EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3211 Posted 27 November 2012 - 03:18 PM
So I've got a map with almost 900 SE polymer lights, and over 100 con spawned lights in this map I'm currently working on. However I fire it up in-game and the vast majority of lights in the first section of the map simply aren't there. They're clearly there and working fine in mapster, but not in-game. Is there a maximum number of lights you can have in a map that would cause this?
I'm willing to send the map in a PM if there's no clear solution for this. I have no idea what's wrong and it's probably only 2 weeks from release so things are tense.
This post has been edited by Micky C: 27 November 2012 - 03:18 PM
#3212 Posted 27 November 2012 - 10:09 PM
#3213 Posted 27 November 2012 - 11:49 PM
I'll try it when I get home anyway.
Edit: Yeah changing it does nothing. Highest I tried was 9. But that makes no difference when there are 0 to start off with
This post has been edited by Micky C: 28 November 2012 - 02:05 AM
#3214 Posted 29 November 2012 - 12:15 AM
I was reluctant to break the map up into smaller maps (who doesn't like a mega polymer map?), but I did a few tests and the frame rate is actually noticeably better (sometimes double!) when most of the map is cut away even though the chunk that's missing shouldn't be rendered. It's weird, but it's reason enough to break it up, and that ought to solve the problem with the missing lights. Killing 2 birds with 1 stone
This post has been edited by Micky C: 29 November 2012 - 12:33 AM
#3215 Posted 29 November 2012 - 01:29 AM
EDIT: Ok nevermind, I take it we don't need the DLLs anymore then? I deleted them and it loaded up fine.
This post has been edited by James: 29 November 2012 - 01:32 AM
#3217 Posted 29 November 2012 - 06:00 AM
Btw, I'm in favor of removing that check entirely. It serves no purpose now that we (kinda) recommend everyone to download synthesis builds, and I strongly prefer my programs not to access the network unless I tell them to do so. This also might be the cause of some (false positive) heuristic virus checker alerts.
edit:
r2345 said:
#3218 Posted 29 November 2012 - 10:03 AM
Plagman, on 21 November 2012 - 10:35 AM, said:
Trooper Dan, on 21 November 2012 - 10:18 AM, said:
http://www.mathopenr...olygonarea.html
Now, you'd also need to calculate the area of any islands inside the sector and substract it from the area of the outer edge.
How exactly I do that? I have been thinking, I can't figure out the way to diff beetween the sector walls and "island" walls.
#3219 Posted 29 November 2012 - 10:33 AM
#3220 Posted 29 November 2012 - 10:35 AM
Plagman, on 29 November 2012 - 10:33 AM, said:
But how do I know what is the "outer loop", since the firstwall can be in a island? Or it has something to do with the defined order of wall IDs?
#3221 Posted 29 November 2012 - 10:42 AM
#3222 Posted 29 November 2012 - 10:49 AM
#3223 Posted 29 November 2012 - 11:59 AM
Plagman, on 29 November 2012 - 10:42 AM, said:
#3224 Posted 29 November 2012 - 03:45 PM
James, on 29 November 2012 - 01:29 AM, said:
No, they were omitted (along with all of samples) because when bash scripts execute, changes made to them during their execution do not affect them for that run, so when synthesis.sh svn updated, the new instructions I sent it would not have taken effect until the next run. I asked TerminX to fix it by setting the cronjob to svn update synthesis.sh before it runs and he did.
#3225 Posted 29 November 2012 - 04:01 PM
#3226 Posted 01 December 2012 - 01:28 AM
Anyway, i found (not tested, not used) a method for calculating area of any sector with a good approximation, it works by "counting square elements" in the sector : save maximum and minimum x and y as you mentioned, then start two loops (one inside the other) to scan if the point "x,y" is in the sector, spacing x and y with a constant step between sector extension; when the point is in the sector (updatesector) , the "area" var is increased and you'll get the total area at the end of the process after a proper conversion factor.
The same method could be used to calculate a volume just adding the z scaled by 8 ; It's also possible to choose the dimension of the step, or to get it by sector extension, for optimizing the process and choose between speed or accuracy of the method.
Damn, this "mesh" approach remind me computational fluid dynamic lessons...
This post has been edited by RichardStorm: 01 December 2012 - 01:29 AM
#3227 Posted 01 December 2012 - 06:08 PM
RichardStorm, on 01 December 2012 - 01:28 AM, said:
thanks, that sounds like it would be a nice improvement!
#3229 Posted 01 December 2012 - 08:15 PM
#3230 Posted 01 December 2012 - 11:36 PM
This post has been edited by Fox: 01 December 2012 - 11:36 PM
#3231 Posted 02 December 2012 - 10:59 AM
#3232 Posted 02 December 2012 - 11:19 AM
The latest synthesis (r3250) has both DLLs properly packaged.
#3233 Posted 02 December 2012 - 11:32 AM
Polymer has improved a lot in the past year and a half so I really want to use a newer executable.
Added.
R 3250 eduke32.exe will not run.
This is tested in its own freshly unzipped folder. It won't bring up the start menu or anything. The debug exe does work.
This post has been edited by Drek: 02 December 2012 - 11:49 AM
#3234 Posted 02 December 2012 - 11:53 AM
#3235 Posted 02 December 2012 - 01:03 PM
I'm not talking about wgr2 anymore, just the synthesis download as is doesn't work.
edit:
I'm using windows 7, haven't changed anything on my end in ages, these packages are always just extract and run for me.
This post has been edited by Drek: 02 December 2012 - 01:07 PM
#3237 Posted 02 December 2012 - 01:46 PM
Plagman, on 02 December 2012 - 01:12 PM, said:
Confirmed.
#3238 Posted 02 December 2012 - 03:26 PM
#3239 Posted 02 December 2012 - 04:14 PM
#3240 Posted 02 December 2012 - 06:06 PM
Plagman, on 02 December 2012 - 03:26 PM, said:
All better. Thanks guys.