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

User is offline   MusicallyInspired 

  • The Sarien Encounter

#3931

Nice!
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User is offline   DavoX 

  • Honored Donor

#3932

Hell yeah TerminX, You're the man! :P
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User is offline   The Commander 

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

#3933

I haven't been keeping up with eduke development in months, has there been any major improvements in the net code?
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User is offline   TerminX 

  • el fundador

  #3934

No, though I did work on it for a few minutes earlier today...
3

User is offline   The Commander 

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

#3935

One line of code a day keeps the moders at bay.
4

User is offline   Mia Max 

#3936

Hallo!

In polymer mode, the player himself causes a dynamic light, like he is holding a torch.
It looks good, but in many cases or in some maps (especially in mine), it looks like that there would be no shadows around the player.
Is there an option to turn it off, or can it be turned off by con coding (like Trooper Dan added an option to turn of weapon flashing)?
I couldn't find any command line for doing that on eduke wiki :P
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User is offline   TerminX 

  • el fundador

  #3937

No, that's something in whatever mod you're using. The player does not spawn a dynamic light in EDuke32 unless a weapon is being fired or the shrinker or expander is equipped.
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User is offline   Mia Max 

#3938

Damn it, you are right :P

I'm always using Dukeplus. Hmm, maybe there's already an option for that.
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User is offline   Micky C 

  • Honored Donor

#3939

Just wondering here, when the new map format rolls in, would it be theoretically possible to add fancy new features like pitching sprites and rotating them in the vertical plane?
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User is offline   Helixhorned 

  • EDuke32 Developer

#3940

View PostMikko C, on 17 August 2013 - 03:30 AM, said:

Just wondering here, when the new map format rolls in, would it be theoretically possible to add fancy new features like pitching sprites and rotating them in the vertical plane?

It's really more a question of engine code, not so much of the format. The scaffolding would be there, but you'd have to build the building.
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User is offline   supergoofy 

#3941

Playing Attrition mod with one of the newer eduke32 builds (after the introduction of r_usetileshades 1), it makes dark areas very dark (when r_usetileshades 1 is used).

for example the official Duke Nukem 3D Episode 1 Level 1 (Hollywood Holocaust), the small corridor in the toilet area gets very dark (you enter this corridor to get to the secret small room, where next to it is the room with the keycard).

r_usetileshades 0 fixed the darkness problem.

This post has been edited by supergoofy: 19 August 2013 - 08:44 AM

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User is offline   TerminX 

  • el fundador

  #3942

Screenshot comparison with software mode using the newest build, please.
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User is offline   supergoofy 

#3943

r_usetileshades 0 / 1 in attrition mod test :

here is the comparison in Duke Nukem 3D Episode 1 Level 1 (Hollywood Holocaust) :

attrition - polymost.rar
http://www26.zippysh...42919/file.html


note: I have tested it only in polymost, because in software renderer there is no difference


EDuke32 r4019 is used

This post has been edited by supergoofy: 19 August 2013 - 10:40 PM

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User is offline   Micky C 

  • Honored Donor

#3944

What TerminX is saying is that polymer with cancer mode and polymost with usetileshades should look as close to classic as possible. That's why he wants the classic renderer comparison, because if the new modes look just like classic, then it's not considered a problem.
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User is offline   supergoofy 

#3945

In software renderer there is no difference between r_usetileshades 1 and r_usetileshades 0 (as expected - it takes effect in polymost)

Do you need a comparison between polymost r_usetileshades 1 and software renderer ?


polymost r_usetileshades 0 is more close to software renderer. still though r_usetileshades 0 is darker than software renderer.

r_usetileshades 1 makes you unable to see in dark places, because it makes them very dark

The comparison that I did was in polymost renderer wirh r_usetileshades 0 and r_usetileshades 1, The screenshots show how much darker the r_usetileshades 1 makes the same areas.

This post has been edited by supergoofy: 20 August 2013 - 12:29 AM

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User is offline   Micky C 

  • Honored Donor

#3946

The shading in the classic renderer is considered a constant, and since TX, Helix and Plagman want to make polymost and polymer look just like classic in terms of shading, if you post up a direct comparison with classic against polymost in both modes, they might use that to help perfect the shading. That's what I think he's getting at anyway.
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User is offline   TerminX 

  • el fundador

  #3947

Yes, I need a comparison between Polymost r_usetleshades 1 and the classic renderer. Brightness/contrast/gamma and ambient light level should all be at defaults as well.
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User is offline   supergoofy 

#3948

I haven't changed the brightness, contrast, gamma and ambient light levels.

