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

User is offline   TerminX 

  • el fundador

  #5491

Kick delivered.
2

User is offline   Apiai 

#5492

Hi,

I've got a render bug :
EVERY transparent texture is divided into two triangles which flash in a desynchronized way.
Tested with r5888 and r5905 (in polymost not polymer)

https://s16.postimg.org/tbwntd55x/duke0000.png
0

#5493

View PostApiai, on 20 October 2016 - 11:20 PM, said:

Hi,

I've got a render bug :
EVERY transparent texture is divided into two triangles which flash in a desynchronized way.
Tested with r5888 and r5905 (in polymost not polymer)

https://s16.postimg.org/tbwntd55x/duke0000.png

Yeah, I mentioned it in the World Tour EDuke32 thread. Really needs fixing. Using an old version of EDuke32 for now.
0

User is offline   Tea Monster 

  • Polymancer

#5494

View PostAdrenalinDragon, on 22 October 2016 - 06:22 AM, said:

Yeah, I mentioned it in the World Tour EDuke32 thread. Really needs fixing. Using an old version of EDuke32 for now.

I take that as a no then ;)


EDIT: Why are you encouraging people to report bugs and then downvoting them for doing so? I'm not a programmer, otherwise I'd fix it myself.

This post has been edited by Tea Monster: 23 October 2016 - 03:39 AM

-1

User is offline   Jblade 

#5495

Completing a level in episode 6 or 7 with a standard nuke button now just takes you back to the first level of the episode rather than the next one. I'll see if I can track down when this change happened.


Just tested with some vanilla cons, problem is probably on my end. gonna do some more investigating.

This post has been edited by Jblade: 23 October 2016 - 11:00 AM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #5496

View PostTea Monster, on 23 October 2016 - 12:00 AM, said:

EDIT: Why are you encouraging people to report bugs and then downvoting them for doing so? I'm not a programmer, otherwise I'd fix it myself.

This post isn't reporting a bug, it's pouring salt on me.

The security camera bug started in r5825. It's a huge diff that I haven't gone through yet.
I've narrowed your Polymer regressions to r4600.
The alpha/blinking bug is limited to 32-bit builds with compiler optimizations and started between 5609 and 5617 inclusive for no reason that I can tell.
I've already fixed both bugs in http://bugs.eduke32....ails&task_id=35 locally.
Synthesis needs fixing but that's up to Plagman and TX; I don't have any shell access to the server.

I could go on. I'm overflowing with requests and responsibilities for more projects than I can count on one hand.
2

User is offline   Jblade 

#5497

Quote

I've already fixed both bugs in http://bugs.eduke32....ails&task_id=35 locally.

you're 100% spot with the EX name since I was getting those same warnings with a bunch of sounds I had named EXPLOSION_somethingsomething - I wasn't sure what was up with it so I never mentioned it but glad to see I wasn't just crazy.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5498

Pushed my fix for that. Normally it wouldn't be enough for me to want to trigger a build, but hey, it's broken.
1

#5499

After going through hundreds of EDuke32 versions, here's when the flickering bug on Polymost starts for me:

r5084 and after - Flickering bug starts
r4908 to r5064 - Button disappears
r4886 to r4904 - Can't load game
r4882 and before - Flickering bug not present
1

User is offline   Hendricks266 

  • Weaponized Autism

  #5500

View PostAdrenalinDragon, on 23 October 2016 - 12:44 PM, said:

After going through hundreds of EDuke32 versions, here's when the flickering bug on Polymost starts for me:

Hey thanks! Always good to have more information. A 200 revision window is still large, but better than nothing.

View PostAdrenalinDragon, on 23 October 2016 - 12:44 PM, said:

r4908 to r5064 - Button disappears

What do you mean?

View PostAdrenalinDragon, on 23 October 2016 - 12:44 PM, said:

r4886 to r4904 - Can't load game

Yeah, we bumped BYTEVERSION at least once since then. I recommend avoiding savegames for any kind of bisecting. Instead, use the editor to change a map's start point to the exact place a bug occurs by pressing Scroll Lock, and play the map to test.

View PostAdrenalinDragon, on 23 October 2016 - 12:44 PM, said:

r5084 and after - Flickering bug starts

r4882 and before - Flickering bug not present

Candidates include:
5079
5075
5001
4904

Regrettably, the first two are another instance of massive diffs with several unrelated functional changes that should have been multiple commits, which impedes systematic testing of each individual change for bugs, and overall wastes my time, causing less development to get done.

If possible, could you try my map suggestion with the nearest builds bookending these commits? It doesn't look like a build was produced between 5075 and 5079, so I will follow up with you if those end up being the problem.
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#5501

View PostHendricks266, on 23 October 2016 - 02:16 PM, said:

What do you mean?

It's when some of the buttons normally visible in the game are now hidden and you can't see them, but they still function. I thought it might be related to the flickering bug, so I gave it a mention.

As for "Can't load game", I meant as in not being able to start the game at all, so that's my bad. Again, just thought it was worth mentioning in case it was related, maybe.

I haven't bumped into the flickering bug with eduke32_win32_debug_20161020-5905 yet, but I'll test out that flickering button in Duke Carribean's "The Wavemistress" level.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5502

Ah, okay.

View PostAdrenalinDragon, on 23 October 2016 - 02:37 PM, said:

I haven't bumped into the flickering bug with eduke32_win32_debug_20161020-5905 yet, but I'll test out that flickering button in Duke Carribean's "The Wavemistress" level.

