50% at lower framerate.
If eduke32 uses only 2 cores, than it would be use cpu to full capasity.
Mayby gpu isn't that important, if you know what I mean.
I remember when I changed gpu 2 years ago from a lowend gpu to a much better one HRP wasn't running really better at all.
Only change of cpu brought me a much better performance.

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