EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#470 Posted 09 June 2009 - 07:54 AM
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.
#471 Posted 10 June 2009 - 09:14 AM
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.
Edit:
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
#472 Posted 11 June 2009 - 02:49 PM
TX, on Jun 7 2009, 03:31 PM, said:
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
#473 Posted 12 June 2009 - 06:37 PM
#474 Posted 12 June 2009 - 06:47 PM
#475 Posted 13 June 2009 - 02:12 AM
Yatta, on Jun 13 2009, 10:47 AM, said:
Erm... that would be nice...
(Wipes the drool from his mouth)... would love some new pictures.
#476 Posted 13 June 2009 - 06:25 AM
This post has been edited by WedgeBob: 13 June 2009 - 12:01 PM
#477 Posted 13 June 2009 - 10:19 AM
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 :
This post has been edited by Benichon: 14 June 2009 - 01:33 AM
#478 Posted 13 June 2009 - 11:54 AM
#479 Posted 13 June 2009 - 12:03 PM
supergoofy, on Jun 13 2009, 12:54 PM, said:
Being stable isn't the same as being finished, though.
#480 Posted 13 June 2009 - 12:19 PM
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
#482 Posted 13 June 2009 - 01:13 PM
supergoofy, on Jun 13 2009, 01:19 PM, said:
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.
#483 Posted 13 June 2009 - 03:02 PM
supergoofy, on Jun 13 2009, 09:54 PM, 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.
Attached File(s)
-
eduke32.log (13.53K)
Number of downloads: 1296
#484 Posted 13 June 2009 - 03:24 PM
#485 Posted 13 June 2009 - 03:51 PM
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...
#486 Posted 13 June 2009 - 03:57 PM
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
#487 Posted 13 June 2009 - 04:05 PM
#488 Posted 13 June 2009 - 04:08 PM
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
#489 Posted 13 June 2009 - 05:15 PM
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.
#490 Posted 13 June 2009 - 08:27 PM
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!
#491 Posted 14 June 2009 - 12:57 AM
gt1750, on Jun 14 2009, 01:02 AM, said:
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
#492 Posted 14 June 2009 - 03:18 AM
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
#493 Posted 14 June 2009 - 03:29 AM
Chip, on Jun 14 2009, 09:18 PM, said:
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.
#494 Posted 14 June 2009 - 03:59 AM
#495 Posted 14 June 2009 - 04:05 AM
#496 Posted 14 June 2009 - 08:33 AM
#497 Posted 14 June 2009 - 10:50 AM
DeeperThought, on Jun 14 2009, 06:33 PM, said:
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.
#498 Posted 14 June 2009 - 06:17 PM
SwissCm, on Jun 14 2009, 09:59 PM, said:
What's the go with Intel chipsets, if I may ask?
#499 Posted 14 June 2009 - 06:23 PM
TX, on Jun 14 2009, 12:27 AM, said:
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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