As I mentioned in the other thread, if the problem still happens in a non-debug build, it's still a problem.
0

#5503

Interesting, on r5084 the flickering button in The Wavemistress stops happening if I place my starting position in the room where the button is.

r5084 by playing through The Wavemistress properly -

http://i.imgur.com/xJPWiJJ.png
r5084 by starting in the room with the flickering button -

http://i.imgur.com/SdtVETh.png
1

User is offline   Hendricks266 

  • Weaponized Autism

  #5504

Ah, that's a different bug entirely. Good old z-fighting. Thanks for identifying 5084 as the source of this instance!
2

User is offline   Hendricks266 

  • Weaponized Autism

  #5505

I just pushed r5910 which should address some of the remaining z-fighting [EDIT: in Polymost].

This post has been edited by Hendricks266: 28 October 2016 - 10:50 AM

6

#5506

Maybe a stupid question, but which are the settings in Polymer that most influence framerate? ATM I've got everything activated with compressed texture cache and 5 dynamic light sources, but that makes me get low fps sometimes (I've got a GTX 970). It's not "that" low, but it frequently drops below 60.
0

User is offline   Mark 

#5507

Large radius SE 50 lights with their shadow casting can really drag things down.
1

User is offline   Micky C 

  • Honored Donor

#5508

View PostMark., on 25 October 2016 - 02:55 PM, said:

Large radius SE 50 lights with their shadow casting can really drag things down.


I think he's asking more along the lines of the console commands.
0

User is offline   Mark 

#5509

Probably. But since he mentioned a noticible framerate drop with only 5 lights that made me think they must be large and/or SE 50 lights I thought I would throw that in.
0

#5510

View PostMicky C, on 26 October 2016 - 02:47 AM, said:

I think he's asking more along the lines of the console commands.


If by console you mean the menu, that would be it.
0

User is offline   Striker 

  • Auramancer

#5511

In build 5916, I'm still coming across some Z-Fighting issues with ornamented sprites:
http://puu.sh/rWOYo/2581a69379.png

If you need a link to the map (this being a usermap), let me know.

This happens in Polymer.

This post has been edited by Striker: 26 October 2016 - 05:14 PM

0

User is offline   Mark 

#5512

there is a thread concerning that problem. maybe post it there
https://forums.duke4..._30#entry264322
0

User is offline   Striker 

  • Auramancer

#5513

That's for Polymost, this happens in Polymer. Perhaps some use of glPolygonOffset is needed?

This post has been edited by Striker: 26 October 2016 - 05:14 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #5514

Maybe I should have been clearer: we have not done any work on z-fighting in Polymer, so there can't be any regressions. I'm only asking about Polymost, since we've switched from a method that mostly (always?) worked on desktop to developing one that mostly (always, hopefully) works on both GL and GL ES.

View PostStriker, on 26 October 2016 - 05:14 PM, said:

Perhaps some use of glPolygonOffset is needed?

That's one possibility among several, but I can't speak for what is best for Polymer.
0

User is offline   Striker 

  • Auramancer

#5515

Sorry, I missed that. This is my first time really going through this thread.
0

#5516

Hello people. First time posting here since I didn't find any post here or elsewhere that matches my problem.

I've had an urge to replay duke nukem 3d using eduke32 with the fancy polymer renderer, and it's working almost perfectly... If only shadows, dynamic lighting and specular effects weren't deactivating everytime I have to reload a game. If I restart the game from main menu, everything works fine, but if I die and reload, I lose the effects, even if they're turned on in the settings menu. Also, if I complete a level, the next level will start working perfectly, but if I die and restart or reload, effects disappear...

Also If I enter the game and load a save to continue playing, the game starts with the effects turned off. This happens in both HRP and old sprites/original textures. Frame-rate is 60 in all cases, except when the effects are working with HRP models and textures, when FPS drops to 40 sometimes.

The only way to keep the effects is if I don't die at all.

Anyone could point me what's happening, and if there's a specific sub-forum or thread other than this one?

My computer is an i7-2600, GTX 970 4 GB, 16 ram, windows 7.

Here are screenshots of my problem:

Saved at this point:
http://i.imgur.com/If1NKYx.png

Imediate reload:
http://i.imgur.com/8qpHyhc.png

same case with HPR on:

http://i.imgur.com/DK9gVDd.png

http://i.imgur.com/rYhIvK6.png

Thank you.
1

User is offline   Micky C 

  • Honored Donor

#5517

Is it normal for a map to run in less than half (and sometimes a third) of the frame rate in eduke32 as it does in mapster32?
1

User is offline   Mark 

#5518

For me its the opposite. Eduke has always run faster than Mapster as far as the FPS counter. Its been that way ever since i can remember. Everything I do is in Polymer and high res content, it may be different in other renderers.

This post has been edited by Mark.: 19 November 2016 - 06:25 PM

1

User is offline   Micky C 

  • Honored Donor

#5519

I'm using the classic renderer. It goes down from about 70fps in mapster to ~20 in eduke32. It's with the AMC TC so there's probably all sorts of con interpretation happening in the background, but still that's a massive difference.

I have another map that's extremely large and around 30 fps, but then dips to around 15fps in eduke.

Edit: I was using the 32-bit version. I tested out the 64-bit version, and the performance of the first map was ~30 fps which is a significant improvement. Perhaps it's a RAM thing then? I was under the impression that the 64-bit version had slower code in use for the classic renderer. There was negligible improvement for the second map.

This post has been edited by Micky C: 19 November 2016 - 09:37 PM

0

User is offline   Jblade 

#5520

I strongly doubt it has anything to do with Eduke32 and more to do with what you put in the map (you do love to build your maps excessively big :mellow:) but if you get better performance in the 64bit than that's good - I should of included both 32bit and 64bit with the main download in retrospect.
0

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