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

User is offline   Gambini 

#3475

Are you sure you dont have either an autoexec.cfg or something in your eduke32.cfg disabling those?

I say, because, if you ever run a command like r_pr_lighting it will be embedded into your cfg forever.
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User is offline   The Commander 

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

#3476

View PostMusicallyInspired, on 02 March 2013 - 07:50 PM, said:

Can I bump this one more time? Also, I notice when playing e1l1 the spotlight in the street flickers on and off, and still no shadows.

A full log file please would help, and do what Gambini said and remove ANY 'CFG' files.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#3477

There are no CFG files except for eduke32.cfg. Delete that? I apologize about the log not showing up. I inputted a portion of it in the original post, but it didn't show up in the quote. Here's the log. It seems the output from the previous log contents isn't the same this time around. Don't know what's going on.

EDIT: Ah, I just noticed that it's using my intel graphics chip instead of the NVidia one. That might be it...

Attached File(s)



This post has been edited by MusicallyInspired: 03 March 2013 - 08:18 AM

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User is offline   The Commander 

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

#3478

Yes delete all CFG's
They will be regenerated next time you launch.
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User is offline   The Commander 

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

#3479

Well there is your problem...

Quote

Setting video mode 1920x1080 (32-bit fullscreen)
OpenGL Information:
Version: 3.1.0 - Build 9.17.10.2867
Vendor: Intel
Renderer: Intel® HD Graphics 3000


Either you haven't installed your NVidia GeForce GT 550M correctly or you have really messed something else up, but it's still using your Intel chip as the video driver.
Please make sure you have the latest Nvidia drivers.

Also using the latest eduke32 wouldn't go a miss either. (Your version is 3 months old)
http://dukeworld.duk...e32_current.zip

This post has been edited by Cody: 03 March 2013 - 08:21 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#3480

Yeah, I just noticed that. It looks like the Intel graphics were set to global default for everything on my laptop and wasn't using the NVidia at all. A quick switched solved the issue. My mistake.
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User is offline   Kyanos 

#3481

View PostMblackwell, on 02 March 2013 - 05:14 PM, said:

That part. I'm saying skip proper sorting and blend them if a flag is set by the modder. This would look terrible if any part wasn't alpha, and could produce visual artifacts, but for many instances it would be as good as anything.

This conversation was going down a road I think should be addressed sooner rather than later. I hope it hasn't been forgotten. The issues discussed above apply to more than just model skins. Translucent windows, TROR water, and sometimes just normal transparent sprites near multiply lights are more examples of what I believe to be a relative issue, drawing orders.
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User is offline   Helixhorned 

  • EDuke32 Developer

#3482

View PostGambini, on 16 February 2013 - 05:26 PM, said:

Yes sir! I Here is the attached map.

I can confirm wild flickering on a system with an AMD CPU and GPU. Just a thought, could it be that it's specific to AMD CPUs, maybe because of a difference in floating point implementation? Can the testers confirm or refute this?
2

User is offline   Gambini 

#3483

Yes the first person having that problem has both AMD CPU and GPU. The key here would be knowing if The Big Cheese has an AMD cpu since he´s the only one reporting it with a Nvidia.

So glad to know you´re working on it!

This post has been edited by Gambini: 03 March 2013 - 05:25 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#3484

We're not using fast-math, so you'd expect anything we do to be 754-compliant no matter what the machine is. Maybe we should do a test build with "-frounding-math -fsignaling-nans" to ensure complete compliance in the cornerest of cases, and see whether that normalizes behavior for everyone? Be it glitchy everywhere or fixed everywhere..
2

User is offline   Gambini 

#3485

I was about to say that!

This post has been edited by Gambini: 03 March 2013 - 06:07 PM

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User is offline   Micky C 

  • Honored Donor

#3486

I have intel.
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User is offline   Plagman 

  • Former VP of Media Operations

#3487

Well, there you go; next theory, people. Get the whiteboard.
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User is offline   Hendricks266 

  • Weaponized Autism

  #3488

Spoiler

1

User is offline   Player Lin 

#3489

Is that flickering problem related the automap one in polymost renderer? :angry:

(I still get random textures/edge of sectors' boundary messed up when rotating the automap at some specific angles in recently eduke32 versions, as always.)

