EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#4400 Posted 05 March 2014 - 04:53 AM
#4401 Posted 05 March 2014 - 05:08 PM
This post has been edited by Fox: 06 March 2014 - 05:58 AM
#4402 Posted 06 March 2014 - 05:33 AM
I tested this on DNE01 without any mods too, the rear doors to the cinema and in the theater can really display this problem really well, whats worse is overall fps gets worse and worse the more times you swing doors, even just opening and closing the same one will produce this effect.
This post has been edited by DanM: 06 March 2014 - 05:34 AM
#4403 Posted 06 March 2014 - 06:24 AM
#4404 Posted 06 March 2014 - 07:58 AM
#4405 Posted 06 March 2014 - 08:49 AM
edit : fixed that by copying the exploded wall sectors out, saving into a new map, loading DNE01 deleting the old walls and placing the newly copied section in its place, also notice substantial increases in FPS with every floor with a translucency on it stamped out, must of been why DNE bombed hard aswell in the FPS department, you could in the old days press T on floors and they would do a subtle weird effect but now they really show up and taking them out really ups the FPS.
just need a script that finds floors or ceilings that are NOT tror with translucency and turns them normal again and i should nail that one.
This post has been edited by DanM: 06 March 2014 - 09:15 AM
#4406 Posted 06 March 2014 - 10:03 AM
Fox, on 05 March 2014 - 05:08 PM, said:
Recall that the base palette -- that is, all colors that are ever displayed in a single scene -- has 256 colors in total. One particular "ramp" has less colors at its disposal. In the case of the gray ramp, there are 32 colors of those. So, the left picture looks a lot like the right one quantized to 32 levels.
I'm attaching a ZIP with four images showing the colors of the whole shade table, for the original one, my two attempts, and the one generated by 'transpal'.
Summarizing, my formula ("attempt 2") produces a similar result to the original one for the five ramps of 32 colors each (gray, brown, blue, green, red), but doesn't work well for the remaining three ramps of 16 colors each. Using color indices whose colors are close to linearly-blended ones ("attempt 1", "transpal") produces visible artefacts, most noticeably the fact that colors "leak" into foreign ramps, such as with the brown and red ones. Note that I'm using a color index rearrangement, as documented on the wiki.
Edit: also, just in case you have missed that, I should point out that my formula makes no reference to the actual color components of particular color indices.
Attached File(s)
-
shtab_comparison.zip (92.95K)
Number of downloads: 439
#4407 Posted 06 March 2014 - 11:01 AM
James, on 06 March 2014 - 07:58 AM, said:
I meant we. Plagman would be doing all the work, but In the past, I've suggested we have a kickstarter or similar so that he has more incentive to do it.
Glad its running better. I know it was a big bottleneck when the mod first came out.
This post has been edited by Tea Monster: 06 March 2014 - 11:02 AM
#4408 Posted 06 March 2014 - 11:09 AM
#4409 Posted 07 March 2014 - 03:42 AM
DanM, on 06 March 2014 - 05:33 AM, said:
DanM, on 06 March 2014 - 08:49 AM, said:
edit : fixed that (...), also notice substantial increases in FPS with every floor with a translucency on it stamped out, (...).
Wait, you mean you have worked around the original issue so that it won't show up in the latest DNE any more? I was interested into looking into it, especially because the suggested causal relationship sounds so incredible. Why should a property of a game-side object such as a door have an influence on the performance of a renderer, which is part of the engine? Also, when is the cache (assuming you mean the hightile one, residing in 'textures' and 'textures.cache') "big enough"? When it approaches the gigabyte range?
Your solution seems to imply that the swinging door speed had nothing to do with it though. My guess is that when Polymer encounters a translucent ceiling or floor that does not have another sector at the other side, it sort of thinks that the rest of the map is visible through this ceiling/floor and starts loading all textures that are "visible" this way.
Fox, on 06 March 2014 - 11:09 AM, said:
Test case + specifics? I quickly looked at the pipebomb HUD in E1L1, once while on the outside and once in a shaded sector, and didn't find any difference between either the HUD and in-world sprite, or classic and Polymost.
#4410 Posted 07 March 2014 - 03:52 AM
#4411 Posted 07 March 2014 - 03:57 AM
Trooper Dan, on 07 March 2014 - 12:09 AM, said:
DanM, on 06 March 2014 - 11:46 PM, said:
btw the monster thing is an eduke32 thing that was added recently, (...).
Yeah I'm aware of it, I have posted about it myself. I'm sure it has had a big effect on the gameplay of my Attrition mod -- when it is reverted I will probably have to beef up enemies since almost all of them have pals.
