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

User is offline   Jblade 

#3800

View Post3D Master, on 24 May 2013 - 08:30 AM, said:

I figured out the problem; the drivers weren't the problem; it's running smoothly down. Such a delight to play Duke3D after forcing myself through forever.

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)
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User is offline   Mateos 

#3801

View Post3D Master, on 24 May 2013 - 08:30 AM, said:

I figured out the problem; the drivers weren't the problem; it's running smoothly down.


Would be interesting to know what was wrong, in case it happens again to someone else ;)
0

User is offline   Helixhorned 

  • EDuke32 Developer

#3802

About modders providing recommendations on which renderers their mods are best played with, I think a good compromise is to make it like map voting in MP. Whenever a map starts in a renderer that is not recommended, a message shows up suggesting the user to switch to a different one. After a timeout of, say, 7 seconds, it disappears if neither Y nor N was pressed.
1

User is offline   Diaz 

#3803

Well, my suggestion is not really to make it impossible to use renderers other than intended; just allow modders to make it harder should they choose to do so (so maybe, rather than easily changing renderers in the menu, the user would have to input some console cvar like "r_forcerenderer 0").

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:

Attached thumbnail(s)

  • Attached Image: duke0002.jpg
  • Attached Image: duke0001.jpg


This post has been edited by Diaz: 25 May 2013 - 07:17 AM

1

User is offline   Mateos 

#3804

Helixhorned goes for a no-block solution, when the user would see what you posted plus the image he will understand that he really can't play this way, without being forced... Forcing or not, the result is the same.
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User is offline   Diaz 

#3805

No, the result is not the same. There was a cvar in Quake 3 (something like r_allowsoftwareGL) that would allow the game to run in software, although it would be a slideshow and was obviously not supported - do you think it would have been pretty to include that option in the menu? Not at all. But it was still accesible through a cvar for those who really wanted it, though it made no sense.
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User is offline   3D Master 

#3806

View PostMateos, on 24 May 2013 - 09:19 AM, said:

Would be interesting to know what was wrong, in case it happens again to someone else ;)


Firewall blocked the program demanding a confirmation to allow it to do something just a little too late. Setting it manually solved the problem.
1

User is offline   Mateos 

#3807

Thank you for sharing!
0

User is offline   NightFright 

  • The Truth is in here

#3808

Some oddities with latest r3815:
- "Version Mismatch" for savegames saved with r3813
- On the automap, the levelname is shown together with the 3DR par times, e.g. for E1L1 "00:53 Hollywood Holocaust"
- At least menu tiles 2502/2503 ("Atomic") don't show up any more.

Everything works with r3814 or earlier.

Additionally, I have noticed lately that flickering forcefields turn black while being invisible. See screenshots below. This is with Polymer 32-bit (at least, dunno about the rest) and has been going on for a few builds already as far as I can tell. I have posted my settings here already in case they are needed.

This post has been edited by NightFright: 25 May 2013 - 02:31 PM

2

User is offline   TerminX 

  • el fundador

  #3809

Yeah, that's my bad. Fixed now! I definitely wasn't paying attention there.
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User is offline   DavoX 

  • Honored Donor

#3810

This might sound really weird and probably a bit dumb but... is it possible to make a mapster32 for mobile platform like android? I know there are millions of shortcuts , keys, etc... but if someone were to do it, would it be possible?

If it were possible in the technical programming side, I could think a few ways to easily navigate and such... considering that smartphones are getting bigger and stronger everyday.

If you disagree I'd like to know why, yeah you ;)

This post has been edited by DavoX: 27 May 2013 - 10:05 PM

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User is offline   Paul B 

#3811

View PostDavoX, on 27 May 2013 - 09:53 PM, said:

This might sound really weird and probably a bit dumb but... is it possible to make a mapster32 for mobile platform like android? I know there are millions of shortcuts , keys, etc... but if someone were to do it, would it be possible?

If it were possible in the technical programming side, I could think a few ways to easily navigate and such... considering that smartphones are getting bigger and stronger everyday.

If you disagree I'd like to know why, yeah you ;)


It’s not practical nor would the touch screen be accurate enough to work with Mapster. It would be extremely frustrating on a portable device not to mention mapster uses all 104 keys on a keyboard. It would take you 100 years to make one map. It’s hard enough to use Mapster on a laptop with a track pad let alone a mobile touch screen a quarter of the size.

Some things just don’t work well on mobile devices and this would be one of these cases. Even if they did try to develop it for the mobile devices the frame rate would suck because the majority of these mobile devices use ARM based processors. I’m pretty sure the source code requires X86 architecture. They would have to rewrite the entire program just to make it work with ARM processors and they just don't measure up when it comes to performance for complex applications making it not worth the while. As for today's tablets which make use of Intel's X86 processors I still think there would be a huge agrevation factor of trying to map on a small minature device stylus pen or not.


It would be worse than running Eduke with an ATI video card & AMD processor if you can imagine that. I mean common who does that? LOL

This post has been edited by Paul B: 27 May 2013 - 11:14 PM

1

User is offline   DavoX 

  • Honored Donor

#3812

Hmm I understand the technical difficulties, I don't know anything about that but if you say it doesn't work, it doesn't.

About the keys and such, I was thinking that some people use smartphones as pcs connecting keyboards and even mouses to them, I dunno.

Well, doesn't hurt to ask ;)
0

User is offline   Mikko 

  • Honored Donor

#3813

Yeah the answer is probably "not anywhere near worth the effort".
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3814

The next version of EDuke32 Wii will include a Mapster32 build since I figured out the problems with it. It runs fine if you like 640x480 2D mode and if you have a USB keyboard and mouse. TX was working on an Android port of EDuke32. Once he overcomes the obstacles with that to get the game running, the editor is not too much more work. At the very least, you could search the code for GEKKO to see what needs to be done. On the other hand, you would still effectively need a keyboard. Touchscreen support could be interesting but it might only work best with a stylus.
1

User is offline   Diaz 

#3815

Shocking, to say the least ;)
0

User is offline   fgsfds 

#3816

Quote

TX was working on an Android port of EDuke32.

