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

User is offline   Tea Monster 

  • Polymancer

#470

Cool. I had to go over to a freinds house to download the compling tools as my 10kbps connection sucks ass. I'll have to build a new version and see how it runs!

I don't know how much a new model format would help the model in the hands problem. I tried to make the duke model so that it could have several animations that would allow it to hold all the different weapons. You'd need basically at least THREE (probably more) different yet complete animation cycles for the model so that it could hold all the different weapons. Then, if someone made a new model of the Shrinker, we would have to animate it bobbing around in space so that the two would match up.

There is no code in EDuke to support matching the player model with a different weapon model. Utilizing the 'sticky verts' option may help this, but I don't know if you would have to cut the arms off the player model so that the hands can move to stick to the weapons.

I think it would be a good idea to work this out, if we are going to do it, before the new wave of models comes out for Polymer.
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User is offline   vtastek 

#471

I managed to build the source code. I am playing it and enjoying the dynamic lights. There are some stutters at the beginning of levels and some lights(light of the light) can be seen behind walls and noticed a poster flickering but other than those minor issues it is working great. I played for hours. :)

I didn't see any real-time shadows yet. I will check the ini and console commands now. Scratch that.

I have to tell you it is working great. My fps swings from 400 to 200 all the time. I think my average fps is 250 without shadows. I only saw 60 fps on this occasion:
Fire

If I can't get shadows I will fill a report.
Scratch that too.

Edit: I am using the hrp from public svn. Map hacks aren't included there as an update. I guess that is scheduled for later. Scratch. I found the mhk files. While packing, in excitement it looks like I somehow deleted them.

I did grabbed the files from Parkar's post. Will install right now to see some shadows. Svn is the more updated one I think, no?

This post has been edited by vtastek: 10 June 2009 - 02:27 PM

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User is offline   WedgeBob 

#472

View PostTX, on Jun 7 2009, 03:31 PM, 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!


What makes you think I would do that?! I'm bringing myself back to the glory days of the '90s again, back to when I was actually GOOD with Duke modding/mapping. I ain't gonna be what I was over the last five years.

This post has been edited by WedgeBob: 11 June 2009 - 02:53 PM

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User is offline   atlas 

#473

for those of us who have not compiled the newest build and are still anxiously awaiting the public release.. can we get some more PR Shots? :)
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User is offline   Yatta 

  • Pizza Lawyer

  #474

I should post some shots with adjusted ambient lighting to disprove the impression of some people that the new engine is dark. :)
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User is offline   Piano Man 

#475

View PostYatta, on Jun 13 2009, 10:47 AM, said:

I should post some shots with adjusted ambient lighting to disprove the impression of some people that the new engine is dark. :)


Erm... that would be nice...

(Wipes the drool from his mouth)... would love some new pictures.
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User is offline   WedgeBob 

#476

I stand corrected, EDuke32 is very stable with HRP with the latest versions... It was Mapster/Build that was unstable, since it BSODs every time I switch from 2D to 3D building (unless that problem's since been corrected without any prior knowledge). JonoF's version of Build didn't do this. I'm hoping that mapping will be more stable now. I'm aware that Polymer isn't available to the public yet, but I'm just hoping that it'll be put to good use sooner than later.

This post has been edited by WedgeBob: 13 June 2009 - 12:01 PM

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User is offline   Benichon 

#477

Some screenshots of mine (with rev1429):
I'm sorry in advance because some texture doesn't have normal texture and i didn't know how to put dynamic light.
Normal textures are done with CrazyBump but i'm newbie so i don't know how to make a good one.

Gallery :
http://img15.imagesh...?g=duke0014.jpg

Other Screen :
Posted Image

This post has been edited by Benichon: 14 June 2009 - 01:33 AM

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User is offline   supergoofy 

#478

I believe that r1429 is stable enough to be candidate for official snapshot
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User is offline   Danukem 

  • Duke Plus Developer

#479

 supergoofy, on Jun 13 2009, 12:54 PM, said:

I believe that r1429 is stable enough to be candidate for official snapshot


Being stable isn't the same as being finished, though.
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User is offline   supergoofy 

#480

that's true

but all the official snapshots are beta builds that considered stable, but not final.

This post has been edited by supergoofy: 13 June 2009 - 12:21 PM

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User is offline   Spiker 

#481

I'd rather we never had a final release :)
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User is offline   Danukem 

  • Duke Plus Developer

#482

View Postsupergoofy, on Jun 13 2009, 01:19 PM, said:

that's true

but all the official snapshots are beta builds that considered stable, but not final.


