EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3716 Posted 12 May 2013 - 10:28 PM
#3717 Posted 13 May 2013 - 01:22 AM
Gambini, on 12 May 2013 - 01:04 PM, said:
Quote
I wonder what that is. Can someone explain me in neanderthal words what that does?
This means that I added a guard that terminates the debug build of EDuke32 if a particular code path is taken that would otherwise lead to undefined behavior. One of these was subsequently fixed, but another remains. Classic rotatesprite doesn't handle large zoom values well because pretty much everything is calculated in fixed point. I added some instructions on how to hit the assertion failures, for example the one I fixed reads:
Quote
// set dt_t 3864 (bike HUD, 700x220)
// set dt_z 16777216
// <Increase yxaspect by pressing [9]> <-- CRASH!
// (It also fails when wrecking the bike in-game by driving into a wall.)
16777216 is zoomed in 256x, but you'll notice that for the bike HUD, incorrect drawing will already start from a zoom value of about 570000 (8.7x).
So in short: The bike mod exposed some badnesses in the classic renderer, and one on those was fixed.
#3721 Posted 14 May 2013 - 04:01 AM
This post has been edited by NightFright: 14 May 2013 - 04:01 AM
#3722 Posted 14 May 2013 - 04:24 AM
TerminX, on 13 May 2013 - 12:36 PM, said:

How does that work anyway?
#3723 Posted 14 May 2013 - 06:27 PM
#3724 Posted 14 May 2013 - 06:37 PM
#3725 Posted 14 May 2013 - 06:59 PM
TerminX, on 14 May 2013 - 06:27 PM, said:
Wow, I just tried this out with my WIP DNF map, and the difference is huge! Thanks!
The sky is finally the correct orange, and the rocks have much better colour variety, making them look more interesting.
This post has been edited by Micky C: 14 May 2013 - 07:00 PM
#3726 Posted 15 May 2013 - 02:04 AM
something is wrong with my system. I will do a restart asap and will edit my post
[edit]
it was something on my end
This post has been edited by supergoofy: 15 May 2013 - 02:48 AM
#3727 Posted 15 May 2013 - 08:09 AM
Quote
Author: terminx
Message: Remove md4 library, since we aren't using it anywhere anymore
#3728 Posted 15 May 2013 - 08:58 AM
#3730 Posted 15 May 2013 - 10:51 AM
#3731 Posted 15 May 2013 - 01:30 PM
Fox, on 01 May 2013 - 07:40 AM, said:
Any light on this? I don't want to sound like a douche, but since the source code already perform a ud check on this, I think it shouldn't be too hard to implement.
#3732 Posted 15 May 2013 - 01:42 PM
#3734 Posted 15 May 2013 - 06:44 PM
#3735 Posted 15 May 2013 - 07:00 PM
Please test the new mode, guys... I plan on making it the default sometime soon (just like the one in Polymer is default now), assuming major problems with it don't crop up.
#3736 Posted 15 May 2013 - 07:57 PM






They´re both dreamlike. There are some minor problems with each one, but most of those are known problems that have been happening long before.
It´s important to remark that the relevance of these issues in comparision to the improvements is so small that it almost makes no sense to mention them. With the exception of a few polymer specific issues, which should be IMO high priority.
Visibility in polymost may need some minor tweaking:





Here you can see that in both 32bits renderers vertical offset in viewalligned sprites is mirrored:



Some gradient ramps in duke´s palette have poor shadetables transitions, this is more noticeable in Polymost now since the visibility is based on open-gl´s regular shading system, no big deal, just pointing it out (I don´t consider it worth being fixed):


Here you can see how Polymer still has problems when rendering maskwalls that are inside a double-parallaxed sector:
FORGOT TO UPLOAD THOSE SCREENS
Here you can see how both 32bit renderers draw non-square-of-2 textures wrong (old problem anywway):



Here you can see how in Polymer decal sprites still clip their background;


Not pictured problems: Grills fences and other sprites with alhpa parts become thick and blur on a relatively short distance.
#3737 Posted 15 May 2013 - 08:01 PM
TerminX, on 15 May 2013 - 01:42 PM, said:
I only intend to read it, but I suppose anyone should use it at their own risk.
By the way, is ud.config.MusicDevice even used in Eduke today?
This post has been edited by Fox: 15 May 2013 - 08:08 PM
#3738 Posted 15 May 2013 - 10:03 PM
Gambini, on 15 May 2013 - 07:57 PM, said:
Yeah, to fix this I suggest implementing a way to define tiles as nomipmap, maybe in a separate file that could then be included with EDuke32 (just like tiles.cfg).
The bad thing about the other issues is that fixing them will probably break existing Polymer maps (since they have been done with those deficiencies being present). I guess, however, that fixing thousands of non-polymer usermaps and Duke itself is more important
While I'm at this, now that it seems like the priority is to get all renderers to look like classic as much as possible, may I ask that r_usenewshading value of 1 is never removed. Pretty pretty please, it would break all I've done so far
This post has been edited by Diaz: 15 May 2013 - 10:11 PM
#3739 Posted 15 May 2013 - 11:27 PM
#3740 Posted 15 May 2013 - 11:50 PM
#3741 Posted 16 May 2013 - 12:40 AM
Plagman, on 15 May 2013 - 11:27 PM, said:
Mmmmm, you're right. I don't notice grates becoming blurry with anisotropic filtering indeed. I mentioned the nomip thing off the top of my head because that's how it used to be in the past, with the Q2 and Q3 engines (might still be useful for those with videocards not fast enough to handle aniso)
#3742 Posted 16 May 2013 - 11:58 AM
Can we have an option for guns to prevent flash lights from fireing guns?
In huge areas that flash can ruin all the atmosphere.
This would be an great option (for me
#3743 Posted 16 May 2013 - 12:08 PM
Shadows seem to decrease performance even if the SE they come from is not in view, so maybe the SE's could have cstat 64 added (so they won't cast shadows) when they are not within the player's PVS. This would help shadow performance tremendously.
#3744 Posted 16 May 2013 - 12:24 PM
Mia Max, on 16 May 2013 - 11:58 AM, said:
Can we have an option for guns to prevent flash lights from fireing guns?
In huge areas that flash can ruin all the atmosphere.
This would be an great option (for me
Yes, you would need to add flag 256 to WEAPONx_ FLAGS.
#3745 Posted 16 May 2013 - 12:54 PM
Fox, on 16 May 2013 - 12:24 PM, said:
He wants the option to be in the EDuke32 menu. I think it's reasonable to want a menu option, since the flashing looks bad in many vanilla maps (e.g. where fog is used).

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