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

User is online   Mark 

  • Honored Donor
  • 2,864

#6121

Is that only a Polymost fix?

This post has been edited by Mark: 20 April 2019 - 02:52 AM

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User is online   oasiz 

  • 957

#6122

Yes. This fix is only for polymost. Software was working correctly before.
Polymer isn't being focused on at the moment, I wouldn't expect anything there in the near future (if it has this same issue?)
0

User is online   Mark 

  • Honored Donor
  • 2,864

#6123

OK. I asked because I didn't know if the fix was a Build/ Eduke32 thing or just renderer specific.

Sadly yes, Polymer has its share of transparency glitches too. :(

This post has been edited by Mark: 20 April 2019 - 04:17 AM

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User is offline   conoklast 

  • 29

#6124

View Postoasiz, on 19 April 2019 - 10:17 PM, said:

How about ONE UNIT of unfucked polymost transparency ?


Will this fix also translate to transparent mask walls? I use a heck of a lot of them in my mod (running polymost) and projectiles always disappear when passing behind them.
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User is offline   The Battlelord 

  • 33

#6125

I thought that some old issues were fixed already, then, i made a video that include some new and some old stuff (r7618), sorry i had no time for the subtitles, so i'll write right here and in the video descritpion (in order).





1- Probably is not noticeable in the video but, usually when i fall down from the roof i strafe (W+A), and i release (W+A) before to come out to reduce falling damages (which still happens) but i can say that doing like that it fall faster than the usual (this started recently, probably because of the new clip behaviours).
2- Maybe am wrong but, i remember that the inactive/invicible enemies issue was at least improved (i tried many times and it happened a lot).
3- Some minor clipping problems with that door in E1L2 (the left side of the door is ok).
4- Were enemies spawns already fixed? Posted Image
5- I do not want harrass anyone but, the weird pipe bombs behaviour still there and is quite annoying in some place lol.
6- Opposite to point "2", inactive strong enemies get 1 hit killed.

BTW, i know that maybe the Texture Filter it was not that helpful but, actually with some mods like the DN64, it was not that bad, before to be removed:

Posted Image

Who the hell are you!?
Don't dare to blame my english, I'm an Alien after all... Heavily armed too...
Topic Killer: Wherever i chat, people stop commenting for some reason O_o

This post has been edited by The Battlelord: 28 April 2019 - 11:10 PM

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User is online   Phredreeke 

  • 384

#6126

Also DN64 shouldn't use palette emulation so texture filtering wouldn't be a problem anyway :P


This post has been edited by Phredreeke: 30 April 2019 - 01:37 AM

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User is offline   axl 

  • 190

#6127

I'm getting FPS drops on the latest builds using polymost.

I had no problems whatsoever with builds 7611 and below: rocksolid 144 fps (with vsync on).

But since build 7613 I'm experiencing minor FPS hickups: sudden drops below 144 followed with peaks above... Problem still occurs on the latest build (7621).

This post has been edited by axl: 30 April 2019 - 04:27 AM

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User is offline   pogokeen 

  • EDuke32 Developer
  • 30

#6128

Sorry that you are running into this issue, axl.

Could you enter the
glinfo
command into the EDuke32 console and post the resulting eduke32.log file here? Additionally, are you using any mods and are there any particular maps where the problem is most egregious?

If you can let me know, that would help me to replicate & fix the issue.

Thanks!
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User is offline   axl 

  • 190

#6129

View Postpogokeen, on 01 May 2019 - 05:10 AM, said:

Sorry that you are running into this issue, axl.

Could you enter the
glinfo
command into the EDuke32 console and post the resulting eduke32.log file here? Additionally, are you using any mods and are there any particular maps where the problem is most egregious?

If you can let me know, that would help me to replicate & fix the issue.

Thanks!


Here you go. I just played Holowood Holocaust. I'm not using any mod btw. Thanks for looking into this issue !

Attached File(s)


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User is offline   axl 

  • 190

#6130

View Postaxl, on 02 May 2019 - 01:18 AM, said:

Thanks for looking into this issue !


Update : setting the FPS max limit to match my screen refresh rate eliminates the problem.

Two general remarks:

1. I've noticed that the new build released yesterday (7657) removes the "classic" shading in Polymost and reintrodues a more "modern" variant. Personally I loved the classic software-like shading combined with Polymost. Wouldn't it be possible to set this as "optional" so that players are able to choose the shading style?

2. I've mentioned this before, but EDuke32 still needs some time to load custom skyboxes in Polymost. I compared it with DukeGDX (BuildGDX) and the loading of custom skyboxes there was almost non-existant.

Thanks.
1

User is online   Phredreeke 

  • 384

#6131

NukeYKT says

Quote

set r_shadeinterpolate to 0 to get banding

1

User is offline   LeoD 

  • 516

#6132

Automated synthesis build creation might be broken. Or was it just unfortunate commit timing?
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