I will post a comparison (along with my cfg and a save). (I will edit this post)


@ TerminX, I sent you a p.m. with the comparison

This post has been edited by supergoofy: 20 August 2013 - 08:06 AM

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User is offline   TerminX 

  • el fundador

  #3949

Ugh, that must be what Helixhorned was talking about when we were discussing this. Thanks for the screenshots, I didn't realize it was quite that unusable in dark areas like that. I guess we should default it to r_usetileshades 2 (Helixhorned's method). Sucks, there's a subtle effect with the shading that I really like that's present in mode 1 but not in mode 2 due to how I coded it. Meh.
3

User is offline   Paul B 

#3950

I read something in the last commit that kind of worries me.

"r4027 | terminx | 2013-08-20 14:49:44 -0700 (Tue, 20 Aug 2013) | 1 line

Rip out all traces of nedmalloc. Sorry, XP users--it's time to upgrade to something newer than an OS from 2001 if this affects you."

Can someone please explain what impact this may have on users running XP? I intentionally use a dual boot system with windows 7 Pro and Windows XP Pro because of Eduke. I do all my Eduke work in XP because windows 7 runs Eduke like shit and it's very unstable and slow on my PC. There are significant gains to using XP with Eduke so I sure hope after this commit I can still use Mapster and Eduke in my XP environment, otherwise Eduke will be rendered useless for me. =(

What would be the benefit of removing a small little memory allocator program? Does it significantly improve the performance of the EDUKE by not including it? Considering Windows 7's memory allocator has finally caught up to achieving the equivalent performance of Ned why not just continue using it?

Improvements have been made to Windows 7 in terms of security & stability but Windows 7 is a bloated and raped pig from the Windows 95 days. It's also a terrible resource hog that needs to be buried along side with Windows 8. Microsoft is slowly losing their market share because of bad desktop decisions. I think the world still has a lot to learn from XP and I certainly don't see it being old technology but a foot print of how things should be done efficiently and effectively.

When the day comes that XP is no longer supported in my everyday needs my next operating system is going to be either Chrome books and/or Linux Mint. Unless Windows 9 is some kind of magical OS but Microsoft isn't exactly batting a 1000 these days.

This post has been edited by Paul B: 20 August 2013 - 10:27 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3951

Everything seems okay for me, at least. Not as if I would upgrade my OS because of Duke 3D.

This post has been edited by Fox: 20 August 2013 - 10:00 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#3952

View PostPaul B, on 20 August 2013 - 09:52 PM, said:

Can someone please explain what impact this may have on users running XP?

It means reduced performance with allocation-intensive code on Windows XP. I guess Polymer comes to mind, but TerminX probably knows more which code paths these are. I don't think there's much dynamic allocation going on continuously in EDuke32 by itself.

Quote

I do all my Eduke work in XP because windows 7 runs Eduke like shit and it's very unstable and slow on my PC.

By "runs like shit", do you mean that framerate is capped at 60 Hz and the mouse behaves laggy? (At least in classic.) I'm experiencing this too on Windows 7, but a workaround is to run it in windowed mode, like described here. By "unstable", do you mean that you expecience crashes? Then please report these alongside with useful information (meaning either an eduke32_or_mapster32.crash.log, or a GDB backtrace).

Quote

Considering Windows 7's memory allocator has finally caught up to achieving the equivalent performance of Ned why not just continue using it?

It's more the other way around, why continue using it when the system already provides equivalent performance?
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User is offline   Player Lin 

#3953

View PostPaul B, on 20 August 2013 - 09:52 PM, said:

I read something in the last commit that kind of worries me.

"r4027 | terminx | 2013-08-20 14:49:44 -0700 (Tue, 20 Aug 2013) | 1 line

Rip out all traces of nedmalloc. Sorry, XP users--it's time to upgrade to something newer than an OS from 2001 if this affects you."



Well, seriously I do want to upgrade my damn computer but the reality can't let me do that shit...which maybe I have to use the shitty one with XP only.

Yeah, my friend suggested me just do upgrade to Win7 with my current system but I'm very doubt it runs good with just 2GB RAM...and some old hardwares that lacks Win7 driver...
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User is offline   Paul B 

#3954

Thanks for getting back to me Helix.

View PostHelixhorned, on 21 August 2013 - 01:07 AM, said:

By "runs like shit", do you mean that framerate is capped at 60 Hz and the mouse behaves laggy? (At least in classic.) I'm experiencing this too on Windows 7, but a workaround is to run it in windowed mode.


I haven't run Eduke in Windows 7 in a year or so. I will try Windowed Mode. I primarily use the Polymer but occasionally I play in classic I don't remember which mode I was in when I played Eduke. I just knew that my FPS were terrible and it was unplayable with most user maps.


View PostHelixhorned, on 21 August 2013 - 01:07 AM, said:

By "unstable", do you mean that you expecience crashes? Then please report these alongside with useful information (meaning either an eduke32_or_mapster32.crash.log, or a GDB backtrace).


