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

User is offline   Gambini 

#3410

You don´t understand. In my computer TROR on Polymost looks as good as it looks on Software. There area some minor glitches, but they happen to be exactly the same ones that Sofware show. All the people that I sent my test map to, found it terribly glitchy on Polymost. Now Norvak comes and says he had the exact same problem.

This is not sorcery. There has to be something to do in order to make all the rest see what I see.
0

User is offline   Plagman 

  • Former VP of Media Operations

#3411

Are you 100% certain they're using the same exact version are you?
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User is offline   Gambini 

#3412

At least this first guy yes. because i sent him my exe after he told me about the issue. He ran the map with the exe file i sent, and in what i believe was an identical folder because we are working on something togheter and therefore we have a common folder´s arrange.

The other guys, i didnt ask. But they are active users. And I myself have tried with older versions, a couple of them, and the no-problem stood there. I even took the map off this folder and tried it in my vanilla duke folder with a much older snapshot (from august of last year i think). Still the same.

Just take this example, to take away some speculation (since the map of discussion isnt released). I can wander around the whole Retailation map by loke in Polymost and i dont see a damn glitch. Parkade instead, looks quite glitched.

This post has been edited by Gambini: 13 February 2013 - 05:54 PM

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User is offline   Mark 

#3413

If you want another tester let me know. I have time right now to look at it.
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User is offline   Gambini 

#3414

Thanks but the "map" i sent to the testers is just a room with an island TROR sector inside. It is much better as a "benchmark" to use Retailation by Loke http://msdn.duke4.ne...retaliation.php

So could look at it either in Mapster or ingame, using Polymost, and see what happens!
0

User is offline   Mark 

#3415

The only glitch I noticed was the top half of the pool area fickered to black a little bit from certain angles. Nothing real bad.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3416

How the heck could I possible re-work the weapon of choice order? I mean, I wanted to add 4 more "weapons" in the list.
0

User is offline   Gambini 

#3417

So no further investigations are going to be made regarding the TROR polymost compatibility? Helix hasnt ever expressed himself about the subject.
0

User is offline   Plagman 

  • Former VP of Media Operations

#3418

Well, to reiterate, Polymost is known to not support all TROR constructs, but it should do so consistently across different machines. Can you do the following?
  • Post your test map
  • Ask your tester to take a shot of the glitched area
  • Have him post his full log
  • Do the same thing yourself

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User is offline   Gambini 

#3419

Yes sir! I Here is the attached map. Then this is my log:

EDuke32 2.0.0devel r3492 
Compiled Feb 16 2013 10:56:08
Using C:/Juegos/DUKE/ for game data
Windows XP Service Pack 3 (build 5.1.2600)
Initialized nedmalloc
Initializing DirectDraw...
Searching for game data...
Using "DUKE3D.GRP" as main game data file.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3967: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5890: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16189*4 bytes
Relocating compiled code from to 0x7fb40010 to 0x890be88
Script compiled in 37ms, 16181*4b, version 1.4+
2006/11264 labels, 322/2048 variables, 2/512 arrays
125 quotes, 207 actors
Initialized 24.0M cache
RTS file "DUKE.RTS" was not found
Initializing OSD...
Switching kb layout from 0000040A to 00000409
Initializing DirectInput...
  - Enumerating attached game controllers
  - No game controllers found
Uninitializing DirectInput...
Executing "settings.cfg"
Executing "autoexec.cfg"
Setting video mode 1280x1024 (8-bit windowed)
Initializing music...
Initializing sound... 96 voices, 2 channels, 16-bit 44100 Hz
Cache time: 80ms
E1L8: USER MAP
Setting video mode 1280x1024 (32-bit windowed)
OpenGL Information:
 Version:  3.3.0
 Vendor:   NVIDIA Corporation
 Renderer: GeForce 9600 GT/PCIe/SSE2
Opened "textures" as cache file
Rendering method changed to polygonal OpenGL
Saved screenshot to duke0000.png
SCREEN SAVED
 
Wrote eduke32.cfg
Wrote settings.cfg
Uninitializing DirectDraw...


and here an screenshot of how it looks:

Posted Image

Now it will take a time for my tester to come back with his log. but in the meantime one of them already sent shots:

Posted Image

Gonna come with the tester´s log back later.

