EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3775 Posted 22 May 2013 - 09:32 AM
As for the implementation, doing it via OSD commands which would presumably run from a <mapname>.cfg file is at least non-intrusive in this case, unlike overriding user preferences like r_shadescale (which are currently not reset on finishing a map, as far as I can see). It's still a bit hackish though.
EDIT: my bias has a background. As much as I admire the awesomeness of the DNF mod, that "funny" tile covering the screen when one switches into Polymer is a bit unfair IMO. Yes, voxels aren't implemented there and DNF uses quite a bit of them, but that shouldn't prevent me from trying it out just for the heck of it. Especially now with ART mapping, it should be pretty interesting.
#3776 Posted 22 May 2013 - 09:42 AM
Helixhorned, on 22 May 2013 - 09:32 AM, said:
As for the implementation, doing it via OSD commands which would presumably run from a <mapname>.cfg file is at least non-intrusive in this case, unlike overriding user preferences like r_shadescale (which are currently not reset on finishing a map, as far as I can see). It's still a bit hackish though.
It should be possible to choose different renderers as long as the map doesn't look a mess, which is why I think it should be specifiable by modders. It's just a matter of making things cleaner. Maybe I can see someone running a Classic map in Polymer for the added dynamic lights, but I see no point in running a Polymer mod, which only uses 24-bit assets and models, in Classic mode.
For these cases, we could have a way to specify if the "choose renderer" option is grayed out in the menus, and perhaps the "Use models" option too. It looks really dirty if changed. Anyways, this is just a cosmetic thing, should not be high priority at all.
Cvars not resetting after being set from a <mapname>.cfg is not desirable behavior and should be addressed, IMO.
This post has been edited by Diaz: 22 May 2013 - 09:42 AM
#3777 Posted 22 May 2013 - 10:22 AM
If the attribute isn't set in the map nothing changes, meaning the map can be playable in all renderers and it breaks nothing. This would only be an option moving forward to insure future maps are played respectively in their most compatible format making people aware of the maps requirements for best overall experience and consistency.
This post has been edited by Paul B: 22 May 2013 - 10:25 AM
#3778 Posted 22 May 2013 - 10:59 AM
Paul B, on 22 May 2013 - 10:22 AM, said:
If the attribute isn't set in the map nothing changes, meaning the map can be playable in all renderers and it breaks nothing. This would only be an option moving forward to insure future maps are played respectively in their most compatible format making people aware of the maps requirements for best overall experience and consistency.
By the way, it's pretty easy to prevent a map from working with certain renderers by using CON code. The variable rendmode contains the rendering mode, and can linked to code that prevents gameplay and provides an explanatory message if the wrong renderer is being used. It's a simple procedure.
I agree with Helixhorned that allowing the map file itself to prohibit the player from using a certain renderer is the wrong way to go.
#3779 Posted 22 May 2013 - 11:30 AM
Although I still believe it's ugly to be able to easily switch rendmodes and usage of models with the menus on mods that don't have 8-bit assets.
#3780 Posted 22 May 2013 - 01:47 PM
Helixhorned, on 22 May 2013 - 09:32 AM, said:
Why is that "unfair"? The maps are huge and exceed the distance that Polymer can currently render. They don't want their vantage points and other scenes containing far-away sectors to be ruined.
#3781 Posted 22 May 2013 - 02:34 PM
Helixhorned, on 22 May 2013 - 09:32 AM, said:
I am not sure what is the right answer for maps, but why would it not be reasonable for mods? I can think of good reasons to disable certain renderers in a mod. At some point it is not a matter of choosing another renderer, the renderer is not supported at all and gameplay is not possible.
This post has been edited by Fox: 22 May 2013 - 02:35 PM
#3782 Posted 22 May 2013 - 02:55 PM
Helixhorned, on 22 May 2013 - 09:32 AM, said:
"For the heck of it" people would have ignored our instructions and played the map with Polymer. For many reasons that´s a no-no (even when I really like where´s Polymer going these days).
If you had seen the amount of people reporting the "village people" tile -which luckily gave us a chance to explain them what was wrong- you would know how many people would have played it without voxels, seeing less than half of the landscape, with terrible performance, etc.
This post has been edited by Gambini: 22 May 2013 - 02:56 PM
#3783 Posted 22 May 2013 - 05:32 PM
#3784 Posted 22 May 2013 - 07:53 PM
Polymer offers advantages that we didn´t need, considering the nature of the mod. But, instead, has drawbacks that negatively affect the mod. There was no single reason to use it. The shadetables support came later, but still there are many problems with it that make its use with the mod not compatible.
#3785 Posted 22 May 2013 - 08:02 PM
#3786 Posted 22 May 2013 - 08:49 PM
Gambini, on 22 May 2013 - 07:53 PM, said:
Polymer offers advantages that we didn´t need, considering the nature of the mod. But, instead, has drawbacks that negatively affect the mod. There was no single reason to use it. The shadetables support came later, but still there are many problems with it that make its use with the mod not compatible.
Reread what I said:
Mblackwell, on 22 May 2013 - 05:32 PM, said:
Now I'll bold part of it:
Mblackwell, on 22 May 2013 - 05:32 PM, said:
In other words because it's a bug (since Polymer is supposed to be a replacement for Polymost and even Classic to some extent) it should be made known and fixed by EDuke32/Polymer engine developers, obviously.
#3787 Posted 22 May 2013 - 09:21 PM
#3788 Posted 22 May 2013 - 09:43 PM
In comparison, Duke 64 seems to have a different display for different sprites. Pictured below, the trees are seen in perspective, while the hydrant or Assault Trooper don't.
