EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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?
#5479 Posted 12 September 2016 - 03:35 AM
#5480 Posted 12 September 2016 - 03:53 AM
Hendricks266, on 12 September 2016 - 03:17 AM, said:
Maybe your skybox problem is an oversight in the source. Could you show screenshots?
Sure - here's two pics of widescreen on and off showing the problem. When widescreen is off the skybox matches the player's horiz perfectly, but turned on it doesn't seem to take on the same horiz value or whatever. The purple building shows this in effect.
This post has been edited by Jblade: 12 September 2016 - 03:53 AM
#5481 Posted 12 September 2016 - 10:57 AM
I don't understand why sometimes I see some 3D models (pigcops gibs and ejected ammos) in classic mode (eduke r5811 + Dukeplus 2.40)
How is it possible ?
#5482 Posted 12 September 2016 - 11:00 AM
Apiai, on 12 September 2016 - 10:57 AM, said:
I don't understand why sometimes I see some 3D models (pigcops gibs and ejected ammos) in classic mode (eduke r5811 + Dukeplus 2.40)
How is it possible ?
That's Dukeplus, it's not EDuke32's fault. Pigcop jibs do not exist in sprite form, so you will still see models for those even without the HRP (by the way, you can't really mean classic, because there is no way that the classic 8-bit renderer is rendering models). You will also see some other models such as the shell casings and some of the new guns. If you go through the Dukeplus menu you can turn some of that stuff off.
#5483 Posted 15 September 2016 - 05:57 AM
#5484 Posted 15 September 2016 - 09:07 AM
alternatively make sure both 16384 and 64 (timed) are set and define range.
This was broken before.
#5485 Posted 15 September 2016 - 10:18 AM
Mblackwell, on 15 September 2016 - 09:07 AM, said:
alternatively make sure both 16384 and 64 (timed) are set and define range.
This was broken before.
Just to be clear: what exactly was broken? Projectiles that explode after a certain number of bounces have worked for as long as I can remember.
#5486 Posted 15 September 2016 - 03:39 PM
Mblackwell, on 15 September 2016 - 09:07 AM, said:
"Bouncing in one spot" sounds pretty broken in its own right.
#5487 Posted 15 September 2016 - 09:16 PM
Trooper Dan, on 15 September 2016 - 10:18 AM, said:
Timed projectiles.
#5488 Posted 15 September 2016 - 09:19 PM
Hendricks266, on 15 September 2016 - 03:39 PM, said:
If you have 16384 (EXPLODEONTIMER) set but not 64 (TIMED) set then the game doesn't read RANGE as the TIMER so it can't figure out when it should explode.
#5489 Posted 15 September 2016 - 10:47 PM
Mblackwell, on 15 September 2016 - 09:19 PM, said:
Got it. I'm pretty sure that I have always had both of those set on my timed projectiles because the documentation said to do so.
By the way, what would be the use case for having one flag set but not the other?
This post has been edited by Trooper Dan: 15 September 2016 - 10:48 PM