Yes, but consider the expectations people have for polymer, after all the attention it has gotten. Also, there is a difference between releasing something with a new feature that is finished-as-far-as-you-know, and releasing something with a feature that you know is not finished, or has known bugs.

Having said that, I have no idea what is holding up the release and I doubt that our speculation would make any difference one way or another.
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User is offline   gt1750 

#483

View Postsupergoofy, on Jun 13 2009, 09:54 PM, said:

I believe that r1429 is stable enough to be candidate for official snapshot


Might be stable enough for you but not for others.

For me, all the recent polymer builds crash randomly (even when standing still with little to no action happening), usually after 10 minutes of gameplay. R1431 is no exception. I've attached the log if anyone is interested. Also it doesn't run very well on my system (Phenom X4@2.5GHz, 4GB RAM, ATi Radeon 4850 512MB, Vista 64) the framerate in E1L1 with polymer HRP and Parkar's light setup drops below 1fps at the very beginning and keeps below 20fps in the cinema cloakroom.

Attached File(s)


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User is offline   supergoofy 

#484

Probably you have problem due to bad opengl driver. ATI drivers are known to cause such problems. I have a slower/older system (cpu/gpu), but at least I have nvidia gpu. The frames are usually above 30 during gameplay.
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User is offline   gt1750 

#485

I've used ATi cards since 2003 and I've never had any "ATi-specific" OpenGL issues in a game until now. I'd love to enjoy Polymer in it's full glory but there's no way I'm buying a new nVidia card just for that.

BTW the previous log was created while playing with older (9.4) Catalyst installed. I've just updated the driver to 9.5 but everything remains the same - performance, crashing... :)
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User is offline   supergoofy 

#486

Question: Have you tried to run eduke32 with only one cpu core?

In Windows XP:
1. Run eduke32
2. Don't press start yet to load the game
3. Open Task Manager go to Processes and find eduke32.exe
4. Right click on it, choose Set Affinity and then uncheck all cores except Core0
5. Click ok and close Task Manager
6. Go back to eduke32 window, click on start
7. Lets see if it works

For Vista users, probably you should follow similar procedure.

Though I doubt if this has any effect. The problem is with the Ati drivers.

This post has been edited by supergoofy: 13 June 2009 - 04:05 PM

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User is offline   gt1750 

#487

No. Why would I do that? Isn't EDuke32 already optimized for multi-core systems?
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User is offline   supergoofy 

#488

Just for testing purposes. You never know with computers. Sometimes the things that seems to be impossible to cause problems, actually are the troublemakers. Just test it you never know.


Personally I played with r1431 E1L1, E3L1 and E3L2 and all were working well. And the frames were above 30.

This post has been edited by supergoofy: 13 June 2009 - 04:10 PM

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User is offline   atlas 

#489

thank you for the new screenshots, they are lovely : )

i think before any candidate is released to the public there should be a good set of artwork to go along with the release - so we don't have any features that prospective players would miss. what i mean is glow maps fine tuned and adjusted, and maybe (if we can gather a team together) polished normal maps for 8-bit and hrp. this is what i was expecting when i first heard of the polymer engine. i think alot of people had their idea of what they wanted from the new version of eduke, and we should focus on keeping them all happy. the idea is to build the community, not lose people because we didn't listen to everyone's ideas.

if you need beta testers to help make this new engine the best and most polished engine it can be before release. count me in.
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User is offline   TerminX 

  • el fundador

  #490

I think the only thing really holding up a release--and even then, it's more just something I want done rather than something that has to be done--is a possible performance improvement from changing how sprites are handled when rendering. I don't know when Plagman will get around to that... if it's going to be later rather than sooner I might release a build before then.

I also still haven't coded any of the CON hooks for lighting, nor have the spotlights on recon cars been redone yet, et cetera. There's also the issue of needing new menus for Polymer related stuff at some point... and the issue of the menu code in Duke being so horribly awful that it basically NEEDS a full rewrite to do anything useful or to be flexible at all.

And then there are the problems in the editor...

And then there are the bugs with maphack based lights...

Needs more polish!
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User is online   0815Jack 

#491

View Postgt1750, on Jun 14 2009, 01:02 AM, said:

Might be stable enough for you but not for others.

