Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 14
  • 15
  • 16
  • 17
  • 18
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Spiker 

#440

Everything is possible as long as there are some people who feel like coding it and know a bit about it.
0

User is offline   Roma Loom 

  • Loomsday Device

#441

Actually MD3 has support for tags to allow model attachments, but it's just not implemented in EDuke.
0

User is offline   Lead 

#442

View Postchicken, on May 27 2009, 01:44 PM, said:

@Lead: check the to do list:
http://hrp.duke4.net...ext_hrp_release
Make your tiles 4x the size of the original.
And then: go ahead, dude!


I haven't edited Duke stuff since like 1997.

Is there some kind of quick start guide or something. Like how I might get things set up so I can view\obtain access to the tiles, formats to save them in, and how to convert them and get them into the game?
0

User is offline   Tea Monster 

  • Polymancer

#443

View PostDarkyDan, on May 28 2009, 08:23 PM, said:

...and once that is released and stable I guess the next step would be supporting a more complex model format?


I suggested MD5 as it is it saves the bones and weight painting in with the model. You'd want that for critters. Something like ASE or even LWO would be good for regular models. I have no idea if the renderer could support 'smooth groups' or if that is handled some other way by the renderer.

I guess its going to be a case of "One thing at a time" as the rendrerer is still being optimized.

@ Lead - We save tiles as optimized PNG's. The GIMP and Photoshop are good for this.

@ DarkyDan - Yeah, that would be sweet and allow all sorts of good stuff to be done if we had the Quake style attach points on models.
0

User is offline   Parkar 

  • Honored Donor

#444

View PostTea Monster, on May 29 2009, 08:10 PM, said:

I have no idea if the renderer could support 'smooth groups' or if that is handled some other way by the renderer.


"Smooth Groups" is alreayd in effect on the md3 models. Most of them don't have them set up but I did it on all of my models I think just incase we would get dynamic lighting. For normal mapped models you generally want the whole model in one group and use normal mapping to achive sharp edges though. It looks more natural then the razor sharp edges you get from smoothing groups.

Note: Smoothing groups would be the "same" thing as sharp/smooth edges in say Maya.
0

User is offline   chicken 

  • Fashionable Modeler

#445

@Lead: I posted a longer reply for you in this thread:
http://forums.duke4.net/index.php?showtopi...amp;#entry19707
0

User is offline   Jarongame 

#446

Me need polymer! Oh and real nice video!
0

#447

back with the furious Duke Nukem, Thanks for your excellent work Eduke32 team !!
0

User is offline   supergoofy 

#448

Report: the latest svn build fixed the crash bug with level 2 of WGRealms 1 TC

This post has been edited by supergoofy: 31 May 2009 - 04:19 PM

0

User is offline   Chip 

#449

View PostRoma Loom, on May 29 2009, 01:52 PM, said:

Actually MD3 has support for tags to allow model attachments, but it's just not implemented in EDuke.



If that's the case then I really hope they add in the support! I'll be for ever happy if they did as it'll save me around 20KB+ of sync coding (why did I have to have so many long animations on my models :) )
0

User is offline   supergoofy 

#450

For those that download the latest source, as of now, take notice that the lights are off. Download the source of 31-May-2009 instead if you want the lights. Better read the SVN log for more info.
0

User is offline   DarkyDan 

#451

Compiled latest polymer build of eDuke on my eeePC, but of course intel integrated graphics don't support such effects so it just crashes without a whimper.

Can't run anything OpenGL on my Windows 7 64bit machine at the moment, ATI drivers don't seem to support it yet? regardless its a rather huge pile of rancid pork if you ask me. I'd love to test this new renderer out! To do so would mean installing Vista -shudders- or even worse.. XP -dies-, or I guess if I was THAT desperate Ubuntu 9.04?

Anyway, keep up the good work gentlemen.

P.S. people on other forums who say 'if I want to play Duke3D I want shiggy old Duke3D graphics' are tools, the gameplay is basically identical with the HRP/Polymost, save for the LACK of severe headaches associated with Y axis mousemove in the original!
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#452

Heh I never ever used the mouse in 8-bit mode. It's all keyboard, baby. However, with proper 3d looking in Polymost I use the mouse.
0

User is offline   Jimmy 

  • Outta jail, back in rehab

#453

View PostDarkyDan, on Jun 3 2009, 06:20 PM, said:

P.S. people on other forums who say 'if I want to play Duke3D I want shiggy old Duke3D graphics' are tools, the gameplay is basically identical with the HRP/Polymost, save for the LACK of severe headaches associated with Y axis mousemove in the original!

Someone sounds butthurt.
0

User is offline   WedgeBob 

#454

Well, I have a good enough rig, and I may try this out, providing it won't crash my rig to a million pieces and BSoD everytime I try mapping in Mapster/Build like HRP did.
I assume that there is 64-bit support for Vista this time. I believe that was the trouble that HRP had with me before... Trying to map around the 64-bit environment and a Phenom 9550 CPU/9800GTX+ card...heh.
Better hope that with this new Polymer technology, we'll see the support that I may need to create something awesome. I'll have to recreate some old maps I tried doing back in the '90s.

