EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#6085 Posted 08 April 2019 - 03:34 AM
It isn't a reliable solution but can help some times :/
#6086 Posted 08 April 2019 - 06:34 AM
oasiz, on 08 April 2019 - 02:54 AM, said:
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.
Isn't there a risk future versions of Polymost will break levels like that as well?
#6087 Posted 08 April 2019 - 06:39 AM
If a hypotetical replacement system was put in place then I don't think it would benefit for it to be a downgrade ?
#6088 Posted 08 April 2019 - 06:50 AM
#6089 Posted 08 April 2019 - 06:56 AM
The geometry simply isn't compatible with how classic TROR is like, which in turn is the basis for the recent new polymost improvements.
TROR has only ever worked 100% in polymer, which is what this map was made for.
Why something works in polymost and not in classic? No clue. Probably because polymost draws geometry differently than classic so some things stay hidden.
#6090 Posted 08 April 2019 - 07:35 AM
I guess what happens in classic is the renderer determines the sector should be visible in a given column, and ends up drawing it in the entire column, while Polymost determines visibility on a per pixel basis?
#6091 Posted 08 April 2019 - 08:14 AM
#6092 Posted 08 April 2019 - 09:44 AM
Zaxtor, on 08 April 2019 - 12:08 AM, said:
it was stuck at 0 upload, already fixed itself.
the console, menu background and screen flashes from picking up items and getting damaged randomly turn white. i can force it to happen by setting r_showfps to 1 and then to 0.
It ONLY affects polymost, switching to software or polymer "fixes" it but turning back to polymost turns it white again.
it's a clear install.
This post has been edited by Lazy Dog: 08 April 2019 - 09:48 AM
#6093 Posted 08 April 2019 - 10:20 AM
Menu get white,
Console display get white
Etc
White flash from being hurt and items grabbing.
Weird
#6094 Posted 08 April 2019 - 10:28 AM
Phredreeke, on 08 April 2019 - 07:35 AM, said:
Very strong possibility
#6095 Posted 09 April 2019 - 11:16 AM
------------------------------------------------------------------------ r7536 | hendricks266 | 2019-04-07 23:28:43 -0700 (Sun, 07 Apr 2019) | 1 line SW: Fix -Wlogical-op ------------------------------------------------------------------------ r7535 | hendricks266 | 2019-04-07 23:28:39 -0700 (Sun, 07 Apr 2019) | 1 line SW: Fix -Wsizeof-pointer-memaccess ------------------------------------------------------------------------ r7534 | hendricks266 | 2019-04-07 23:28:31 -0700 (Sun, 07 Apr 2019) | 1 line SW: Fix -Wformat-overflow and -Wstringop-overflow
Is this related to Shadow Warrior?
#6096 Posted 09 April 2019 - 11:54 AM
Darkus, on 09 April 2019 - 11:16 AM, said:
Is this related to Shadow Warrior?
#6097 Posted 09 April 2019 - 01:21 PM
#6098 Posted 09 April 2019 - 01:31 PM
Now TROR works like a dream. Also working mirrors in polymost with TRORed maps.
However, another problem appeared:
Sometimes I get stuck 'between' sectors. It's not like bumping wall, it's like it won't let me crossing a line to another sector. Wriggling up/down or left/right helps to unblock.
Quote
I think it's the same problem. I saw some case of projectiles that stopped moving.
#6099 Posted 09 April 2019 - 02:17 PM
#6100 Posted 09 April 2019 - 03:31 PM
Lazy Dog, on 08 April 2019 - 09:44 AM, said:
the console, menu background and screen flashes from picking up items and getting damaged randomly turn white. i can force it to happen by setting r_showfps to 1 and then to 0.
It ONLY affects polymost, switching to software or polymer "fixes" it but turning back to polymost turns it white again.
it's a clear install.
fixed in r7552. Thanks!
#6101 Posted 10 April 2019 - 04:26 AM
TerminX, on 09 April 2019 - 02:17 PM, said:
Fixed in r7574 apparently. This happened in any map, but it was very random.
However, the SOS warp bug I mentioned in E4L9 is back.
Also in the same map, entering the ship through the windows (without jumping, just keep walking) lead to this:

Very similar to the 'stuck between sectors' I said above, but moving back, crouching or jump unblock.
