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

User is offline   supergoofy 

#511

TX: EDuke32 developer & Tyrant Administrator

:) :D :D

I obey master :D
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User is offline   Jaxx 

#512

Well it's cool but it doesn't answer my question.
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User is offline   TerminX 

  • el fundador

  #513

I already answered your question--the answer is that you get punched in the butthole for asking the same question everyone else who can't be bothered to pay attention or read threads has asked. You will know when Polymer is ready; it will be obvious.
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User is offline   Tea Monster 

  • Polymancer

#514

View PostPiano Man, on Jun 16 2009, 07:55 AM, said:

Now that we got the new render being finalised... I think we should now have a no-holds rule on texture limits and polygon counts...


No, thats silly and unprofessional.

View PostPiano Man, on Jun 16 2009, 07:55 AM, said:

I mean some of the models looked great 2-3 years ago... Now they're getting old and look kind of ancient...


Yep, thats very true.

View PostPiano Man, on Jun 16 2009, 07:55 AM, said:

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.


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.

View PostPiano Man, on Jun 16 2009, 07:55 AM, said:

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...


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.

View PostPiano Man, on Jun 16 2009, 07:55 AM, said:

we wouldn't be using the original maps or editing them as THAT IS illegal...


If what Tx said is true (and it most likely is if he said it :) ) then it isn't illegal to alter maps.

View PostPiano Man, on Jun 16 2009, 07:55 AM, said:

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.


All for that!
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User is offline   Jimmy 

  • Let's go Brandon!

#515

Remaking the old levels by hand is in no way illegal.
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User is offline   TerminX 

  • el fundador

  #516

View PostTea Monster, on Jun 16 2009, 01:19 PM, 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.

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.
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User is offline   zchri9 

  • Honored Donor

#517

View PostTX, on Jun 16 2009, 12:48 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.


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

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User is offline   Piano Man 

#518

OK... then who's right? Tea Monster or Captain Awesome???

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...
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User is online   Danukem 

  • Duke Plus Developer

#519

1) This is the wrong thread for this discussion.
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.
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User is online   Hendricks266 

  • Weaponized Autism

  #520

View PostCaptain Awesome, on Jun 14 2009, 09:23 PM, said:

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!

EDuke 2.1.1 had that feature, and it was crappy.
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User is offline   Jimmy 

  • Let's go Brandon!

#521

Well cheers to a non-crap version, of course.
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User is offline   WedgeBob 

#522

Yeah, it would probably be even better if Mapster could toggle between 2D and 3D mode without bumping you back to Windows. Maybe it's the HRP problem causing that?
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

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User is offline   Sobek 

  • There's coffee in that nebula!

#523

View PostWedgeBob, on Jun 19 2009, 10:07 AM, said:

Yeah, it would probably be even better if Mapster could toggle between 2D and 3D mode without bumping you back to Windows. Maybe it's the HRP problem causing that?
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.
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User is offline   Jimmy 

  • Let's go Brandon!

#524

View PostWedgeBob, on Jun 18 2009, 07:37 PM, said:

Yeah, it would probably be even better if Mapster could toggle between 2D and 3D mode without bumping you back to Windows. Maybe it's the HRP problem causing that?
Does this mean I have to map in normal EDuke32 or something?

I don't even know what the fuck this means.
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User is offline   The Commander 

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

#525

View PostWedgeBob, on Jun 19 2009, 11:37 AM, said:

Yeah, it would probably be even better if Mapster could toggle between 2D and 3D mode without bumping you back to Windows. Maybe it's the HRP problem causing that?
Does this mean I have to map in normal EDuke32 or something?


What the hell are you talking about?
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User is online   Roma Loom 

  • Loomsday Device

#526

Actually mapping in EDuke32 is quite unhealthy due to the heavy impact of hallucinogeneous stuff, shrooms and alcohol upon your nervous system but hell.. we are hardcore duke fans after all.
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User is offline   Master Fibbles 

  • I have the power!

#527

View PostWedgeBob, on Jun 18 2009, 07:37 PM, said:

Yeah, it would probably be even better if Mapster could toggle between 2D and 3D mode without bumping you back to Windows. Maybe it's the HRP problem causing that?


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).
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User is offline   WedgeBob 

#528

Perhaps I may have to invest in a webcam and provide some proof over the weekend... Mapster just crashes whenever I toggle between 2D and 3D modes with maximum settings (1920x1200x32 full screen on both modes, HRP enabled).

This post has been edited by WedgeBob: 19 June 2009 - 05:24 PM

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User is online   Danukem 

  • Duke Plus Developer

#529

View PostWedgeBob, on Jun 19 2009, 06:22 PM, said:

Perhaps I may have to invest in a webcam and provide some proof over the weekend...


LOL

Post your mapster32.log after it crashes.

In the mean time, try running at a lower resolution.
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User is offline   Mia Max 

#530

I get a crash when running mapster32 in fullscreen modus too.
It happens when I switch from 3D to 2D modus.

Attached thumbnail(s)

  • Attached Image: error.jpg

Attached File(s)


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User is offline   WedgeBob 

#531

Okay, n/m, I just renamed C:\DUKE3D C:\DUKE3DHRP, then just placed in a C:\DUKE3D folder with just the normal EDuke32, and just ran Mapster in windowed mode, and no more crash. I suppose I'll do things that way for now, and maybe just use the HRP to finish up my maps by retexturing, that may work now.
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User is offline   Micky C 

  • Honored Donor

#532

I happened to come across a build of eduke32 with polymer. Now that I already have it, I don't suppose anyone will give me the polymer hrp?
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User is offline   Jimmy 

  • Let's go Brandon!

#533

View PostMicky C, on Jun 21 2009, 04:36 AM, said:

I don't suppose anyone will give me the polymer hrp?

There is no "Polymer HRP", just use the HRP.
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User is offline   Plagman 

  • Former VP of Media Operations

#534

There is a Polymer HRP. You need to check it out using a SVN client from this address: http://svn.eduke32.com/polymer_hrp/
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.
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User is offline   Jimmy 

  • Let's go Brandon!

#535

D'oh. I thought they were going to wait until Polymer was released to start work on it? That's what I read last over at 3DR.
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User is offline   zchri9 

  • Honored Donor

#536

View PostPlagman, on Jun 21 2009, 09:54 AM, said:

There is a Polymer HRP. You need to check it out using a SVN client from this address: http://svn.eduke32.com/polymer_hrp/
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?
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User is offline   supergoofy 

#537

go to: http://forums.duke4....p?showtopic=980

you will find info on how to download and compile the source
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User is offline   Helixhorned 

  • EDuke32 Developer

#538

Hi,
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...
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User is offline   Stabs 

#539

hey guys ;) thanks for posting that video and thanks for polymer, totally kickass

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?
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User is offline   Piano Man 

#540

View PostDanM, on Jun 22 2009, 04:50 PM, said:

hey guys ;) thanks for posting that video and thanks for polymer, totally kickass

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....
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