EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#4040 Posted 13 October 2013 - 10:03 AM
#4041 Posted 13 October 2013 - 11:11 AM
Hendricks266, on 13 October 2013 - 10:03 AM, said:
Hm, it's that particular point that I think is hardest to get right. To me, highres assests seem like they are to stay forever after being loaded. Off the top of my head, there are functions to remove e.g. loaded models, but the whole management will be finicky then, I think.
Then again I may be misjudging the situation. When I suggested the preprocessor, I was a bit behind the current HRP developments: I see that it's now got a duke3d_hrp_polymost.def file there, so selection up-front can be had with -h<desired.def>. This pretty much includes all that I wished for myself (selecting one of two DEF sets, or none), but I can imagine how some conditional parsing might make HRP maintenance a bit easier.
#4042 Posted 13 October 2013 - 11:14 AM
#4043 Posted 13 October 2013 - 12:41 PM
#4044 Posted 13 October 2013 - 01:31 PM
#4045 Posted 14 October 2013 - 12:20 AM
Hendricks266, on 12 October 2013 - 10:32 PM, said:
At long last!
PS: News was important enough to mention it on the HRP website.
This post has been edited by NightFright: 14 October 2013 - 12:50 AM
#4046 Posted 14 October 2013 - 01:28 AM
Quote
Polymer runs faster under 64-bit because it is CPU-bound and x86_64 has a higher number of registers compared to x86. It has little to do with having
#4047 Posted 14 October 2013 - 04:09 AM
This post has been edited by NightFright: 14 October 2013 - 04:10 AM
#4048 Posted 14 October 2013 - 07:45 AM
Tested with polymer + HRP + Dukeplus on my WIP openworld map... and ... freaking hell!
It runs so much faster!
Up to 80 % more performance compared to the 32 bit build!
Not joking here!
Even if FPS drops under 25, everything runs fine and quite smooth.
This is realy an amazing step forward to me!
GREAT WORK!
And now... I just got to ask... would it be possible to increase the wall limit in the 64 bit build?
Because I'm starting to cut out details on my map to prevent hitting this limit before the map is finished.
And @Hendricks266, a late thanks for the link to the svn.
This post has been edited by dpax: 14 October 2013 - 07:46 AM
#4049 Posted 14 October 2013 - 08:28 AM
This post has been edited by MacoMan: 14 October 2013 - 08:30 AM
#4050 Posted 14 October 2013 - 08:33 AM
Helixhorned, on 13 October 2013 - 11:11 AM, said:
Then again I may be misjudging the situation. When I suggested the preprocessor, I was a bit behind the current HRP developments: I see that it's now got a duke3d_hrp_polymost.def file there, so selection up-front can be had with -h<desired.def>. This pretty much includes all that I wished for myself (selecting one of two DEF sets, or none), but I can imagine how some conditional parsing might make HRP maintenance a bit easier.
Maintenance-wise I'd prefer keeping two different DEF trees and let, for example, duke3d_hrp.def branch conditionally to either duke3d_hrp_polymost.def or (yet to be added) duke3d_hrp_polymer.def.
Parsing the HRP DEFs takes quite a while already. Merging too much stuff into them might take even longer then.
#4051 Posted 14 October 2013 - 12:01 PM
What I have noticed, but I dunno if it's just me or not (r4103): "Esc" key doesn't work any more in the beginning to skip the intro movie/screens - it used to do that before. Also, my existing key bindings didn't fully work any more. I am using keypad numkeys, and it seems with the new build these have different names so you have to remap several of them.
Other than that, if you use Polymer AND HRP, 64bit is definitely making a difference (I didn't see considerable improvements before since I wasn't loading HRP at the same time). Nothing less than a milestone, as far as I am concerned!
This post has been edited by NightFright: 14 October 2013 - 12:02 PM
#4052 Posted 14 October 2013 - 12:13 PM
I'll only use 64 bit from now on!
Btw, I don't experience any issue with the build from LeoD, which is r4096 ... on my windows machine.
Duke: "I'm not on optimization! Bruteforce bandwidth baby!"
Teaching the game to run the hard way.... haha! xD
This post has been edited by dpax: 14 October 2013 - 12:15 PM
#4053 Posted 14 October 2013 - 01:14 PM
NightFright, on 14 October 2013 - 12:01 PM, said:
#4054 Posted 14 October 2013 - 01:48 PM
...and this is realy weird.
Why is the picture of the guy when starting up the engine looks so ... well desperate Max Payne 3 like?
This realy has to be changed!!!!
