EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#6056 Posted 30 March 2019 - 11:58 AM
This post has been edited by Lazy Dog: 30 March 2019 - 11:58 AM
#6059 Posted 30 March 2019 - 12:46 PM
also, i noticed eduke is using way too much memory, sometimes over 1gb of ram, and i'm not running any graphical mod. my graphic card is a Intel HD 4400, so maybe that's the cause?
i wasn't running any huge maps or anything, checked before recording and it was using 1,4 gb
EDIT: high memory usage only in polymost
This post has been edited by Lazy Dog: 30 March 2019 - 12:52 PM
#6061 Posted 30 March 2019 - 01:16 PM
TerminX, on 30 March 2019 - 01:12 PM, said:
thanks. any idea about the ram usage?
This post has been edited by Lazy Dog: 30 March 2019 - 01:32 PM
#6062 Posted 30 March 2019 - 01:30 PM
other bugs, tested on r7470
- mirrors don't reflect shrinker or freezethrower.
-rockets go though most walls.
-pipebombs bounce off enemies really weird, they don't stop moving until they hit a wall. happens when the pipe hits the "head" of the enemy ( i guess the top of the sprite)
- in e1l3, going in the hole in the wall of the cell instakills you at certain point, same when you come from the other side after blowing the wall.
-again in e1l3, when you're outside (after using the yellow keycard) you can't hit the walls at the sides with rockets (there's a crack near a window) they go through.
that's all i could find in episode 1, still, it wasn't a 100% playthough so i may have missed a few
This post has been edited by Lazy Dog: 30 March 2019 - 05:08 PM
#6063 Posted 30 March 2019 - 05:35 PM
the level music continues during the cutscene after killing the battlelord, i don't know if this is intentional but the other ones don't.
episode 2
in e2l6 the air duct near the blue keycard (there's a camera just over it) became very difficult to enter from that side.
in e2l11 you can still push the monsters that are on the other loop by walking into them.
This post has been edited by Lazy Dog: 30 March 2019 - 07:22 PM
#6064 Posted 30 March 2019 - 11:28 PM
I am asking you to fix it.
The last working version of eduke32 is 7395
#6065 Posted 31 March 2019 - 01:06 AM
#6066 Posted 31 March 2019 - 09:13 AM
(yeah i know that's world tour but i just did the same in eduke)
This post has been edited by Lazy Dog: 31 March 2019 - 09:14 AM
#6067 Posted 31 March 2019 - 09:28 AM
Lazy Dog, on 31 March 2019 - 09:13 AM, said:
(yeah i know that's world tour but i just did the same in eduke)
I think it is just Build engine, this is possible on the N64 version aswell, you don't even need to jump and crouch, just stay crouched and spam jump, i've used this a lot trying to find secret places against walls and mirrors, unfortunately i got "squished" countless times
#6068 Posted 31 March 2019 - 11:48 AM
In Freeway entering/ exiting the terminator easter egg area is too hard, you need to crouch and jump like crazy or use a jetpack
standing near forcefields doesnt seem to hurt you anymore, at least the ones that should. i compared it with and old version
protector drone aiming may be broken, they cant seem to hit me even when completely still. after 6 or 7 shots one manage to hit me, but most shots go to my sides
the duke burger singularity
This post has been edited by Lazy Dog: 31 March 2019 - 02:15 PM
#6069 Posted 31 March 2019 - 08:33 PM
noticed this is babe land, when you fly over a moving cart you seem to slow down, even if you're not touching it (at least when flying in opposite direction de cart is going)
in derelict
just crouched
also the pipe bouncing is ridiculous, in the final part of derelict, with the battlelord and all those slimers, i was throwing pipes from all the way up and they just bounced back in the air in front of me.
that's all bugs i could find in r7470, it wasn't a 100% run so i probably missed a few.
This post has been edited by Lazy Dog: 31 March 2019 - 10:23 PM
#6070 Posted 02 April 2019 - 12:16 PM
#6071 Posted 06 April 2019 - 08:36 AM
The Eduke32 version with a well-functioning map is 7395
Help
This post has been edited by Mariusz: 06 April 2019 - 08:39 AM
#6072 Posted 06 April 2019 - 09:18 AM
Mariusz, on 06 April 2019 - 08:36 AM, said:
The Eduke32 version with a well-functioning map is 7395
Help
assuming you're talking about this map, it doesn't for me. lauching the bat file gives me a "error compiling con file" but lauching it from user map loads fine
#6073 Posted 06 April 2019 - 09:28 AM
sometimes after nocliping, i can't return to playable area, even though (according to the map) im in it, so i guess i'm either over or under it. try it in derelict, after climbing the ship, noclip all the way along and keep going.
another thing, my console randomly turns white (seems to happen more often when nocliping) , i already have problems like this, the problem it's that also affects the screen flashes (getting damage, picking up stuff) and the menu background