Attached File(s)


0

User is offline   Gambini 

#3420

And here is the log of another of my testers. He also took shots but no need to post them, the glitches flick back and forth but they all look more or less the same.

EDuke32 2.0.0devel r3105
Compiled Oct 31 2012 08:20:59
Application parameters: -game_dir extclut 
Using E:/Games/Duke3D (Old)/Editor/ for game data
Using extclut/ for game data
Windows 7 Service Pack 1 (build 6.1.7601)
Initialized nedmalloc
Initializing DirectDraw...
Searching for game data...
Using E:/Games/Duke3D (Old)/Editor/extclut/ for game data
Using "DUKE3D.GRP" as main game data file.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3967: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5890: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16189*4 bytes
Script compiled in 55ms, 16181*4b, version 1.4+
2006/11264 labels, 322/2048 variables
125 quotes, 207 actors
Initialized 24.0M cache
RTS file "DUKE.RTS" was not found
Initializing OSD...
Switching kb layout from 00000809 to D0010809
Initializing DirectInput...
  - Enumerating attached game controllers
  - No game controllers found
Uninitializing DirectInput...
Executing "settings.cfg"
Disabling desktop composition...
Setting video mode 1920x1080 (32-bit fullscreen)
Enabling ATI FBO color attachment workaround.
OpenGL Information:
 Version:  4.2.11931 Compatibility Profile Context
 Vendor:   ATI Technologies Inc.
 Renderer: AMD Radeon HD 6900 Series
Opened "extclut/textures" as cache file
Initializing music...
Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz
Cache time: 53ms
E1L8: USER MAP
 
Wrote eduke32.cfg
Wrote settings.cfg
Uninitializing DirectDraw...


It makes no difference whether a new or old snapshot it used seems. Also these testers own ATIs and Nvidias, so discard the GPU compatibility thing,
0

User is offline   Micky C 

  • Honored Donor

#3421

I'm one of the testers, that's my screenshot two posts up, but it's hard to see what's going on there so I made a video. The curious thing is that the glitches only happen when you're in the top TROR layer, not the bottom layer.

Here's my log file: http://pastebin.com/raw.php?i=E5pfcS5B



1

User is offline   Mark 

#3422

I have no glitches when playing the map.

This post has been edited by Mark.: 16 February 2013 - 08:02 PM

0

User is offline   Gambini 

#3423

care to post your log? it may be useful to gather information of the people who see glitches vs the people that see it all fine.
0

User is offline   Mark 

#3424

here's the log

Attached File(s)


1

User is offline   Player Lin 

#3425

View PostMark., on 16 February 2013 - 08:54 PM, said:

here's the log

Mark. eduke32 log said:

EDuke32 2.0.0devel r3423
Compiled Jan 21 2013 13:21:07
Using D:/EDUKE3423/ for game data
Windows Vista Service Pack 2 (build 6.0.6002)
Initialized nedmalloc
Initializing DirectDraw...
Searching for game data...
Using "DUKE3D.GRP" as main game data file.
Using group file "autoload/polymer_hrp.zip".
Compiling: EDUKE.CON (3116 bytes)
Including: GAME.CON (151281 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (42939 bytes)
...


I guess that autoload one is not needed, isn't it? When we're testing polymost...

==============

I got some visual glitches like attachments, also my log and cfg file.

(I'm using my custom CONs so the player stat and some game string is differ from default but I guess it's not matter with this test...right? :P )

Attached thumbnail(s)

  • Attached Image: 7590284930254893168-2.JPG
  • Attached Image: 7590284930254893168.jpg

Attached File(s)



This post has been edited by Player Lin: 17 February 2013 - 09:52 PM

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User is offline   Gambini 

#3426

Thanks! You took shots from above the island. I think it is expectable to have visual glitches from that point. From the other spots, where most people showed glitches did it look alright?
0

User is offline   Player Lin 

#3427

View PostGambini, on 17 February 2013 - 10:16 PM, said:

Thanks! You took shots from above the island. I think it is expectable to have visual glitches from that point. From the other spots, where most people showed glitches did it look alright?


