EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5450 Posted 08 April 2016 - 02:07 AM
#5451 Posted 15 May 2016 - 01:37 PM
This post has been edited by Gambini: 15 May 2016 - 01:37 PM
#5452 Posted 15 May 2016 - 01:40 PM
Should do it for you.
(added;)
You can set the window position manually in mapster32.cfg
Line 59...
; Window positioning, 0 = center, 1 = memory windowpositioning = 1 windowposx = 3 windowposy = 30
That will be top left corner.
This post has been edited by Drek: 15 May 2016 - 01:53 PM
#5453 Posted 10 August 2016 - 02:33 AM
#5454 Posted 10 August 2016 - 10:34 AM
#5456 Posted 18 August 2016 - 11:29 AM
This post has been edited by Paul B: 18 August 2016 - 11:30 AM
#5457 Posted 18 August 2016 - 12:58 PM
#5458 Posted 18 August 2016 - 01:58 PM
Mblackwell, on 18 August 2016 - 12:58 PM, said:
Thank you for the update! Looking forward to see what's around the corner. =)
This post has been edited by Paul B: 18 August 2016 - 01:58 PM
#5459 Posted 29 August 2016 - 10:40 AM
ERROR: NULL weapon! WTF?! WEAPONzd_CLIP
The older snapshot works fine. I don't have time to investigate this, I'm just saying this is what happened.
#5460 Posted 29 August 2016 - 11:01 AM
#5461 Posted 04 September 2016 - 01:24 AM

Same model, same level, same lighting, different SVN version.
This post has been edited by Tea Monster: 04 September 2016 - 01:25 AM
#5462 Posted 04 September 2016 - 01:27 AM
#5463 Posted 04 September 2016 - 01:38 AM
#5464 Posted 04 September 2016 - 01:26 PM
Tea Monster, on 04 September 2016 - 01:24 AM, said:

Same model, same level, same lighting, different SVN version.
Er... can you narrow it down more?
There's there's about a thousand revisions since that one.
#5465 Posted 04 September 2016 - 01:36 PM
From what I can gather, as soon as normal maps are applied ( with any settings ) the diff map refuses to illuminate from light sources.
This post has been edited by Mark.: 04 September 2016 - 01:44 PM
#5466 Posted 04 September 2016 - 02:10 PM
Edit: You said 4593 was good. Try 4600 (for example).
#5467 Posted 04 September 2016 - 02:42 PM
The first bad commit was whatever came after 4593. And since then there have been a few attempts of fixes that were partially successful and then later on after another update it seemed broken again.
So other than 4593 and the next revision, there is not a clear cut case of "this version worked perfect and this one doesn't". There isn't an easy comparison to make for tracking purposes.
This post has been edited by Mark.: 04 September 2016 - 02:54 PM
#5468 Posted 04 September 2016 - 02:49 PM
If you send me a test setup I can bissect it.
#5469 Posted 04 September 2016 - 02:58 PM
After 4593 there were a series of many dozens of uncommited revisions before the next public release. I went through this with Hendricks and we had it narrowed down to about a dozen or so IIRC. But then it got dropped for whatever reasons. I no longer remember the range he was checking last time. It was a long time ago.
This post has been edited by Mark.: 04 September 2016 - 03:01 PM
#5470 Posted 04 September 2016 - 02:59 PM
#5471 Posted 04 September 2016 - 03:17 PM
Mark., on 04 September 2016 - 02:58 PM, said:
After 4593 there were a series of many dozens of uncommited revisions before the next public release. I went through this with Hendricks and we had it narrowed down to about a dozen or so IIRC. But then it got dropped for whatever reasons. I no longer remember the range he was checking last time. It was a long time ago.
That's why I suggested r4600. It's the first revision with explicit changes to Polymer. If you send me a test case I can verify it and bug people about it.
#5472 Posted 04 September 2016 - 03:21 PM
#5473 Posted 04 September 2016 - 03:23 PM
I looked back through my PMs and there were multiple conversations spread out over time. One of them was concerning a framerate drop. It also by coincidence revolved around 4593 being the last good one.
Thats the one you and I were bisecting the crap out of.
This post has been edited by Mark.: 04 September 2016 - 03:32 PM
#5474 Posted 06 September 2016 - 09:41 AM
Those lights reminds me of Polymer....
#5475 Posted 07 September 2016 - 03:44 AM
#5476 Posted 07 September 2016 - 03:53 AM
#5477 Posted 12 September 2016 - 01:37 AM
This post has been edited by Jblade: 12 September 2016 - 01:39 AM
#5478 Posted 12 September 2016 - 03:17 AM
Maybe your skybox problem is an oversight in the source. Could you show screenshots?

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