This post has been edited by Player Lin: 04 March 2013 - 03:37 AM

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User is offline   Jblade 

#3490

So when I zoom into a certain level in Mapster's 2D mode, it all slows down dramatically and my console is spammed by this:
L50: RETURN=0
L50: RETURN=0

hundreds and hundreds of times. How do I stop/disable this, since it renders 2D mode unusable for me.
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#3491

Is it just my pc, or arrow keys no longer work in Mapster ?
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User is offline   Mike Norvak 

  • Music Producer

#3492

View PostRichardStorm, on 06 March 2013 - 06:08 AM, said:

Is it just my pc, or arrow keys no longer work in Mapster ?


Always remember: use the latest eduke32 :angry: Some synthesis comes with errors from time to time.
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User is offline   The Commander 

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

#3493

View PostRichardStorm, on 06 March 2013 - 06:08 AM, said:

Is it just my pc, or arrow keys no longer work in Mapster ?

This was fixed 7 days ago.
http://forums.duke4....post__p__149997

Use the latest revision.
http://dukeworld.duk...ke32_latest.zip

EDIT: @Norvak, My link I posted will always download the latest version.
Your link is probably more for the people that actually want to read the log and get the source.

This post has been edited by Cody: 06 March 2013 - 07:25 AM

1

User is offline   Jblade 

#3494

View PostJames, on 06 March 2013 - 02:07 AM, said:

So when I zoom into a certain level in Mapster's 2D mode, it all slows down dramatically and my console is spammed by this:
L50: RETURN=0
L50: RETURN=0

hundreds and hundreds of times. How do I stop/disable this, since it renders 2D mode unusable for me.

Anybody? I don't want to seem impatient but I was looking to do some work but I can't locate a version old enough that still supports TROR and doesn't have this.
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User is offline   TerminX 

  • el fundador

  #3495

The "L50" might signify line 50 of one of the Mapster32 scripts you have loaded.
1

User is offline   Jblade 

#3496

View PostTerminX, on 06 March 2013 - 12:56 PM, said:

The "L50" might signify line 50 of one of the Mapster32 scripts you have loaded.

And you're correct, haha! For some reason I had set EVENT_LINKTAGS to addlog RETURN. I can't remember why now, but it's fixed the problem so thanks :angry:
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User is offline   TerminX 

  • el fundador

  #3497

View PostJames, on 06 March 2013 - 01:19 PM, said:

And you're correct, haha! For some reason I had set EVENT_LINKTAGS to addlog RETURN. I can't remember why now, but it's fixed the problem so thanks :angry:

No problem, glad I could help!
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#3498

Quote

Always remember: use the latest eduke32 Some synthesis comes with errors from time to time.


In fact now it has been fixed :angry:
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User is offline   Mateos 

#3499

Good evening,

In the latest build (eduke32_win32_20130304-3555), the music volume is modified by both Sound and Music sliders, tested here on Windows 7, and asked a friend to test it, same issue.

Also, during loading, my screen tilt quite a lot; I suspect F.lux, a software which modifies the luminosity depending on the time of the day, to enter in conflict with EDuke32... EDuke32 tries to reset the luminosity to its default, while F.lux re-move it.

Hope I'm in the right thread to report ^^' If not, sorry, and please move this where it should be :/
1

User is offline   Hendricks266 

  • Weaponized Autism

  #3500

I've had the same issue with F.lux as long as I have used it. The problem is on F.lux's end: somewhere in their documentation it's stated that better cooperation with other apps is forthcoming. I've run a batch file to terminate flux.exe whenever I need to play.
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User is offline   Jblade 

#3501

I know I'm a little late to the party, but I've just used that text tool you guys added to Mapster32 and that shit is off the hook. I don't know who or when it was added in but thank you!
1

User is offline   Gambini 

#3502

lol that´s at least 5 years old!
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3503

How can I define a custom music for E1L8 without the need of a file named after the map file?
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User is offline   LeoD 

  • Duke4.net topic/3513

#3504

View PostFox, on 11 March 2013 - 06:53 AM, said:

How can I define a custom music for E1L8 without the need of a file named after the map file?
There are four possibilities for adding custom music I know of:
-have a custom dethtoll.mid [wav, ogg, flac]
-have a sound file named after the map
-edit USER.CON
// Music for the individual levels
music 1 stalker.mid dethtoll.mid streets.mid watrwld1.mid snake1.mid
        thecall.mid ahgeez.mid MyMusic.mid streets.mid watrwld1.mid snake1.mid

-redefine it in a DEF file like:
music { id "E1L8" file "highres/music/MyMusic.ogg" }


This post has been edited by LeoD: 11 March 2013 - 07:54 AM

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