#4412 Posted 07 March 2014 - 04:52 AM
Helixhorned, on 07 March 2014 - 03:57 AM, said:
yeah kinda throws off the balance when dukeplus monster with extra health via DP's system combined with this new PAL/HEALTH system is causing EDF pigs to take 3 x point blank double barrrel shots, that technicaly is 6 shells for one pigcop its really throwing of the balance iam noticing my balance going way off with this and ammo supply issues are arising
basically 99% think only a pal 21 trooper should be more powerful and thats it, whats the time between 1.3d maps and pluto maps, i'd have to say a far larger ammount are pluto only which had none of this extra health pal business
i can even remember an instance while polishing DNE for the new patch that a pigcop wouldn't die in far away land which made a script flow correctly purely becuase the pigcop was a pal 23 monster and the shooter couldn't cause enough damage to kill it, ruining the script
This post has been edited by DanM: 07 March 2014 - 05:03 AM
#4413 Posted 08 March 2014 - 07:13 AM
TerminX said:
That is, all non-pal-0 enemies in the following list will get their strength doubled only if running 1.3D:
I think the majority of users can agree with this definition.
#4414 Posted 08 March 2014 - 08:49 AM
Helixhorned, on 07 March 2014 - 03:42 AM, said:
Color me stupid, I forgot to mention it's with highres tiles.
#4415 Posted 10 March 2014 - 01:56 AM
maybe there should be a check for version of maps before TROR for certain sector flags and resave them all without containing these flags, the performance increase is undeniable, polymer seems to be fine its just when sectors sneak in with funny flags that seem to be the problem
This post has been edited by Stabs: 10 March 2014 - 01:57 AM
#4416 Posted 10 March 2014 - 07:44 AM
#4417 Posted 10 March 2014 - 12:23 PM
lua "wall[242].blend=255"
There are no plans for wall[].blend in the non-Lunatic build, as V7's walltype doesn't have a 'filler' member like the sprite did.
#4418 Posted 10 March 2014 - 06:55 PM
Instead the alpha member should be added in CON for walls, floors and ceilings. Plus alpha would support blending by shifting left the value by 8.
This is my personal oppinion, but I think it's consistent and logical.
This post has been edited by Fox: 10 March 2014 - 06:55 PM
#4419 Posted 12 March 2014 - 11:39 PM
Iam really not joking about these masked floor sector tags that came from nowhere guys
I think when tab copy/paste its not checking if you say took properties of a mask wall / or a transparent sprite and pasting funny flags onto sectors, causing them to make PNG's display glicthes on any floor with the mask flag even though it has nothing to do with TROR, i've found floors affected by this bug in maps since DNE's first release 2 years ago, I am assuming all these weird flags where the cause of a lot of FPS issues when polymer was turned on and i guarantee any polymer map that has a script run over it that corrects the sectors flags would make a lot of polymer based maps run a stack faster. Literally removing even small numbers of these glitches increases the FPS hugely
naturally its going to have to have checks for if the "e" large/small bit was on and relativity and if its NOT tror based but i really need a script that gives sectors its proper flags
#4420 Posted 13 March 2014 - 12:31 AM
http://forums.duke4....post__p__189465
copy that text to a file name
mapfix.m32
and once in mapster drop the console and type
do state FixPolymerFC
we never needed to optimize polymer guys it was fine! i think it was these flags
This post has been edited by Stabs: 13 March 2014 - 12:32 AM
#4421 Posted 13 March 2014 - 01:10 AM
#4422 Posted 13 March 2014 - 01:15 AM
K think of it this way, say one floor that is not TROR has the mask flag, behind that floor/ceiling its rendering the whole fucking level, it why i could turn 30 degrees and get 2 fps vs 60 fps
masking still renders shit behind it whether you can see it or not, how else could monsters know how to fire at you from behind a masked wall?
This post has been edited by Stabs: 13 March 2014 - 01:16 AM
#4423 Posted 13 March 2014 - 01:46 AM
#4424 Posted 13 March 2014 - 01:59 AM
my theory is that masked walls flags and / or transparency on sprites that gets copied via TAB is pasting into sectors making weird sector flags
This post has been edited by Stabs: 13 March 2014 - 02:00 AM
#4425 Posted 13 March 2014 - 02:34 AM
James, on 13 March 2014 - 01:46 AM, said:
It's not too hard to set transparency on floors/ceiling accidentally. Perhaps you're not aiming quite right when you hit the t button, or perhaps the t button was randomly pressed without you knowing it, and since the sector would look the same, you'd think nothing happened.
#4426 Posted 13 March 2014 - 02:49 AM
#4427 Posted 13 March 2014 - 03:09 AM
#4428 Posted 15 March 2014 - 10:28 AM
#4429 Posted 15 March 2014 - 02:12 PM
getuserdef .volume_number TEMP
getuserdef .level_number TEMP2
setuserdef .volume_number NEXTVOLUME
setuserdef .level_number NEXTLEVEL
qgetsysstr 255 STR_MAPNAME
setuserdef .volume_number TEMP
setuserdef .level_number TEMP2The problem is, if the level has not been defined with definelevelname, the program abruptly ends... although I understand where the error is coming from, I don't like a code like that having the power to ends the program like that. Is it possible to make qgetsysstr write a blank quote if the level is not defined, or at least make it possible to check if a level has been defined?
This post has been edited by Fox: 15 March 2014 - 02:14 PM

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