EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#48 Posted 09 May 2009 - 07:23 PM
PR : Compiling GPU program with bits 58451...
PR : Compiling GPU program with bits 34385...
Messages like that appear in the log well after the game has started.
#50 Posted 09 May 2009 - 09:27 PM
MusicallyInspired, on May 10 2009, 07:58 AM, said:
WHERE???? SERIOUSLY? WHERE????
#51 Posted 10 May 2009 - 01:47 AM
Piano Man, on May 10 2009, 06:27 AM, said:
You have to be a very special and popular person to get this! .......or search on google.
I'm waiting till its actually meant to be released before I try it, if we were meant to play with it now then it would have already been publically released.
This post has been edited by Chip: 10 May 2009 - 01:50 AM
#52 Posted 10 May 2009 - 01:58 AM
#53 Posted 10 May 2009 - 08:26 AM
but wait such an graphical update on that old engine ?
Doesnt it proof dnf is also still based on build engine ?
ps: release it soon. please.
#54 Posted 10 May 2009 - 11:34 AM
#55 Posted 10 May 2009 - 12:53 PM


#56 Posted 10 May 2009 - 02:11 PM
#57 Posted 10 May 2009 - 08:50 PM
#58 Posted 10 May 2009 - 09:18 PM
Here's a super high quality shot I just took:
http://img93.imagesh...433/polymer.jpg
#59 Posted 10 May 2009 - 10:01 PM
#60 Posted 10 May 2009 - 10:07 PM
Hectic-Zombie, on May 10 2009, 11:01 PM, said:
People who are actively making stuff for the game (maps, mods, models) have been remarkably successful at getting copies of polymer. Coincidence? I think not.
#61 Posted 10 May 2009 - 10:49 PM
DeeperThought, on May 11 2009, 06:07 PM, said:
How did Zchri9 get a hold of it then?
Coincidence? I think not.
#64 Posted 10 May 2009 - 11:32 PM
DeeperThought, on May 10 2009, 11:07 PM, said:
Well I haven't contributed anything to the HRP in quite a while (aside from the odd texture update here and there). but there's no harm in asking, eh? I'm sure it will be worth the wait, the new renderer looks bad ass.
This post has been edited by Hectic-Zombie: 10 May 2009 - 11:33 PM
#65 Posted 11 May 2009 - 01:24 AM
Yatta, on May 11 2009, 01:18 PM, said:
Here's a super high quality shot I just took:
http://img93.imagesh...433/polymer.jpg
WHY MUST YOU TEASE ME LIKE THAT!!!
I have a 1920 x 1200 monitor and I'm DYING to play this.... I MUST HAVE THIS!!!!!
#66 Posted 11 May 2009 - 07:55 AM
#67 Posted 11 May 2009 - 08:19 AM
This post has been edited by MusicallyInspired: 11 May 2009 - 08:20 AM
#68 Posted 11 May 2009 - 08:38 AM
What's your card? Also, please attach eduke32.log after running `glinfo` in the console.
#69 Posted 11 May 2009 - 08:51 AM
DeeperThought, on May 11 2009, 08:07 AM, said:
If Hectic Kev has not contributed, who has? Some of the best looking textures in the HRP are from him. Come on!
#70 Posted 11 May 2009 - 08:53 AM
'Plagman' said:
What's your card? Also, please attach eduke32.log after running `glinfo` in the console.
I tried it and the game at least runs a little better...though without lights...so that defeats the whole purpose. But it still really seizes up sometimes. I discovered that it won't seize up (framerate returns to normal) if you don't look at the fence (or the sky perhaps?) at the beginning of Hollywood Holocaust. And also the explosive tanks and the ship and everything (all sprites) on the roof are visible through walls (through the box and the skylight thing).
I have an ATI X1650 Pro AGP card. Here's the log after glinfo:
OpenGL Information: Version: 2.1.8395 Release Vendor: ATI Technologies Inc. Renderer: Radeon X1650 Series Maximum anisotropy: 16.0 BGRA textures: supported Non-x textures: supported Texure compression: supported Clamp-to-edge: supported Multisampling: not supported Nvidia multisample hint: not supported ARBfp fragment programs: supported Depth textures: supported Shadow textures: supported Frame Buffer Objects: supported Rectangle textures: supported Multitexturing: supported env_combine: supported Vertex Buffer Objects: supported Shader Model 4: not supported Extensions: GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint
This post has been edited by MusicallyInspired: 11 May 2009 - 09:07 AM
#71 Posted 11 May 2009 - 08:58 AM
Another Duke Fan, on May 11 2009, 06:51 PM, said:
Well, you have to ask for it at least
@Hectic: Check your PM's.
#72 Posted 11 May 2009 - 09:06 AM
Parkar, on May 11 2009, 06:58 PM, said:
@Hectic: Check your PM's.
Thank you Parkar, I just want to be fair, that is all. I will try Polymer first when it becomes available for anyone and yes, I am really looking forward to it...
#73 Posted 11 May 2009 - 09:14 AM
Another Duke Fan, on May 11 2009, 09:51 AM, said:
And no one suggested otherwise. Come on!
I had been under the impression that Polymer was being given to people actively developing stuff, which makes sense because we need to know what we are developing for. The fact is, a lot of copies are now going around and no serious effort is being made to keep it under wraps. That's fine by me, I really don't care. However, it would be nice to have some guidelines.
#74 Posted 11 May 2009 - 09:14 AM
#75 Posted 11 May 2009 - 10:26 AM
MusicallyInspired, on May 11 2009, 06:53 PM, said:
Ah, well; nobody's perfect, I guess.
Try installing the latest driver for that? I guess 9.05 or 9.04 or whatever.
#76 Posted 11 May 2009 - 11:35 AM
MusicallyInspired, on May 11 2009, 05:53 PM, said:
Mine's an Nvidia GeForce 7900 GS AGP.
#77 Posted 11 May 2009 - 11:40 AM
Plagman, on May 11 2009, 01:26 PM, said:
Try installing the latest driver for that? I guess 9.05 or 9.04 or whatever.
I know.
EDIT: It seems ATI has stopped supporting my card regularly and is now in the legacy category. I can only get the 9.03 driver which I think is what I already have.
This post has been edited by MusicallyInspired: 11 May 2009 - 12:03 PM

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