pipes still bounce like crazy
This post has been edited by Lazy Dog: 06 April 2019 - 09:30 AM
#6074 Posted 06 April 2019 - 12:18 PM
However, some weird SOS warping bug have appeared: in E4L9, when I pass the door at the deck, I got transported the the door below and got squished. E2L11 and E3L10 remain playable though.
Also, TROR is broken, I bump into invisible walls, and I warp between sectors like the old SOS bug (but only with TRORed maps, E2L11 works fine) and some sectors can't be reached, even using the noclip cheat. best example with the sample map TRUEROR1.MAP
I cross my fingers for that one day, TROR will be fully functional, so that I could mod with the new version
#6075 Posted 06 April 2019 - 01:14 PM
TROR will end up fully functional or close to it. We're already using it in Ion Maiden.
Edit: can you give me coordinates for the SOS problem on Derelict? Thanks!
#6077 Posted 06 April 2019 - 05:01 PM
TerminX, on 06 April 2019 - 01:14 PM, said:
YES!
This post has been edited by MusicallyInspired: 06 April 2019 - 05:01 PM
#6078 Posted 07 April 2019 - 01:25 PM
Up until r7470 it only happened after i enabled and then disabled the fps counter, don't know in which version it started, only know r6940 didn't have it.
Doesn't happens in polymer or software, only in polymost.
Darkus, on 06 April 2019 - 02:38 PM, said:
Y 26880
can confirm still happening in r7497
This post has been edited by Lazy Dog: 07 April 2019 - 03:07 PM
#6079 Posted 07 April 2019 - 10:48 PM
Lazy Dog, on 07 April 2019 - 01:25 PM, said:
Up until r7470 it only happened after i enabled and then disabled the fps counter, don't know in which version it started, only know r6940 didn't have it.
Doesn't happens in polymer or software, only in polymost.
still happens in r7543.
i was going to put a video of it here, but youtube is being an idiot so i can't
This post has been edited by Lazy Dog: 07 April 2019 - 11:24 PM
#6081 Posted 08 April 2019 - 12:32 AM
MusicallyInspired, on 06 April 2019 - 05:01 PM, said:
I think I need to correct TX here a bit.
This is not polymer parity mind you.
This is more about fixing polymost to gain parity with software for any remaining things that exist.
i.e. Island sectors won't work.
#6082 Posted 08 April 2019 - 02:26 AM
Visually, from a TROR perspective, there are still some differences between classic and polymost. Here are some examples.
Classic:
Is there something that can be done to fix this bug to make it look correct like it does in polymost? I don't see any reason why it would be drawing these vertical strips in terms of inappropriate level geometry (no island sectors or anything like that).

Polymost:

Example 2.
Classic:

Polymost (note the black sectors towards the left of the screen):
#6083 Posted 08 April 2019 - 02:54 AM
Unfortunately there are still some key limitations that require workarounds with design or not using those.
I don't believe it will get much better unless classic (and polymost) adopt some completely new method.
#6084 Posted 08 April 2019 - 03:04 AM
#6085 Posted 08 April 2019 - 03:34 AM
It isn't a reliable solution but can help some times :/

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


