EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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!
#500 Posted 14 June 2009 - 07:19 PM
Sobek, on Jun 14 2009, 06:17 PM, said:
Intel chipsets were made for office PC's Like those little HP desktop models that are in nearly every office in creation. They are made to run Office Apps and Internet Explorer. They are designed to be manufactured cheaply and do typical office tasks. They are NOT designed to play Quake 4 at a decent frame rate as most offices do NOT need to do that!
A lot of OEM's grabbed these motherboards to make cheap home PC's.
Only after this happened, did Intel belatedly try to shoe-horn in some Direct X functionality to their drivers and chip sets. Sadly, thier attitude to OpenGL is "Huh? What's that?"
#501 Posted 14 June 2009 - 07:45 PM
Tea Monster, on Jun 15 2009, 01:49 PM, said:
A lot of OEM's grabbed these motherboards to make cheap home PC's.
Only after this happened, did Intel belatedly try to shoe-horn in some Direct X functionality to their drivers and chip sets. Sadly, thier attitude to OpenGL is "Huh? What's that?"
Oh you mean Intel's integrated video chipsets? Could have just said that... By 'intel chipsets' I automatically assumed you meant the physical chipset like P35 or X38.
Naturally, just about any integrated video solution is a no go, for this game or any other. I'd consider that a given
This post has been edited by Sobek: 14 June 2009 - 07:48 PM
#502 Posted 14 June 2009 - 08:03 PM
Sobek, on Jun 15 2009, 01:45 PM, said:
Naturally, just about any integrated video solution is a no go, for this game or any other. I'd consider that a given
There are some higher-end intel video chipsets (GMA X3000 onwards) that may be able to theoretically run Polymer, though the drivers are likely to not be mature enough to really pull it off with any reasonable success.
#503 Posted 14 June 2009 - 08:23 PM
SwissCm, on Jun 14 2009, 09:03 PM, said:
SwissCm, on Jun 14 2009, 09:03 PM, said:
Quote
#504 Posted 14 June 2009 - 08:35 PM
This post has been edited by SwissCm: 14 June 2009 - 08:40 PM
#505 Posted 16 June 2009 - 04:03 AM
Episode 1 Level 1:

Episode 1 Level 2:

PS: I've reported two bugs for Polymer (rev1433) in sourceforge.
Edit : it is just an idea of what it could be after the HRP is finalize (normals textures are created by myself not by official workers). I think some official people who helped since many years will do really better normal than me (bad normal and bad defs from me). And like what developpers said, the developpement can take many times before finish. when we are in some place with many light and effect it goes slow and there are still bugs and many things to add so don't think it's going to be finished (i hope i didn't say anything wrong).
Continue it Plagman and TX ^^.
This post has been edited by Benichon: 16 June 2009 - 07:29 AM
#506 Posted 16 June 2009 - 05:09 AM
#507 Posted 16 June 2009 - 06:55 AM
I mean some of the models looked great 2-3 years ago... Now they're getting old and look kind of ancient....
ANd with the new render looking the way it is... I say to anyone creating textures or models - DON'T HOLD BACK... Give us 10,000 polycount if you want... We have computers these days that can render 1,000,000 triangles and points on screen... Why should we hold back with the HRP project. Would go nicely with the new render.
I also proposed an idea before 3DRealms shut down (due to incompetence on their part for not releasing a game in 12 years) that if we were to re-make the Duke Nukem Atomic levels using the new render and add better backgrounds and better level design... NOW BEFORE anyone says it's illegal... we wouldn't be using the original maps or editing them as THAT IS illegal... We would be using them as a basis and creating the new maps from scratch to better incorporate a more realistic design and push the game to it's limits. Would be nice to know a rough release date on the new render as I'm dying to try it out.
#508 Posted 16 June 2009 - 11:18 AM
#510 Posted 16 June 2009 - 12:02 PM
#513 Posted 16 June 2009 - 12:09 PM
#514 Posted 16 June 2009 - 12:19 PM
Piano Man, on Jun 16 2009, 07:55 AM, said:
No, thats silly and unprofessional.
Piano Man, on Jun 16 2009, 07:55 AM, said:
Yep, thats very true.
Piano Man, on Jun 16 2009, 07:55 AM, said:
Granted, we DO need to up the poly count. Unless some serious optimization takes place, that won't work with Polymer. People are already having problems playing with just sprites, if you fill the screen with 10,000 poly items, the game will grind to a halt.
Besides, you don't NEED 10,000 poly models to have stuff look good. With normal maps and decent lighting and modern textures, you can have a character that sits at 6-7K and have it look like its 1 million polys. Thats why I've been bitching for this tech for the past few years.
I agree in 'Don't hold back' but keep it real. We do need to agree on poly limits and texture conventions. We can't do much though until the people who create the models get hold of a copy of Polymer that supports the next-gen tech for the models themselves.
Also, we can't make detailed plans on poly limits until we find out how far you can push Polymer. No point in making a 10K poly model and find out you need a cray to run it. We need a stable, working version of Polymer out and then we can talk about what to do with the HRP.
Piano Man, on Jun 16 2009, 07:55 AM, said:
So we should devote a lot of time to a project that we know is going to be eventually declared illegal? As far as we know, at least 3DR Thought that they would be eventually publishing DNF and everyone is jumping all over them.
Piano Man, on Jun 16 2009, 07:55 AM, said:
If what Tx said is true (and it most likely is if he said it
Piano Man, on Jun 16 2009, 07:55 AM, said:
All for that!
#516 Posted 16 June 2009 - 12:48 PM
Tea Monster, on Jun 16 2009, 01:19 PM, said:
Polymer is slow for a lot of people because of how CPU bound a lot of it is. As far as I know, drawing models is pretty much free in terms of performance.. in fact, running the existing Polymost HRP versus the classic game content yields almost the exact same framerate for me.
#517 Posted 17 June 2009 - 01:51 AM
TX, on Jun 16 2009, 12:48 PM, said:
I get about 85 - 200fps using polymer.
That is on my new PC of course.
Specs - Intel Q6600 @ 2.4GHZ, 4GB DDR2 @ 800mhz, GTX260+
This post has been edited by zchri9: 17 June 2009 - 02:04 AM
#518 Posted 17 June 2009 - 02:15 AM
I mean it sounds dumb to me that editing 3DRealms maps isn't illegal where as re-designing them and re-vamping them from scratch is...
#519 Posted 17 June 2009 - 08:36 AM
2) There is good reason to think that BOTH are legal (I would explain the reasoning, but see point 1)
3) Even if it wasn't technically legal, realistically no one is going to get in trouble for it.
4) Anyone who is serious about getting remade maps for the original episodes should either be an elite mapper himself, or should be in contact with the elite mappers of the community, trying to convince them to do it. Otherwise, you are just wasting time and bandwidth by posting uselessly about it and prompting others (such as myself) to do the same.
#520 Posted 17 June 2009 - 01:57 PM
Captain Awesome, on Jun 14 2009, 09:23 PM, said:
EDuke 2.1.1 had that feature, and it was crappy.
#522 Posted 18 June 2009 - 03:37 PM
Does this mean I have to map in normal EDuke32 or something?
This post has been edited by WedgeBob: 18 June 2009 - 03:38 PM
#523 Posted 18 June 2009 - 05:43 PM
WedgeBob, on Jun 19 2009, 10:07 AM, said:
Does this mean I have to map in normal EDuke32 or something?
Are you referring to the screen flash and brief pause when switching between 2D and 3D modes? (where you often see a flash of whatever is running in Windows in the background). If so, the best option is just to stick to Windowed mode, and keep the resolution as high as possible for your screen. So a normal screen resolution of 1280x1024 should allow you to run Mapster32 at 1152x864 I believe (that's what I do at home). That way, there's no fullscreen modeswitch, and you can change between 2D and 3D instantaneously.
If not, and you mean mapster is actually crashing, then I think you need to look elsewhere for the fault.
#524 Posted 18 June 2009 - 05:45 PM
WedgeBob, on Jun 18 2009, 07:37 PM, said:
Does this mean I have to map in normal EDuke32 or something?
I don't even know what the fuck this means.
#525 Posted 18 June 2009 - 08:02 PM
WedgeBob, on Jun 19 2009, 11:37 AM, said:
Does this mean I have to map in normal EDuke32 or something?
What the hell are you talking about?

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