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

User is offline   Danukem 

  • Duke Plus Developer

#48

I get occasional brief pauses as well, and perhaps it has something to do with this:


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.
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User is offline   Jinroh 

#49

Nice shots really makes the game look more moody and dark.
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User is offline   Piano Man 

#50

View PostMusicallyInspired, on May 10 2009, 07:58 AM, said:

I got my hands on a polymer snapshot of eDuke32 and unfortunately it doesn't work with my ATI X1650 AGP card. Just hangs at around 99% of the loading screen. Sometimes randomly at other percentages, too.


WHERE???? SERIOUSLY? WHERE????
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User is offline   Chip 

#51

View PostPiano Man, on May 10 2009, 06:27 AM, said:

WHERE???? SERIOUSLY? WHERE????


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

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User is offline   Roma Loom 

  • Loomsday Device

#52

my fps drops downto 8 sometimes in the places I would have never thought will cause such a lag. I'm always getting low framerate near the level exit of e1l1. But hell - polymer is amazing. I've tested my version of #4304 tile ingame and it's like a 3D model. I think I'm missing something because specular works pretty strange for me. But I'll wait for official release. Also this light reconcars project in front of them is a brilliant idea. Keep up the great work guys.
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User is offline   Rehbock 

#53

awesome update. cant wait for its release
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. ;)
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User is offline   Plagman 

  • Former VP of Media Operations

#54

To anyone using CON model rotation (spriteext.pitch and .roll): the scale of the mdxoff, yoff and zoff members was off and didn't exactly correspond to BUILD units. I fixed it, so you'll have to adjust these values in your code so that everything still looks the same in your mod after the next build.
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User is offline   kpl 

#55

The work you guys are puting into Polymer is truely awesome. It couldn't have been timed any better. Atleast it's helping to soften the blow of DNF getting cancled. Now we have some Duke goodness to look forward to. Thanks guys for all your hard work. I was thinkin if DNF actually did get released that most modders would move over to that engine and leave Duke3d for good. So, this might be a blessing in desguise. On a side note: since DNF is shut down. You think there is any way Duke3d might be getting more love in the network code area? My dream would be, to play pimped out Duke Polymer deathmatch with a large online community. Any chance of somebody doing some updated network code. with master servers, ingame browser and the whole nine yards?

Posted Image

Posted Image

Posted Image
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#56

Looks fantastic. ;) God I want to play it.... oh well... I'll play plain old Duke until it's released.
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#57

Wow, I can't believe that I missed this news... honestly, i haven't been keeping up with Duke3D port development for a while now. Those sink textures I did quite a few years ago almost seem to have depth to them now. I can't wait to try this out, when it's done. ;)
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User is offline   Yatta 

  • Pizza Lawyer

  #58

God I love Polymer. It's our new DNF.

Here's a super high quality shot I just took:

http://img93.imagesh...433/polymer.jpg
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#59

OK, forget the "WID"... I know it hasn't been released "publicly" yet. But is there anyway for me to download this build?
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User is offline   Danukem 

  • Duke Plus Developer

#60

View PostHectic-Zombie, on May 10 2009, 11:01 PM, said:

OK, forget the "WID"... I know it hasn't been released "publicly" yet. But is there anyway for me to download this build?


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. ;)
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#61

View PostDeeperThought, on May 11 2009, 06:07 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. ;)


How did Zchri9 get a hold of it then?
Coincidence? I think not. ;)
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User is offline   zchri9 

  • Honored Donor

#62

The Commander, Parkar sent it to me.
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User is offline   TerminX 

  • el fundador

  #63

Probably by smoking excessive amounts of pole...
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#64

View PostDeeperThought, on May 10 2009, 11:07 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. ;)



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

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User is offline   Piano Man 

#65

View PostYatta, on May 11 2009, 01:18 PM, said:

God I love Polymer. It's our new DNF.

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!!!!!
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#66

We'll all get our chance to use the new engine once all the optimisations are finished, and any bugs fixed. It may be released at the end of this month. (If we're lucky...)
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#67

I discovered Polymer actually does work on my card.....it just doesn't work when there's actually any lights anywhere. It just won't start Episode one because of the explosions from Duke's ship which probably emit lights. I started Episode 3 successfully, though. But as soon as I went to jump off the building and that Enforcer appeared (the teleporting of which probably emits light) the game hung. Well, it doesn't really hang it just takes FOREVER. Like a framerate of 0.0000000000001. Well not really framerate either because the game isn't actually playing. It seems like the game is just pausing until it can figure itself out...the music still plays but the rest of the game doesn't. I've never ever seen any lights successfully ;). Oh well...

This post has been edited by MusicallyInspired: 11 May 2009 - 08:20 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#68

You can always set `r_pr_lighting 0` in the console.

What's your card? Also, please attach eduke32.log after running `glinfo` in the console.
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#69

View PostDeeperThought, on May 11 2009, 08:07 AM, 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. ;)


If Hectic Kev has not contributed, who has? Some of the best looking textures in the HRP are from him. Come on!
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#70

'Plagman' said:

You can always set `r_pr_lighting 0` in the console.

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

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User is offline   Parkar 

  • Honored Donor

#71

View PostAnother Duke Fan, on May 11 2009, 06:51 PM, said:

If Hectic Kev has not contributed, who has? Some of the best looking textures in the HRP are from him. Come on!


Well, you have to ask for it at least ;). Besides I don't think the comment was suggesting anything regarding Kev.

@Hectic: Check your PM's.
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#72

View PostParkar, on May 11 2009, 06:58 PM, said:

Well, you have to ask for it at least ;). Besides I don't think the comment was suggesting anything regarding Kev.

@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...
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User is offline   Danukem 

  • Duke Plus Developer

#73

View PostAnother Duke Fan, on May 11 2009, 09:51 AM, said:

If Hectic Kev has not contributed, who has? Some of the best looking textures in the HRP are from him. Come on!


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.
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User is offline   Jokke_r 

#74

Polymer works fine on my comp, runs just as smooth as polymost, but then again i don't have any of the lightpacks or whatever.
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User is offline   Plagman 

  • Former VP of Media Operations

#75

View PostMusicallyInspired, on May 11 2009, 06:53 PM, said:

I have an ATI X1650 Pro AGP card.


Ah, well; nobody's perfect, I guess.
Try installing the latest driver for that? I guess 9.05 or 9.04 or whatever.
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#76

View PostMusicallyInspired, on May 11 2009, 05:53 PM, said:

I have an ATI X1650 Pro AGP card.


Mine's an Nvidia GeForce 7900 GS AGP.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#77

View PostPlagman, on May 11 2009, 01:26 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.


I know. ;) I'll check to see if I have the latest drivers but I doubt it'll work. Bloody ATI. Why did I have to make the mistake of buying an ATI card.....twice??? Well, the first time it was an ATI 9800 Pro All in Wonder card and it came with Half-Life 2 and Morrowind. So I guess that was a good thing. But I shouldn't have gotten this dumb X1650. I've been haggling with it in Linux for two years now. I'm never getting ATI again. My next card is going to be nVidia. Setting my eyes on a GeForce 9500 GT I think. But that won't happen until I get a new computer with a PCI-E capable mobo.

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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