EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#440 Posted 29 May 2009 - 04:48 AM
#441 Posted 29 May 2009 - 04:52 AM
#442 Posted 29 May 2009 - 08:33 AM
chicken, on May 27 2009, 01:44 PM, said:
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?
#443 Posted 29 May 2009 - 10:10 AM
DarkyDan, on May 28 2009, 08:23 PM, said:
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.
#444 Posted 29 May 2009 - 11:15 AM
Tea Monster, on May 29 2009, 08:10 PM, said:
"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.
#445 Posted 29 May 2009 - 11:20 AM
http://forums.duke4.net/index.php?showtopi...amp;#entry19707
#447 Posted 31 May 2009 - 04:12 AM
#448 Posted 31 May 2009 - 04:18 PM
This post has been edited by supergoofy: 31 May 2009 - 04:19 PM
#449 Posted 01 June 2009 - 01:47 AM
Roma Loom, on May 29 2009, 01:52 PM, said:
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
#450 Posted 02 June 2009 - 03:08 AM
#451 Posted 03 June 2009 - 02:20 PM
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!
#452 Posted 03 June 2009 - 07:19 PM
#453 Posted 04 June 2009 - 01:08 PM
DarkyDan, on Jun 3 2009, 06:20 PM, said:
Someone sounds butthurt.
#454 Posted 06 June 2009 - 07:27 AM
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
#455 Posted 06 June 2009 - 02:01 PM
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
#456 Posted 07 June 2009 - 03:16 AM
go on like that you rock!
#457 Posted 07 June 2009 - 04:09 AM
Polymer is still heavy though, even for my system.
This post has been edited by supergoofy: 07 June 2009 - 04:11 AM
#459 Posted 07 June 2009 - 09:53 AM
#460 Posted 07 June 2009 - 09:57 AM
#461 Posted 07 June 2009 - 10:10 AM
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
#462 Posted 07 June 2009 - 10:53 AM
supergoofy, on Jun 7 2009, 10:10 AM, said:
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
#463 Posted 07 June 2009 - 11:01 AM
Though, you can report bugs here and help TX and Plagman to improve EDuke32.
#464 Posted 07 June 2009 - 11:31 AM
WedgeBob, on Jun 7 2009, 10:53 AM, said:
Hi. I've noticed from years on 3DR that you are really, really stupid. Please don't continue that tradition here on Duke4. Thanks!
#465 Posted 07 June 2009 - 08:04 PM
#466 Posted 08 June 2009 - 02:46 AM
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
#467 Posted 08 June 2009 - 10:58 PM
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
#468 Posted 09 June 2009 - 04:55 AM
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
#469 Posted 09 June 2009 - 05:54 AM
supergoofy, on Jun 9 2009, 01:55 PM, said:
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

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