For me, all the recent polymer builds crash randomly (even when standing still with little to no action happening), usually after 10 minutes of gameplay. R1431 is no exception. I've attached the log if anyone is interested. Also it doesn't run very well on my system (Phenom X4@2.5GHz, 4GB RAM, ATi Radeon 4850 512MB, Vista 64) the framerate in E1L1 with polymer HRP and Parkar's light setup drops below 1fps at the very beginning and keeps below 20fps in the cinema cloakroom.


i have managed to compile the polymer source 1429 by myself and i have played it with the polyper hrp a couple od hours....not a single crash. i didnt found any ati related issues.....

E1L1 is not running with high framerates too .... mostly below 20 fps ..... but this was explained by plagman..

my system: Core 2 Duo 8400, 4GB RAM, ATI Radeon HD4350 512MB, WinXP sp3 x86 / catalyst 9.4#


btw. can someon explain me the light setup

//light sector x y z range r g b radi fade angle horiz mins maxs prio tile
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User is offline   Chip 

#492

I'm getting really curious of how / if this will run for me since I see people saying it doesn't work for them at all well and that's in between crashes!!! Those people have a better CPU but the same graphics card as me.

Oh dear, I may have waited all this time for nothing :)
I just hope that my computer is more amazing then the equivelents out there and all this works for me.

This post has been edited by Chip: 14 June 2009 - 03:20 AM

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User is offline   SwissCm 

#493

View PostChip, on Jun 14 2009, 09:18 PM, said:

I'm getting really curious of how / if this will run for me since I see people saying it doesn't work for them at all well and that's in between crashes!!! Those people have a better CPU but the same graphics card as me.

Oh dear, I may have waited all this time for nothing :)
I just hope that my computer is more amazing then the equivelents out there and all this works for me.

You'll be OK if you have an nVidia card. ATI cards have some trouble with it due to a buggy OpenGL drivers and god help you if you have an intel chipset.
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User is online   NightFright 

  • The Truth is in here

#494

I agree that a release should not happen before the devs - in this case, TerminX and Plagman - are 100% satisfied with it. I think most users prefer to get a polished snapshot rather than being beta testers of some version that still has issues of some sort. All this Duke-related stuff is about patience, anyway, and I am willing to wait as long as it takes. Unless it is not... forever. :)
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User is offline   supergoofy 

#495

There is also the possibility of releasing a snapshot of the latest code without polymer.
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User is offline   Danukem 

  • Duke Plus Developer

#496

Setting mdflags to 1 on a sprite does not work in Polymer (the sprite is still rendered as a model).
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User is offline   Plagman 

  • Former VP of Media Operations

#497

View PostDeeperThought, on Jun 14 2009, 06:33 PM, said:

Setting mdflags to 1 on a sprite does not work in Polymer (the sprite is still rendered as a model).


Ah, yeah; I forgot about that. Thanks for reporting it.
In the future, can you file any issues in this tracker: https://sourceforge.net/tracker/?func=brows...amp;atid=706724
I often miss stuff on the forums or just forget about reports like that, so it would help me a great deal with keeping track of outstanding bugs/missing features.
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User is offline   Sobek 

  • There's coffee in that nebula!

#498

View PostSwissCm, on Jun 14 2009, 09:59 PM, said:

You'll be OK if you have an nVidia card. ATI cards have some trouble with it due to a buggy OpenGL drivers and god help you if you have an intel chipset.


What's the go with Intel chipsets, if I may ask?
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User is offline   Jimmy 

  • Outta jail, back in rehab

#499

View PostTX, on Jun 14 2009, 12:27 AM, said:

I think the only thing really holding up a release--and even then, it's more just something I want done rather than something that has to be done--is a possible performance improvement from changing how sprites are handled when rendering. I don't know when Plagman will get around to that... if it's going to be later rather than sooner I might release a build before then.

I also still haven't coded any of the CON hooks for lighting, nor have the spotlights on recon cars been redone yet, et cetera. There's also the issue of needing new menus for Polymer related stuff at some point... and the issue of the menu code in Duke being so horribly awful that it basically NEEDS a full rewrite to do anything useful or to be flexible at all.

And then there are the problems in the editor...

And then there are the bugs with maphack based lights...

Needs more polish!

TX, if you recode the menu, do you think you could recode so that they can be manipulated through the cons? That would be an awesome feature, and mods like DukePlus could really benefit from it!
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