This post has been edited by WedgeBob: 06 June 2009 - 07:30 AM

0

User is offline   supergoofy 

#455

I tried the latest SVN build (Jun 6, 2009) but it crashes after it loads the textures in cache (SIGSEGV crash). The source was compiled with no errors or warnings. The crash happen with Polymost. I haven't tested Polymer.

SVN build of (May 31, 2009) is the most stable of the SVN builds.

You have to download the source of the build released on May 31, 2009 and compile it.

As you see I don't even dare to refer to build numbers, because I don't want to be killed by TX or Plagman. :)

This post has been edited by supergoofy: 06 June 2009 - 03:17 PM

0

User is offline   inquisitor 

#456

When polymer goes public I'll buy anything needed to run it smoothl a new videocard a new pc anything!
go on like that you rock!
0

User is offline   supergoofy 

#457

Ok, I tested also the newest source as of Jun 7, 2009. The Polymer renderer seems to be faster and working good, but Polymost renderer is broken and gives SIGSEGV crash.

Polymer is still heavy though, even for my system.

This post has been edited by supergoofy: 07 June 2009 - 04:11 AM

0

User is offline   The Commander 

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

#458

I can also confirm the Polymost crash.
0

User is offline   WedgeBob 

#459

I dunno, maybe it's best I revert back to JonoF's latest port up until Polymer and eDuke32 w/ HRP becomes more stable. Probably the safest move for this moment.
0

User is offline   Jimmy 

  • Outta jail, back in rehab

#460

The current official release of Eduke32 is stable. The Polymer builds are unofficial development bits, that most of these people weren't supposed to have.
0

User is offline   supergoofy 

#461

Eduke32 is released under GNU license. Thus anyone should have access and can download the source.

People that have some experience on how to compile the source, they can use the compiled binaries for testing. But in respect of TX and Plagman and the other EDuke32 developers, you should never publish these binaries.

This post has been edited by supergoofy: 07 June 2009 - 10:10 AM

0

User is offline   corpy 

#462

View Postsupergoofy, on Jun 7 2009, 10:10 AM, said:

Eduke32 is released under GNU license. Thus anyone should have access and can download the source.

People that have some experience on how to compile the source, they can use the compiled binaries for testing. But in respect of TX and Plagman and the other EDuke32 developers, you should never publish these binaries.

So You Say I can compile ver 2.0 Binaries Myself but I Can't give those anyone? :)
If i'ts so then I try compile...
sry bad english lol...
BTW: eDuke32.0 Is awesome I Hope you guy's relase it Fast :D!
0

User is offline   supergoofy 

#463

I said that because we respect the very hard work that TX, Plagman, and the other devs put on EDuke32, we should not publish the personally compiled binaries.

Though, you can report bugs here and help TX and Plagman to improve EDuke32.
0

User is offline   TerminX 

  • el fundador

  #464

View PostWedgeBob, on Jun 7 2009, 10:53 AM, said:

I dunno, maybe it's best I revert back to JonoF's latest port up until Polymer and eDuke32 w/ HRP becomes more stable. Probably the safest move for this moment.

Hi. I've noticed from years on 3DR that you are really, really stupid. Please don't continue that tradition here on Duke4. Thanks!
0

User is offline   engineer 

#465

I was surprised that I was never told that when I started posting here.
0

User is offline   supergoofy 

#466

Report : Latest SVN build Jun 8, 2009 : Polymost is working again. I will test further both Polymost and Polymer.

From some tests that I made, it seems that both Polymost and Polymer are working now.

[edit]
I've done more tests, the last SVN build Jun 8, 2009 seem that it works fine.

This post has been edited by supergoofy: 08 June 2009 - 11:21 AM

0

User is offline   supergoofy 

#467

Report: Latest SVN build Jun 9, 2009 has a crash bug

Run eduke32.exe - On startup window click cancel - Crash error :

AppName: eduke32.exe AppVer: 1.9.9.9 ModName: eduke32.exe
ModVer: 1.9.9.9 Offset: 00128b30


[edit]
newest SVN build fixed it



QUESTION: Can I refer to build numbers when reporting a bug? And how would you like me to report bugs: through posts or p.m. ?

This post has been edited by supergoofy: 09 June 2009 - 03:46 AM

0

User is offline   supergoofy 

#468

I don't know if it's because of the new memory allocator or other optimizations you did, but now polymer is 50% faster on my system. E1L1 is playable now (with polymer hrp). I cannot believe it.

TX and Plagman you are awesome! Thanks.



The new memory allocator takes advantage of dual, quad and generally multicore systems.

This post has been edited by supergoofy: 09 June 2009 - 05:09 AM

0

User is offline   Chip 

#469

View Postsupergoofy, on Jun 9 2009, 01:55 PM, said:

The new memory allocator takes advantage of dual, quad and generally multicore systems.


And I once said as a joke that after polymer was done, the next big thing would be to get it multi threaded. But by the looks of it, that comes with polymer!

OK then, new suggestion - once this is finished and released, could you guys think about model tagging? That thing which allows models to attach to other models (someone said that MD3's support this but Eduke32 does not take advantage of it)

This post has been edited by Chip: 09 June 2009 - 05:54 AM

0

Share this topic:


  • 213 Pages +
  • « First
  • 14
  • 15
  • 16
  • 17
  • 18
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options