Seriously?
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User is offline   Paul B 

#3817

View PostDiaz, on 28 May 2013 - 09:42 AM, said:

Shocking, to say the least ;)

Yea very shocking. The developers must be doing it for the experience and the challenge of making it cross platform. I can't even see anyone even attempting to use it on a wii. That's just strange. I wonder if anyone other than the developers will use the wii version? I just can't see it catering to a very big audience on those platforms. I have a Wii i never use, now this might give me a reason to use my wii and see how well it works. lol

This post has been edited by Paul B: 28 May 2013 - 04:12 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #3818

Lol downvotes. Reddiquette, anyone?

My post was more to say that

View PostPaul B, on 27 May 2013 - 10:24 PM, said:

It’s not practical nor would the touch screen be accurate enough to work with Mapster. It would be extremely frustrating on a portable device not to mention mapster uses all 104 keys on a keyboard. It would take you 100 years to make one map. It’s hard enough to use Mapster on a laptop with a track pad let alone a mobile touch screen a quarter of the size.

isn't necessarily correct, and

View PostPaul B, on 27 May 2013 - 10:24 PM, said:

Some things just don’t work well on mobile devices and this would be one of these cases. Even if they did try to develop it for the mobile devices the frame rate would suck because the majority of these mobile devices use ARM based processors. I’m pretty sure the source code requires X86 architecture. They would have to rewrite the entire program just to make it work with ARM processors and they just don't measure up when it comes to performance for complex applications making it not worth the while.

is completely wrong.

Keep in mind that Android means large tablets in addition to smartphones, and smartphone screens are getting both bigger and denser. Combine that with a hardware keyboard as DavoX said and you're approaching mappability. Maybe add some multi-touch gestures to make up for the keyboard. ;)

Yes, the Mapster32 Wii build is essentially for novelty. I wasn't concerned with it myself, but to my surprise people requested it. Go figure.
1

User is offline   Och 

#3819

Just downloaded latest HRP 5.2 and latest eduke32 binaries, and it crashes immediately after level load. Everything works fine with early January 2013 binaries of eduke32, but once I try february or later, the game crashes.
0

User is offline   DavoX 

  • Honored Donor

#3820

Post your log.
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User is offline   Och 

#3821

Here you go, logs for working version and log for broken version. Both are exactly the same, the only thing that is different - in the broken version eduke32.exe is 5.28.13 and in the working its 1.5.13

Attached File(s)


0

User is offline   Och 

#3822

If I disable polymer, it doesn't crash with the newest eduke32
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3823

Do you see a file named eduke32_or_mapster32.crashlog? If so, could you post it here? (You may need to rename it to crash.log.)
0

User is offline   Och 

#3824

Well, just updated my catalyst drivers from 13.1 to 13.4 and it now works, no more crashes!

Still surprised to see FPS dip into low 20ies at time, on a pretty high end PC. Are there any performance improvements planned to the polymer renderer?
0

User is offline   Master Fibbles 

  • I have the power!

#3825

Yes, there are always performance improvements planned. But, in the mean time, you could try this fix.

Spoiler

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User is offline   Paul B 

#3826

[quote name='Hendricks266' timestamp='1369772557' post='160049']

Sorry Hendricks266, I don’t agree with you. Of course the mobile computing has dramatically improved but I believe mobile computing serves a small and limited purpose. For instance, my smart phone I use to check my e-mail but you will never see me button mash to create an e-mail and send it from my phone its a waste of time. I do not believe desktop applications such as map editors should migrate to portable miniature devices just to keep up to a trend. I also believe this mobile trend is a fad and I’ll be glad when the focus comes back to PC. In my opinion it’s a waste of freakin’ resources and time to fulfill what purpose? So that 2 or 3 people who can't sit in front of their computer can lay on their bed and map edit with a stylus? I am not on board with this idea as this software will never be a good fit for mobile computing and it’s a waste of time pursuing. Unless you plan on turning Eduke into a flash player based game and redoing the entire mapster interface into a drag and drop system.

Just a thought, maybe you could incorporate Mapster to work with Siri voice recognition. Then we could pump out Duke Nukem maps with dictation on mobile devices. Now that would be kick ass!

"Siri build sector by X, Y & Z coordinates! use floor tile 773 and wall tile 878". That could actually make things faster instead of using touch, keyboard and mouse functions to some degree.

This post has been edited by Paul B: 28 May 2013 - 04:17 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #3827

View PostMr.Flibble, on 28 May 2013 - 02:31 PM, said:

there is a history of ATI cards not working well with the game.

Whenever this is explained, it should always be clarified that it's ATI/AMD's fault for making bad drivers, not ours for being deficient as a program. We already have workarounds in place for ATI's problems but we can't work around everything.
3

User is offline   Paul B 

#3828

Let me be the first to wish you a Happy upcoming Birthday Hendricks. =) Have a great day and don't work too hard!

This post has been edited by Paul B: 28 May 2013 - 04:16 PM

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User is offline   Master Fibbles 

  • I have the power!

#3829

View PostHendricks266, on 28 May 2013 - 03:17 PM, said:

Whenever this is explained, it should always be clarified that it's ATI/AMD's fault for making bad drivers, not ours for being deficient as a program. We already have workarounds in place for ATI's problems but we can't work around everything.

Yes. I should have mentioned that. You are correct. Although, I think my link to NVidia's web site was a kind of sarcastic way of saying that.
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