I do know for a fact when it did crash in Windows 7 there was never any logs associated to the crash. It was a black screen my hard-drive light would flicker intermittently but I couldn't drop out to Windows 7 Desktop or terminate the game. Control Alt Delete wouldn't even bring up taskmgr the only thing I could do was a manual reboot of the PC which would break my mirror from an improper shutdown. It was a pain in the ass and I don't want to disable Disk Caching just to put up with a bug in Eduke which in my opinion caused a video driver fault not reported by windows or Eduke.


View PostHelixhorned, on 21 August 2013 - 01:07 AM, said:

It's more the other way around, why continue using it when the system already provides equivalent performance?


I still don't understand why removing Ned, which offers more compatibility should be removed just for the sake of removing it.

This post has been edited by Paul B: 21 August 2013 - 06:03 AM

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User is offline   TerminX 

  • el fundador

  #3955

View PostPaul B, on 21 August 2013 - 06:03 AM, said:

I do know for a fact when it did crash in Windows 7 there was never any logs associated to the crash. It was a black screen my hard-drive light would flicker intermittently but I couldn't drop out to Windows 7 Desktop or terminate the game. Control Alt Delete wouldn't even bring up taskmgr the only thing I could do was a manual reboot of the PC which would break my mirror from an improper shutdown. It was a pain in the ass and I don't want to disable Disk Caching just to put up with a bug in Eduke which in my opinion caused a video driver fault not reported by windows or Eduke.

You have a hardware or driver problem, period.
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User is offline   Paul B 

#3956

View PostTerminX, on 21 August 2013 - 08:38 AM, said:

You have a hardware or driver problem, period.

Well the fact that I can play Farcry3, Counter-Strike Go, Need For Speed on my Windows 7 Install and run windows 7 without any other issues makes it seem more like a Windows 7 Nvidia Driver problem rather than a "Hardware issue". Of course Eduke runs just fine on my XP installation on the same PC. Meaning the hardware must be ok but more specifically a driver issue in Windows 7. I typically keep pretty current with my video drivers. I'll give Eduke another try on Windows 7 running the latest drivers and if I have any issues i'll be sure to post my results.

***EDITED*** Well I've tried Windows 7 and Eduke. Seems to run fast and smooth in Polymer. Appears a lot better than I remember it. I'll continue using it to see how it works long term its still too early to really know. But I just wanted to say thus far it kicks ass.

This post has been edited by Paul B: 21 August 2013 - 06:42 PM

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User is offline   Paul B 

#3957

Spoke too soon. Okay I’ve been editing using Mapster on my PC for 4 hours in Windows 7. There is definitely a glitch with Mapster with the way it handles switching between 2D & 3D when using the Polymer renderer. This is not a driver problem or a hardware problem. Sorry to break the news but the program works about 95 percent of the time except every now and then when switching between video modes Mapster causes a big problem: screen goes black and locks the entire Operating system. It would be nice if someone could some how track down this problem by monitoring the code that initiates the switching between graphic modes from 2D/3D if there is any hesitation at all between switching or a hesitation that is longer than expected Mapster will crash the computer. No logs are generated when this occurs. Keep in mind I've been working in mapster for 4 hours before it happened only one time between switching back and forth so it’s a real intermittent bug.

EDITED - When I map I'm always using "full screen" mode and I don't alt - tab between windows and the desktop. When this crash occurs it renders the entire PC useless not just Mapster. It's pretty nasty and I can't see it being good for the hard-drives. So i'll remain mapping in XP.

Makes me wonder if it has something to do with when Mapster disables the Microsoft Areo Interface and maybe when switching between 2D / 3D Windows tries to re-enable Areo before Mapster has a chance to load the display and it crashes. To me it seems like a timing issue with something between Windows 7, Mapster and the display driver.

What I probably should consider is have a fresh vanilla install of Windows 7 and test Eduke that way just incase my antivirus or another background app is interfering with the video modes. But honestly i don't have a lot of crap running in the system tray. Just SEP 11 and Steam maybe.

This post has been edited by Paul B: 22 August 2013 - 06:25 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#3958

I've had Mapster running for quite a while in Win7 with no issues. However, what does happen is Mapster crashes when you alt+tab out of the program for more than 5-10 seconds.
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User is online   Hendricks266 

  • Weaponized Autism

  #3959

Paul B: Try running eduke32.exe in XP compatibility mode. That will stop EDuke32 from disabling desktop composition when entering an OpenGL mode.
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User is offline   Paul B 

#3960

View PostHendricks266, on 22 August 2013 - 07:21 AM, said:

Paul B: Try running eduke32.exe in XP compatibility mode. That will stop EDuke32 from disabling desktop composition when entering an OpenGL mode.



Thank you I will try that next. =)
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