EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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)
-
mapster32.log (1.94K)
Number of downloads: 1102
#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....
#541 Posted 22 June 2009 - 02:00 AM
Piano Man, on Jun 22 2009, 02:23 AM, said:
I think they should be making SVN's of it public by now.
#542 Posted 22 June 2009 - 02:57 AM
still needs flashing / pulsating light SE's,
some objects still are not dynamic lights
spotlight can do funny things to lighting in other rooms, even if they are not set to shine that far
gun in hud dosnt reflect the lighting around you
some sprites cast shadows that they shouldnt
point lights are good, you can use alot of them without to much of a performance hit but the way lighting hits things can look a bit odd sometimes, sometimes if they have adjacent sectors the lighting will be really dark in one and light in the other, you have to move em / split sectors to make it display right sometimes
and all round genral optimisation, i may be able to run it ok but i have a quad, so the man with a single core isnt going to be having the time of his life with this just yet (or ever) depending how well it gets tweaked up,
i dont think its a good idea to dump this thing out there with crysis-like requirements for a community that enjoys a 13 year old game, and have the devs annoyed with hundreads of emails starting with "this runs like shit etc etc"
#543 Posted 22 June 2009 - 03:57 AM
This post has been edited by quakis: 22 June 2009 - 03:58 AM
#544 Posted 22 June 2009 - 07:12 AM
iam guessing in the more final version you'll have the option of disabling spotlights and dynamic lights from fires and such.
#545 Posted 22 June 2009 - 07:14 AM
DanM, on Jun 22 2009, 09:50 AM, said:
did you sell your soul to the devil?
Dude, build has had room over room support since back in the day. The original levels make use of this feature.
This post has been edited by XenoMatriX: 22 June 2009 - 07:15 AM
#546 Posted 22 June 2009 - 07:26 AM
#547 Posted 22 June 2009 - 07:44 AM
Mr.Flibble, on Jun 22 2009, 04:26 PM, said:
I thought this is what he meant, my bad. so how does ror work? is it similar to sos?
#548 Posted 22 June 2009 - 07:56 AM
#549 Posted 22 June 2009 - 09:18 AM
#550 Posted 22 June 2009 - 09:45 AM
http://forums.duke4....?showtopic=1118
I hope this helps (if it wasn't known before) with the eventual release.
#551 Posted 22 June 2009 - 09:53 AM
Mr_Blastman, on Jun 23 2009, 05:45 AM, said:
http://forums.duke4....?showtopic=1118
I hope this helps (if it wasn't known before) with the eventual release.
This is not a bug, this is what it is meant to do. Generally the people that have the Polymer build would know this.
#552 Posted 22 June 2009 - 10:40 AM
Mr_Blastman, on Jun 22 2009, 01:45 PM, said:
http://forums.duke4....?showtopic=1118
I hope this helps (if it wasn't known before) with the eventual release.
Ah okay. I figured it could be a feature - but could never find any documentation of it on the wiki relating to music. I have added an entry to the installation page which will let others know how to solve this as well.
#553 Posted 22 June 2009 - 12:01 PM
r1438 compiled ok. no errors or warnings.
but r1438 compiled exe is broken. it doesn't even show the startup window.
This post has been edited by supergoofy: 22 June 2009 - 12:02 PM
#554 Posted 22 June 2009 - 12:36 PM
XenoMatriX, on Jun 22 2009, 08:14 AM, said:
oh its way more than the standard room over room, you can get two floors to see each other without graphics glitching
+1 1438 wont work
This post has been edited by DanM: 22 June 2009 - 12:47 PM
#555 Posted 22 June 2009 - 10:26 PM
It looks like my "card" doesn't support the exact version of an OpenGL extension that is being used. Am I just SOL here? I'm pretty sure my drivers are the latest version, but is this even something that a display driver could update? Thanks in advance.
eduke32.log (stuff that looked important in bold):
Quote
addsearchpath(): Added C:/EDUKE32PLYMER/
OS: Windows XP (5.1.2600) Service Pack 2
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
...
Warning: Failed including highres/projections.def on line duke3d_hrp.def:7
...
Setting video mode 1024x768 (32-bit fullscreen)
OpenGL Information:
Version: 2.0.1
Vendor: NVIDIA Corporation
Renderer: GeForce Go 6150/PCI/SSE2/3DNOW! (Yeah...I know, I know...)
Cache contains 0 bytes of garbage data
Initializing Polymer subsystem...
PR : Board loaded.
PR : FBO #1 initialization failed.
PR : FBO #2 initialization failed.
PR : FBO #3 initialization failed.
PR : FBO #4 initialization failed.
PR : FBO #5 initialization failed.
PR : Initialization complete.
...
[no OpenAL]
...
Loaded map hack file '/E1L1.mhk'
Cache time: 10650ms
PR : Compiling GPU program with bits 99441...
PR : Failed to compile GPU program with bits 99441!
PR : Compilation log:
Vertex info
-----------
(1) : error C0201: unsupported version 120
(3) : warning C7508: extension GL_ARB_texture_rectangle not supported
Fragment info
-------------
(1) : error C0201: unsupported version 120
(3) : warning C7508: extension GL_ARB_texture_rectangle not supported
OpenGL Information: Version: 2.0.1 Vendor: NVIDIA Corporation Renderer: GeForce Go 6150/PCI/SSE2/3DNOW! 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_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging 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_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 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_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_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_clear_tag GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GPU has 512 MB of shared RAM allocated, though I doubt that matters at all as far as my roadblock.
This post has been edited by AdrianG: 22 June 2009 - 10:27 PM

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