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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

  #560

If the driver doesn't install, find the modded inf that corresponds to the driver version here: http://www.laptopvid...p?showforum=123
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User is offline   AdrianG 

#561

Thanks TerminiX, that's where I ended up. Got ForceWare 174.74 installed using the modified INF, the results are in, and damn are they good. I got about the frame rate I was expecting with my setup + HRP, and taking these was a bit tedious but well worth it. Thanks for all your hard work guys, it's looking fantastic...seeing Polymer has prompted me to register at SF in order to buy you guys some coffee. I'm usually a cheap bastard and rarely support projects that I enjoy and use as I should, but this one I just can't do that to...an insane amount of work has been put into learning the game code and providing us a wonderful port with one enhancement after another.

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. ;)

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User is offline   Stabs 

#562

good work dude ;)

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.
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User is offline   AdrianG 

#563

View PostDanM, on Jun 23 2009, 05:13 AM, said:

good work dude ;)

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.
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User is offline   Plagman 

  • Former VP of Media Operations

#564

View PostAdrianG, on Jun 23 2009, 12:27 PM, said:

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.


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.
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User is offline   AdrianG 

#565

View PostPlagman, on Jun 23 2009, 05:36 AM, 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.


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.
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#566

Can someone post some ROR screens with nice lighting effects so I can see?
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User is offline   Stabs 

#567

View PostWilliam Gee, on Jun 23 2009, 03:12 AM, said:

Can someone post some ROR screens with nice lighting effects so I can see?


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

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User is online   Danukem 

  • Duke Plus Developer

#568

View PostDanM, on Jun 23 2009, 04:52 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


LOL, that was great. ;)
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User is offline   Usurper 

  • Hates Twitter

#569

Excellent.
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User is offline   nsnake 

#570

 
Guys , I need help... ;)
Unfortunately, Eduke32 Polymer builds don't work on my PC correctly (some weird texture corruption).
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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 buffer


Plese help, I want to play Duke with Polymer.

P.S. Sorry for my english, it's not my native language.
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User is offline   TerminX 

  • el fundador

  #571

Yes, that's why the compilation instructions specifically say not to use gcc 4.4.0 on win32.
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User is offline   Stabs 

#572

View PostDeeperThought, on Jun 23 2009, 07:32 AM, said:

LOL, that was great. ;)


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
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User is offline   AdrianG 

#573

View PostDanM, on Jun 23 2009, 04:13 PM, 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


What do you mean by overlapping windows? Having a window on each floor all in a column?
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User is offline   Stabs 

#574

View PostAdrianG, on Jun 23 2009, 09:18 PM, said:

What do you mean by overlapping windows? Having a window on each floor all in a column?



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.
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User is offline   nsnake 

#575

 

View PostTX, on Jun 24 2009, 12:12 AM, said:

Yes, that's why the compilation instructions specifically say not to use gcc 4.4.0 on win32.


Thanks TX!
Now everything works properly, and it makes me very happy. ;)

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Thank you very much!

This post has been edited by nsnake: 23 June 2009 - 11:59 PM

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User is offline   TerminX 

  • el fundador

  #576

I actually just committed something that should fix building with gcc 4.4.0. I stumbled upon a newer version of Ken's image format library in some other source available on his site and decided to try MinGW gcc 4.4.0 again for shits and giggles after merging it in, and lo and behold it appears to be working fine now. As I didn't notice any other issues with 4.4.0 when I was testing it before the HRP breakage came into play, I'll be sticking with 4.4.0 in my development environment for now unless any other problems crop up.
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User is online   Danukem 

  • Duke Plus Developer

#577

View PostTX, on Jun 24 2009, 01:30 AM, said:

I actually just committed something that should fix building with gcc 4.4.0. I stumbled upon a newer version of Ken's image format library in some other source available on his site and decided to try MinGW gcc 4.4.0 again for shits and giggles after merging it in, and lo and behold it appears to be working fine now.


I love it when shit like that happens. I wonder if that will fix or improve anything else.
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User is offline   supergoofy 

#578

I will still use 4.3.3 till it is verified that 4.4.0 works with eduke32.

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

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#579

An interesting note here. Daedolon seems to have a very similar problem to my issue where sprites are seen through walls and FPS extremely low (only his sprites aren't garbled and the transparency is intact instead of all black).
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User is offline   Plagman 

  • Former VP of Media Operations

#580

Yeah, I noticed that as well when he mentioned that issue to me.
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.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#581

I could install my old X1650 Pro again and see what happens on my end. ;)
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User is offline   HellFire 

#582

Posting here to just thank the developers of this new render, it kick ass.

This post has been edited by HellFire: 26 June 2009 - 01:25 PM

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User is offline   Micky C 

  • Honored Donor

#583

I've got 2 questions.

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?
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User is offline   zchri9 

  • Honored Donor

#584

Are there any plans to optimize Polymer a bit?
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
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User is offline   Stabs 

#585

i think optimization will be the last thing on the list
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.
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User is online   Danukem 

  • Duke Plus Developer

#586

I don't know much about how it works, but I do know build is fundamentally different from other more modern engines in ways that present unique challenges. Build maps don't have to be compiled because they contain zero lighting information. All that stuff has to be calculated on the fly in polymer. If build worked more like a modern engine, frame rate would be higher but it would sacrifice the ease of use for mappers that makes it so attractive in the first place.

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.
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User is offline   Tea Monster 

  • Polymancer

#587

I'm not a coder, but remember that any new features are bolted onto the code for an old 2.5D shooter. I know that walls and floors are completely seperate entities and are treated as such by the original code. Its only 'real' 3D games that have actual walls and floors!

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.
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User is offline   Jimmy 

  • Outta jail, back in rehab

#588

I think the point of not releasing Polymer was because the team already knew about most of this.
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User is offline   Parkar 

  • Honored Donor

#589

View Postzchri9, on Jun 27 2009, 01:01 AM, said:

Are there any plans to optimize Polymer a bit?
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.

View PostDanM, on Jun 27 2009, 01:39 AM, said:

i think optimization will be the last thing on the list
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.
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