I can only get that glitch happens on that position, other points are just looking fine as well. I may try again later...

EDIT: OK, I found two other one, both are still above the TROR sector so maybe still not useful too? The -4 one don't needed jetpack but jump on the shelf.

Attached thumbnail(s)

  • Attached Image: 7590284930254893168-3.jpg
  • Attached Image: 7590284930254893168-4.jpg


This post has been edited by Player Lin: 18 February 2013 - 06:45 AM

0

User is offline   Gambini 

#3428

Posted Image
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User is offline   Plagman 

  • Former VP of Media Operations

#3429

So everyone gets the same glitches then? All the screenshots are from different viewpoints so I don't see any conclusive evidence. The one shot where the glitches looked like they happened where Gambini was looking from was taken with a very old version of EDuke32.
1

User is offline   Gambini 

#3430

So far I, Mark, Player Lin and from what I´ve spoke to, Mike Norvak can see TROR constructions with the same quality than when using Software. People that either posted here or talked to me that see it all glitchy are Quakis, Micky C and Mikko Sandt. From those three Micky owns an Nvidia card. Many Eduke32 versions are used, true, but you can´t expect people updating their copy every two hours. I and Mikko Sandt have tried both with several snapshots and there´s no difference at all.

And I don´t see the need of posting screenshots of the exact same spot. This is not a trial. If they say seeing it all glitchy/glitchs free we can trust them.

EDIT: I can keep performing as many tests as you want to get to the bottom of this issue. Just tell me what to do and I´ll do it.

This post has been edited by Gambini: 18 February 2013 - 02:24 PM

1

User is offline   Plagman 

  • Former VP of Media Operations

#3431

You're right, Micky's video is very weird. I'm not seeing the glitches personally. Micky, if you create a brand new Duke3D directory, only drop the latest snapshot and Gambini's trortest.map in there, make sure to remove any duke3d.cfg, etc, do you get them as well? I see some autoloaded stuff in your log and I want to narrow it down as much as possible in order to find what's causing this different behavior.

EDIT: That's assuming The Big Cheese is Micky.
2

User is offline   Micky C 

  • Honored Donor

#3432

The problem is still there with only duke3d.grp, Gambini's test map, and the latest eduke32.exe:

http://pastebin.com/raw.php?i=GsTdAMte

This post has been edited by The Big Cheese: 18 February 2013 - 02:59 PM

1

User is offline   Plagman 

  • Former VP of Media Operations

#3433

And they happen both in the game and editor, exactly the same? And both classic and Polymer are fine?
0

User is offline   Micky C 

  • Honored Donor

#3434

As far as I can tell, it's the same glitches in both mapster and eduke with polymost. Classic and polymer look perfect though.
0

User is offline   Gambini 

#3435

So. Yet we have to find an ATI user that sees it glitch free. That would be the exception that confirms the rule :P .

Anybody reading this, that uses those cheaper video cards, is more than encouraged to try the test map. And if it looks all smooth, in Polymost, come here to tell us and we may gift you a Nvidia, Plagman´s courtesy.
0

User is offline   Plagman 

  • Former VP of Media Operations

#3436

This is a real mystery to me. Micky, which NVIDIA driver version are you using? I strongly doubt this is related, but who knows.
0

User is offline   Micky C 

  • Honored Donor

#3437

Version 306.97 apparently, at least that's what it says when I press the home button in nvidia control panel.

I'll try updating to the latest driver and see if that changes anything.
Unless I should wait for something first?

This post has been edited by The Big Cheese: 18 February 2013 - 04:42 PM

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User is offline   Mark 

#3438

I'm running a 2+ year old driver 258.96 At the time I bought this computer, used, I did some browsing on various tech sites and this version was listed as the best at the time. I never updated since. Most of the fine print that accompanies those updates didn't seem like they had anything to offer my now outdated card.
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User is offline   Player Lin 

#3439

I was planned to update the driver for my 8600GT when I noticed I still using 285.58 but I just don't want setting my override refresh rate again...

The latest one for my system is 314.07 WHQL, will try it and see any differences or not...

EDIT: No, it still totally the same at all.

This post has been edited by Player Lin: 19 February 2013 - 03:54 AM

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