#6103 Posted 10 April 2019 - 09:46 AM
This post has been edited by Radar: 10 April 2019 - 12:18 PM
#6104 Posted 10 April 2019 - 02:08 PM
Given that the transition hasn’t been straightforward, perhaps it’d be best to have an option for players to choose classic collision after all? While I have faith that the devs will eventually have these issues ironed out, there’s no guarantee that really obscure bugs won’t remain, if the maps and mods containing these bugs haven’t been played recently, and then had the bugs reported.
#6106 Posted 10 April 2019 - 02:25 PM
Micky C, on 10 April 2019 - 02:08 PM, said:
Given that the transition hasn’t been straightforward, perhaps it’d be best to have an option for players to choose classic collision after all? While I have faith that the devs will eventually have these issues ironed out, there’s no guarantee that really obscure bugs won’t remain, if the maps and mods containing these bugs haven’t been played recently, and then had the bugs reported.
And even after all the kinks are ironed out, there's a chance it will just open the door to different types of exploits. A lot of folks forget that many of the warps in the final game were actually side effects after trying to fix the 1.3D style warps.
This post has been edited by Radar: 10 April 2019 - 02:29 PM
#6107 Posted 10 April 2019 - 02:44 PM
if is possible to extract all the recent stable stuff and put it on an earlier stable Eduke32? before those white flash etc occured?
maybe could fix stuff without sacrificing the hard work.
I dunno no Programming language expert.
#6108 Posted 10 April 2019 - 02:52 PM
Radar, on 10 April 2019 - 02:25 PM, said:
Negative. 1.5 fought hacks with hacks and we're actually fixing things.
#6109 Posted 11 April 2019 - 12:43 PM
Hendricks266, on 10 April 2019 - 02:52 PM, said:
And I can tell EDuke32 devs are trying to hit the root causes of these issues. All I'm saying is that everything has bugs. You never know what exploits people will figure out.
For example, there's one "warp" I am still able to do in Holly with the latest build. But I think it's better if I don't specify what it is (but I'll tell you it if you really want to know). Reason being that if the scope of this project is to truly rework hit detection, as opposed to just patching up TEN Network 90s-style exploits, it should eventually be fixed anyway as a side effect.
This post has been edited by Radar: 11 April 2019 - 12:46 PM
#6110 Posted 11 April 2019 - 12:51 PM
Radar, on 11 April 2019 - 12:43 PM, said:
That's bad reasoning. It never hurts to have more data points; especially when there's a relatively small number to begin with. Also, you shouldn't assume that the cause of the glitch you discovered is exactly the same as the cause of other glitches.
#6111 Posted 11 April 2019 - 01:40 PM
This post has been edited by Radar: 11 April 2019 - 02:16 PM
#6112 Posted 11 April 2019 - 02:35 PM
Radar, on 11 April 2019 - 01:40 PM, said:
No it doesn't.
#6113 Posted 11 April 2019 - 03:03 PM
Instead the objective is to fix the godawful collision code that is fundamentally broken in Duke due to various hacks tacked on top. Warps getting "fixed" is simply a side effect of this overhaul.
Sure, it might work on the surface but having done speedrunning, content creation and dukematch, I can safely say that it's a miracle that the stock game works as well as it does. It's extremely easy to do some of the warps/bugs even by accident, many resulting in the player getting killed or teleporting to areas that lock you out. These collision bugs are very undesirable outside of MP where people have learned to abuse those over the years. Fixing these to make Duke3D ultimatlely a better game is what the goal is. There were possible talks about intentionally re-introducing these bugs as workarounds but it's currently on hold. Current breakage is a result of many programming mistakes existing in d3d so intentionally "breaking" things again might end up causing more/different issues than you'd want. Not as straightforward as you think.
Keep in mind, this is an overhaul, not just a few odd changes. Also the reason why there is quite a bit breakage during this phase.
Duke is still better than TekWar, where too fast movement can clip you inside stairs/stuff and cause the game to crash due to player being on sector -1 -- What a joy that was to speedrun
#6114 Posted 11 April 2019 - 07:46 PM
This post has been edited by Radar: 11 April 2019 - 07:52 PM

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