(I hope you guys have some humor left)
#4055 Posted 14 October 2013 - 02:29 PM
NightFright, on 14 October 2013 - 12:01 PM, said:
This is due to the change from DirectDraw and DirectInput to SDL2 on Windows. I'll look into the "Esc" thing but I can't promise anything on the numpad keys.
#4056 Posted 14 October 2013 - 03:36 PM
When Duke64 loads up...
...somthing like this should be in that window:

At least, this is how I'm feeling about it.... ^^
This post has been edited by dpax: 14 October 2013 - 03:40 PM
#4057 Posted 14 October 2013 - 03:38 PM
This post has been edited by dpax: 14 October 2013 - 03:40 PM
#4058 Posted 14 October 2013 - 06:01 PM
#4059 Posted 14 October 2013 - 06:10 PM
Grab LeoDs link here: http://www.mediafire...096-20131012.7z
Check out more great stuff from LeoD here: http://forums.duke4....-more-greyduke/
This post has been edited by dpax: 14 October 2013 - 06:11 PM
#4060 Posted 14 October 2013 - 08:06 PM
- The Pause key does not work
- The startup window freezes if you get a CON error
- Pressing keystrokes in Mapster like Alt+P causes the system to "ding"
#4061 Posted 15 October 2013 - 06:18 AM
MacoMan, on 14 October 2013 - 06:01 PM, said:
Thanks for the link. TBH, it doesn't feel significantly faster than other recent builds I've used. But then again, I was using DukePlus, and with both the HDP & polymer enabled, all that gibbing can bring even the most powerful systems to a momentary crawl, I imagine. On "vanilla" Duke it seems a bit faster.
#4062 Posted 15 October 2013 - 07:27 AM
Hendricks266, on 14 October 2013 - 08:06 PM, said:
- The Pause key does not work
- The startup window freezes if you get a CON error
- Pressing keystrokes in Mapster like Alt+P causes the system to "ding"
I'm getting the ding thing, but worse than that RAlt doesn't work anymore and neither does combinations like '+S, '+H, '+T...
#4063 Posted 15 October 2013 - 07:41 AM
Hendricks266, on 14 October 2013 - 02:29 PM, said:
Actually, I am fine with the change for the numpad keys. For the first time, they have their proper names in the settings menu. It's just that if you used a previous build which didn't have it, EDuke32 wouldn't recognize the keys, requiring you to configure it again even though it's still the same key. It is just a one-time effort though, nothing I cannot live with. I won't go back to any previous builds, anyway.
#4064 Posted 15 October 2013 - 08:40 AM
Hendricks266, on 14 October 2013 - 08:06 PM, said:
- The Pause key does not work
Yup.
Quote
- Pressing keystrokes in Mapster like Alt+P causes the system to "ding"
Not here, seems to be Windows-specific.
necroslut, on 15 October 2013 - 07:27 AM, said:
It looks as if the SDL2 build recognizes the keys dependent on the OS keyboard layout setting. Thus, if you have e.g. German selected, you'll get a 'z' when pressing the key left of 'x', but the positions of the special keys will be messed up (and non-functional for the editor; e.g. in the German layout, a single quote is Shift+[what is '\' on a US keyboard]). Personally, I prefer the old way where it's pretended as if the keyboard were US regardless of the selected layout.
#4065 Posted 15 October 2013 - 10:22 AM
In file included from build/include/sdlayer.h:8:0,
from build/include/renderlayer.h:5,
from source/game.c:26:
build/include/sdl_inc.h:15:23: fatal error: SDL/SDL.h: No such file or directory
# include <SDL/SDL.h>
^
compilation terminated.
Failed building source/obj_win/game.o from source/game.c!
make: *** [source/obj_win/game.o] Error 1
dpax, on 14 October 2013 - 12:13 PM, said:
dpax, on 14 October 2013 - 01:48 PM, said:
#4066 Posted 15 October 2013 - 10:45 AM
Icon doesn't show up properly in the taskbar with r4103 x64, at least for me (Win7 SP1 x64).
#4067 Posted 15 October 2013 - 11:54 AM
LeoD, on 15 October 2013 - 10:22 AM, said:
Do you have SDL/SDL.h in your compiler setup?
#4068 Posted 15 October 2013 - 01:16 PM
Helixhorned, on 15 October 2013 - 08:40 AM, said:
Yeah, it used to be Ä as ', but the '/* key doesn't work either and I've tried every possible combination I could think of. And I'd guess Ralt would be the same anyway? Can you even change the mapster keys, or do I have to change keyboard layout every time I want to run mapster?
#4069 Posted 16 October 2013 - 04:35 AM
This post has been edited by DanM: 16 October 2013 - 04:35 AM

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