#3789 Posted 22 May 2013 - 10:07 PM
However, if the draw distance was adressed, the maps in the DNF mod could have been made with full-blown Polymer lighting and still have decent performance with creative use of models (for example, if all non-accessible buildings in the first map were made of models). Yeah, it would require a modern system, but the current maps, with all the sector detail, would not even run well on such a system if Polymer lights were added. Not trying to say the mod authors should have done that (because it obviously wasn't their goal); I just try to say that it's definately possible. Models are very, very cheap to render on modern systems.
The Slick Willy map I'm working on, while not stellar in terms of performance, is currently running much better than my new Fusion maps, even though it's actually more detailed and a rather large open space. That's because the desert rocks, for example, are models. If you remember those jungle screenshots I've posted in the past, that's the best looking stuff I've made for Polymer; it runs at 70FPS on my machine. And I think it could be optimized even further.
And if this is possible with an unoptimized renderer, I dream of what could be done if it's ever optimized... yay
This post has been edited by Diaz: 22 May 2013 - 10:10 PM
#3790 Posted 23 May 2013 - 09:36 AM
Fox, on 22 May 2013 - 09:43 PM, said:
In comparison, Duke 64 seems to have a different display for different sprites. Pictured below, the trees are seen in perspective, while the hydrant or Assault Trooper don't.

I think the issue you're thinking of is billboarding. I know there is a global cvar that controls it, at least for Polymer. However, I could see two mdflags bits: one to prefer the perspective view, one to prefer the screen-facing view, and when you set both, it prefers the opposite of whatever is set by the cvar.
#3792 Posted 23 May 2013 - 10:11 AM
DavoX, on 23 May 2013 - 10:02 AM, said:
You should have a super-config then x)
When you drop from 50 to 2 FPS while opening a door to the outside, I think you suspect something related to the rendering distance
#3793 Posted 23 May 2013 - 10:14 AM
Diaz, on 22 May 2013 - 10:07 PM, said:
I would be very surprised if any of your upcoming maps were even playable. And I have a good computer.
#3794 Posted 23 May 2013 - 10:35 AM
Mikko_Sandt, on 23 May 2013 - 10:14 AM, said:
the thing is that I try to make scalable quality. you can use cstat 2 and 512 on SE50's and SE49's to change their priority, then use the r_pr_maxlightpriority cvar to control how many lights are drawn. I've made a small app that does that for you. my stuff is perfectly playable on any core2 with a geforce 8800gt and even slower cards. if you have ATi you're screwed though, but that's inherent to the polymer+ati combo.
Don't think of things like duke nukem eternity (without the performance patch) when you think of polymer maps. that stuff looks much better than mine ever will but as a tradeoff, it's unplayable even on my computer. my maps are not even close to that.
This post has been edited by Diaz: 24 May 2013 - 06:21 AM
#3795 Posted 23 May 2013 - 04:43 PM
Hendricks266, on 23 May 2013 - 09:36 AM, said:
It's a dirty broken buggy hack according to Plagman.
#3796 Posted 23 May 2013 - 06:37 PM
Now there's a problem; eduke32 will no longer start up in full screen mode. All I get is a black screen requiring a hard reset. In windowed mode it seems to run just fine though.
I attached my .log if there is anything to be gleamed from it.
Attached File(s)
-
eduke32.log (1.3K)
Number of downloads: 532
#3797 Posted 24 May 2013 - 07:15 AM
#3798 Posted 24 May 2013 - 08:27 AM
Fox, on 22 May 2013 - 09:43 PM, said:
In comparison, Duke 64 seems to have a different display for different sprites. Pictured below, the trees are seen in perspective, while the hydrant or Assault Trooper don't.
That's an interesting suggestion. I added it to the future list.
Hendricks266, on 23 May 2013 - 09:36 AM, said:
Yes, I think mdflags (spriteext[].flags in C) is the right place to put it, because
- such a flag would be most interesting on a per-tile basis (i.e. set from CON) rather than setting it in the map itself, and
- it's pointless for the classic renderer due to its ortho projection in the up/down direction.
I'm less sure about the case with both bits set, though it's neatly symmetric. In the screenshot posted by Fox, the tree trunk must be projected like a wall sprite, while sprites like pickups (and mosters, to a certain degree) are a matter of preference or artistic choice.
#3799 Posted 24 May 2013 - 08:30 AM
Still wondering if I should pony up the cash for the DLC; on the one hand, this game his horrible, on the other I'll get to see the completion of the god damn cliffhanger ending.
#3800 Posted 24 May 2013 - 08:32 AM
3D Master, on 24 May 2013 - 08:30 AM, said:
Still wondering if I should pony up the cash for the DLC; on the one hand, this game his horrible, on the other I'll get to see the completion of the god damn cliffhanger ending.
This doesn't mean much, but the DLC is better than the main game (although not by a huge amount I admit)
#3801 Posted 24 May 2013 - 09:19 AM
3D Master, on 24 May 2013 - 08:30 AM, said:
Would be interesting to know what was wrong, in case it happens again to someone else
#3802 Posted 25 May 2013 - 06:17 AM
#3803 Posted 25 May 2013 - 06:52 AM
It would just make renderer-specific mods cleaner and tidier.
Right now I'm resorting to a full-screen rotatesprite with message that specifies Polymer MUST be used, so at least the mess can't be seen.
I still don't see why anyone would want to play the first screen (really, that shouldn't even be reachable by the user) rather than the second:
This post has been edited by Diaz: 25 May 2013 - 07:17 AM

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