EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#560 Posted 23 June 2009 - 01:08 AM
#561 Posted 23 June 2009 - 01:52 AM
Anyway, nothing much new to see here really, but I just couldn't resist posting the sexiness after all the effort I put into compiling my first binary in a Win32 environment and getting it to render...so here's some more E1L1 screenies.









#562 Posted 23 June 2009 - 02:13 AM
if ya know how to map is there a chance you could performance test?
just make a small room with 4 point lights (lotag 49 / hitag 2000) and see how that runs
now try it again but chuck a spotlight in there (lotag 50 / hitag 2000) put it near a wall so it casts some shadows.
#563 Posted 23 June 2009 - 02:27 AM
DanM, on Jun 23 2009, 05:13 AM, said:
if ya know how to map is there a chance you could performance test?
just make a small room with 4 point lights (lotag 49 / hitag 2000) and see how that runs
now try it again but chuck a spotlight in there (lotag 50 / hitag 2000) put it near a wall so it casts some shadows.
I haven't used Build since '99 or so but I've been toying with the idea of getting back into it...I was literally getting 1-3 FPS using HRPv4+polymer_hrp though. I'll toy around with my settings some and drop the normal HRP, and if that brings me to an acceptable performance level then yeah, sure.
#564 Posted 23 June 2009 - 02:36 AM
AdrianG, on Jun 23 2009, 12:27 PM, said:
The lighthacks for E1L1 in the polymer_hrp are pretty demanding. Did you try another map?
Also, why did you go with an older driver in the end? The latest series should support your GPU, even if you have to get the modded INF.
#565 Posted 23 June 2009 - 02:43 AM
Plagman, on Jun 23 2009, 05:36 AM, said:
Also, why did you go with an older driver in the end? The latest series should support your GPU, even if you have to get the modded INF.
I only had time to play around with E1L1 tonight, but tomorrow I'll start checking some of the others out. I went with ForceWare 174.74 because it was WHQL'd on LV2G, but I ended up having to use the modified INF anyway as the executable still didn't accept my hardware. I'll be installing the latest tomorrow night in light of this.
#566 Posted 23 June 2009 - 03:12 AM
#567 Posted 23 June 2009 - 03:52 AM
William Gee, on Jun 23 2009, 03:12 AM, said:
yer ill make a vid, really the only way to enjoy this effect
done, no lighting effects, just some good solid proof of how good this ROR is
http://www.youtube.c...h?v=RNIDlSEzeA0
This post has been edited by DanM: 23 June 2009 - 04:30 AM
#568 Posted 23 June 2009 - 07:32 AM
DanM, on Jun 23 2009, 04:52 AM, said:
done, no lighting effects, just some good solid proof of how good this ROR is
http://www.youtube.c...h?v=RNIDlSEzeA0
LOL, that was great.
#570 Posted 23 June 2009 - 09:08 AM
Unfortunately, Eduke32 Polymer builds don't work on my PC correctly (some weird texture corruption).



Problem remains even if Polymer is disabled, but if hi-res textures and models is turned off, picture became normal...
If I use last official relesed Eduke32 build, hi-res content dispalayed correctly.
First I've tried to delete texture cache - nothing, then I installed new drivers for my video (GF 9600) - nothing, tried different options in Eduke32.cfg - nothing. Everything I've tried don't help and i still get same hi-res texture corruption in Polymer builds.
OS: Windows XP (5.1.2600) Service Pack 2
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
Checksumming DUKE3D.GRP... Done
Using group file 'duke3d.grp' as main group file.
Using group file 'autoload/duke3d_hrp.zip'.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3968: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5891: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16187*4 bytes
Script compiled in 32ms
Compiled code size: 16179*4 bytes, version 1.4+
Pointer bitmap size: 2024 bytes
1918/11264 labels, 321/2048 variables
125/16384 quotes, 0 quote redefinitions
0/88 event definitions, 207 defined actors
Initialized 32.0M cache
Definitions file 'duke3d.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Using keyboard layout 00000409
Initializing DirectInput...
- Enumerating attached input devices
* MOUSE: Мышь
* KEYBOARD: Клавиатура
Setting video mode 1024x768 (32-bit fullscreen)
OpenGL Information:
Version: 3.0.0
Vendor: NVIDIA Corporation
Renderer: GeForce 9600 GT/PCI/SSE2
Cache contains 0 bytes of garbage data
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
Initializing music...
Loading OpenAL32.DLL
OpenAL Information:
Version: 1.1
Vendor: Creative Labs Inc.
Renderer: Software
Initializing sound...
Initializing MultiVoc...
- 32 voices, 1280 byte mixing buffers
Initializing DirectSound...
- Primary buffer format: 2 ch, 44100Hz, 16 bits
- Creating secondary bufferPlese help, I want to play Duke with Polymer.
P.S. Sorry for my english, it's not my native language.
#571 Posted 23 June 2009 - 12:12 PM
#572 Posted 23 June 2009 - 01:13 PM
DeeperThought, on Jun 23 2009, 07:32 AM, said:
heh happy days indeed
i could of kept that building going, as long as there is room for a window on each floor, cant overlap windows, i tried heh
#573 Posted 23 June 2009 - 08:18 PM
DanM, on Jun 23 2009, 04:13 PM, said:
i could of kept that building going, as long as there is room for a window on each floor, cant overlap windows, i tried heh
What do you mean by overlapping windows? Having a window on each floor all in a column?
#574 Posted 23 June 2009 - 11:19 PM
AdrianG, on Jun 23 2009, 09:18 PM, said:
oh id make one window on one floor and another on another floor, then move them so they overlap each other making a colum, yer but that didnt work, kinda expected it not to.
hmmm now to test what T does in polymer on ceiling and walls with RoR, supposedly it is to be used in making RoR stuff, iam not to sure how. its all trial and error with no documentation atm.
#575 Posted 23 June 2009 - 11:57 PM
TX, on Jun 24 2009, 12:12 AM, said:
Thanks TX!
Now everything works properly, and it makes me very happy.







