EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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 ) then it isn't illegal to alter maps.
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?
#526 Posted 18 June 2009 - 11:53 PM
#527 Posted 19 June 2009 - 06:51 AM
WedgeBob, on Jun 18 2009, 07:37 PM, said:
What exactly do you mean? I have had a problem before where I had resolutions and/or windowed mode not the same for 3d and 2d mode that caused Mapster to behave what appears to be strangely (but it is acting as you asked it).
#528 Posted 19 June 2009 - 05:22 PM
This post has been edited by WedgeBob: 19 June 2009 - 05:24 PM
#529 Posted 19 June 2009 - 07:25 PM
WedgeBob, on Jun 19 2009, 06:22 PM, said:
LOL
Post your mapster32.log after it crashes.
In the mean time, try running at a lower resolution.
#530 Posted 20 June 2009 - 04:41 AM
It happens when I switch from 3D to 2D modus.
Attached File(s)
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mapster32.log (1.94K)
Number of downloads: 914
#531 Posted 20 June 2009 - 07:10 AM
#532 Posted 21 June 2009 - 12:36 AM
#533 Posted 21 June 2009 - 09:25 AM
Micky C, on Jun 21 2009, 04:36 AM, said:
There is no "Polymer HRP", just use the HRP.
#534 Posted 21 June 2009 - 09:54 AM
I also zipped a package from a few weeks ago that you can get there: http://plagman.net/polymer_hrp.zip. Note that you can't just use it as a loadable resource in EDuke32, you'll have to unzip it.
#535 Posted 21 June 2009 - 10:07 AM
#536 Posted 21 June 2009 - 01:32 PM
Plagman, on Jun 21 2009, 09:54 AM, said:
I also zipped a package from a few weeks ago that you can get there: http://plagman.net/polymer_hrp.zip. Note that you can't just use it as a loadable resource in EDuke32, you'll have to unzip it.
Im checking out that dictionary right now using TortoiseSVN.
I have a old build of EDuke32 with polymer (from april or may) where can I get a newer SVN build?
#537 Posted 21 June 2009 - 01:49 PM
you will find info on how to download and compile the source
#538 Posted 21 June 2009 - 02:49 PM
the polymer HRP looks nice so far, but I think 2 things are wrong:
- the water texture's parallax map, which should be more flat IMO (parallaxbias 0.0 parallaxscale 0.16 looks good for me), and
- tile #718's parallax map, which looks completely weird for me.. I've made a very simple one with horizontal lines that are blurred (here is the alpha channel). I use "parallaxbias 0.0 parallaxscale 0.01" there.
If those that are in svn right now look right for you, I'll post a pic of what I mean...
#539 Posted 22 June 2009 - 12:50 AM
i was just trying out room over room stuff then & WOW! thats more amazing than the lighting for me.
i made the standard room over room and window on second floor and it had its little visual spaz in mapster
but then took it into game with polymer, and it was gone OMG
now i thought the lighting was great but THIS changes everything
room over room support like this in build?
did you sell your soul to the devil?
#540 Posted 22 June 2009 - 01:23 AM
DanM, on Jun 22 2009, 04:50 PM, said:
i was just trying out room over room stuff then & WOW! thats more amazing than the lighting for me.
i made the standard room over room and window on second floor and it had its little visual spaz in mapster
but then took it into game with polymer, and it was gone OMG
now i thought the lighting was great but THIS changes everything
WHY MUST YOU TAUNT US LIKE THIS.... I SO WANT THIS... SCREW IF IT HAS BUGS... I AT LEAST WANT TO TRY IT OUT....