EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3950 Posted 20 August 2013 - 09:52 PM
"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
#3951 Posted 20 August 2013 - 09:59 PM
This post has been edited by Fox: 20 August 2013 - 10:00 PM
#3952 Posted 21 August 2013 - 01:07 AM
Paul B, on 20 August 2013 - 09:52 PM, said:
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.
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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).
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It's more the other way around, why continue using it when the system already provides equivalent performance?
#3953 Posted 21 August 2013 - 04:18 AM
Paul B, on 20 August 2013 - 09:52 PM, said:
"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...
#3954 Posted 21 August 2013 - 06:03 AM
Helixhorned, on 21 August 2013 - 01:07 AM, said:
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.
Helixhorned, on 21 August 2013 - 01:07 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.
Helixhorned, on 21 August 2013 - 01:07 AM, said:
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
#3955 Posted 21 August 2013 - 08:38 AM
Paul B, on 21 August 2013 - 06:03 AM, said:
You have a hardware or driver problem, period.
#3956 Posted 21 August 2013 - 11:17 AM
TerminX, on 21 August 2013 - 08:38 AM, said:
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
#3957 Posted 21 August 2013 - 11:09 PM
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
#3958 Posted 22 August 2013 - 05:37 AM
#3959 Posted 22 August 2013 - 07:21 AM
#3960 Posted 22 August 2013 - 07:56 AM
Hendricks266, on 22 August 2013 - 07:21 AM, said:
Thank you I will try that next. =)
#3961 Posted 22 August 2013 - 01:46 PM
Maybe Mapster should be forced to only be used in window mode... (and a nice hidden cvar for the pros to run it full screen)
#3962 Posted 23 August 2013 - 10:54 PM
The Commander, on 22 August 2013 - 01:46 PM, said:
Maybe Mapster should be forced to only be used in window mode... (and a nice hidden cvar for the pros to run it full screen)
I'm starting to get the feeling these problems i'm having in Full Screen mode has something to do with Mapster losing window focus and it causing it to display a black screen and not properly releasing the display back to the desktop or the Mapster screen but some where imbetween. This seems to occur on both XP and Windows 7 but definitely worse in Windows 7. With XP I can sometimes get lucky and open the Taskmgr to kill the mapster process. It even occurs just opening Mapster for the first time on the odd ocassion and occurs more frequently when I have other programs open in the background such as a Word Document that's set for full maximized window size.
This post has been edited by Paul B: 23 August 2013 - 10:58 PM
#3963 Posted 25 August 2013 - 04:00 AM
#3964 Posted 25 August 2013 - 05:35 AM
This post has been edited by Mark.: 25 August 2013 - 05:36 AM
#3965 Posted 27 August 2013 - 01:14 AM
#3966 Posted 27 August 2013 - 07:44 AM
#3967 Posted 27 August 2013 - 11:31 AM
Hendricks266, on 27 August 2013 - 07:44 AM, said:
I suppose it could be used for stand alone maps that could work in MP in future?
#3968 Posted 27 August 2013 - 11:42 AM
Hendricks266, on 27 August 2013 - 07:44 AM, said:
Objects above the player magically float of sort and smoke trails become water bubbles.
#3969 Posted 27 August 2013 - 01:58 PM
I have the feeling DT coded the swimming code from scratch though.
#3970 Posted 27 August 2013 - 04:14 PM
Deeper Micky, on 27 August 2013 - 01:58 PM, said:
I have the feeling DT coded the swimming code from scratch though.
Not everyone likes using DukePlus Micky if you haven't worked that one out yet.
#3971 Posted 27 August 2013 - 07:25 PM
Code it so if anything is below the SE its movement is slowed, smoke is changed to bubbles, and you change the screen palette. Yay?
#3972 Posted 27 August 2013 - 10:08 PM
The Commander, on 27 August 2013 - 04:14 PM, said:
I was just telling him that it has been done, so that if he wants to look up the code he can make his own code.
#3975 Posted 03 September 2013 - 08:48 PM
------------------------------------------------------------------------ r3963 | helixhorned | 2013-07-18 11:08:16 -0700 (Thu, 18 Jul 2013) | 4 lines Makefile.common: disable -Wstrict-overflow. It didn't turn out that useful and was giving a warning with one of the preceding changes. ------------------------------------------------------------------------ r3962 | helixhorned | 2013-07-18 11:08:15 -0700 (Thu, 18 Jul 2013) | 5 lines Polymer/ART mapping: fix formula for globalvisibility. Also, very slightly tweak a factor toward a "brighter" (farther visible) scene overall to account for the "circular" nature of the fragment distance (as opposed to an "ortho" distance in Build). ------------------------------------------------------------------------ r3961 | helixhorned | 2013-07-18 11:08:13 -0700 (Thu, 18 Jul 2013) | 5 lines Retire global 'lastvisinc'. It was only ever used as upper bound to the time that a visibility change decays, but since it does that in an exponential fashion, there's really no point. ------------------------------------------------------------------------ r3960 | helixhorned | 2013-07-18 11:08:11 -0700 (Thu, 18 Jul 2013) | 7 lines Make vis decay with time independent of FPS, treat p->visibility<0 like 0. Now, if p->visibility differs from the constant visibility, the former converges toward the latter by three-quartering the difference each second totalclock increment (1/60th second). Negative player visibilities are not handled consistently throughout the different renderers, so make it look the same as 0 (can view to infinity). ------------------------------------------------------------------------ r3959 | helixhorned | 2013-07-18 11:08:10 -0700 (Thu, 18 Jul 2013) | 3 lines Polymodes: properly calc start/end fog dist for r_usenewshading=2, vis=0, shade>0 So there's no "jump" from vis!=0 to vis=0 making the texture appear brighter. ------------------------------------------------------------------------
This post has been edited by DanM: 03 September 2013 - 08:49 PM
#3977 Posted 03 September 2013 - 09:50 PM
DanM, on 02 September 2013 - 10:35 PM, said:
here
Hmm, that sucks. Artmapping should look similar to classic for your map, can you send it to me? Do you use an unconventional pal by any chance? Sorry I broke it!
#3978 Posted 03 September 2013 - 10:17 PM
He's using a custom defined fog pal.
#3979 Posted 03 September 2013 - 10:45 PM
r_pr_artmapping 0
to the autoexec.cfg files, just somewhere between 3960 & 3963 the V effect in WGR2 will not work, it basically multiply the vis levels so they are not so heavy and i only need to change one hitag instead of selecting all the sectors and setting a global vis level which dosn't work that well with TROR as it only seems to effect one TROR level at a time even if i have the whole level selected with ALT (yes i turned of the greying out)
also vis is just crazy to begin with 0 is the furthest it gets besides 240 which looks non exsistant, all vis levels 1 - 239 makes the fog come closer
yeah micky should be able to set you plagman with SVN access it should have the town map, i left the V controller out the front of the tavern.
This post has been edited by DanM: 03 September 2013 - 10:53 PM

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