Thank you very much!
This post has been edited by nsnake: 23 June 2009 - 11:59 PM
#576 Posted 24 June 2009 - 12:30 AM
#577 Posted 24 June 2009 - 12:45 AM
TX, on Jun 24 2009, 01:30 AM, said:
I love it when shit like that happens. I wonder if that will fix or improve anything else.
#578 Posted 24 June 2009 - 04:29 AM
I will test the new r1440 build later today. I already compiled it with 4.3.3
This post has been edited by supergoofy: 24 June 2009 - 04:32 AM
#580 Posted 24 June 2009 - 01:54 PM
Are there any ATI X1x00 users without that problem?
I'm pretty sure it's related to non power-of-two textures combined with repeating (as I know R520-class hardware doesn't support that), but the fact that it only happens in polymer and only with sprites is a bit puzzling. Maybe the driver has workaround paths that do not work with the way polymer renders sprites. I'll ask around.
#581 Posted 24 June 2009 - 04:26 PM
#582 Posted 26 June 2009 - 01:19 PM
This post has been edited by HellFire: 26 June 2009 - 01:25 PM
#583 Posted 26 June 2009 - 02:50 PM
1. Does polymer support model textures?
2. Eventually when people get more powerful computers, will all the point lights be replaced with a spot light equivalent?
In fact, is there a polymer FAQ somewhere?
#584 Posted 26 June 2009 - 03:01 PM
Using Polymer and DukePlus together on one of the DukePlus maps (called Called to Action?) I get less FPS in some parts of the map then I get in Crysis.
In some parts of the map I was getting a FPS as low as 20FPS while in Crysis even on the most graphical levels (the ice levels) I get around 30 - 40 FPS Maxed out 1440 x 900 with no AA
#585 Posted 26 June 2009 - 03:39 PM
once it all sits right they they will probably begin getting it optimized
the way light hits surfaces in places is a bit funny
point lights really light up walls in places but neglect the floors and ceilings alot as an example
spotlights that change through level changes like a door opening can also sometimes affect a point lights brightness in other rooms aswell.
#586 Posted 26 June 2009 - 03:56 PM
I'm sure more optimizations can be done --maybe dramatic ones-- but don't be surprised if frame rate still remains low in some maps/mods for the current crop of hardware. The good news is that if hardware continues to improve at the usual pace, frame rates will eventually go up to decent levels even without huge optimizations.
#587 Posted 26 June 2009 - 06:34 PM
Duke has Polymost and Polymer to make 'real' 3D but its creating the geometry from information used to create 2D levels, so you are going to get some strangeness.
#588 Posted 26 June 2009 - 07:56 PM
#589 Posted 27 June 2009 - 01:59 AM
zchri9, on Jun 27 2009, 01:01 AM, said:
Using Polymer and DukePlus together on one of the DukePlus maps (called Called to Action?) I get less FPS in some parts of the map then I get in Crysis.
In some parts of the map I was getting a FPS as low as 20FPS while in Crysis even on the most graphical levels (the ice levels) I get around 30 - 40 FPS Maxed out 1440 x 900 with no AA
You have to remeber that Crysis is built from the ground up to do what it does while Polymer is built ontop of an engine where no thought was put into supporting what polymer does.
Unless stuff has changed since I tried Polymer last the CPU is the botle neck on a modern PC at the moment due to the pre caclulations thats done before rendering.
DanM, on Jun 27 2009, 01:39 AM, said:
once it all sits right they they will probably begin getting it optimized
the way light hits surfaces in places is a bit funny
point lights really light up walls in places but neglect the floors and ceilings alot as an example
spotlights that change through level changes like a door opening can also sometimes affect a point lights brightness in other rooms aswell.
Thats due to the max ligths per surface being to low to show all lights hitting the floors. With a powefull enough machine you should be able to upp that limit. I think I have mine set around 12 or 16 while default is 5 I think. Note that this will affect framerate though.

Help
Duke4.net
DNF #1
Duke 3D #1


