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

#6181

If that's not beauty, I don't know what is.
1

User is offline   axl 

#6182

View PostNightFright, on 03 September 2019 - 12:04 AM, said:

Ladies and gentlemen, it has happened.
Don't notice anything special? Hint: I am running this in Polymost. Still don't get it? Look at the sky. It is f*ing FLAWLESS! No more screwed-up rendering of skies with that "flat paper" look, forcing you to use skyboxes or running Classic/Polymer.
Get r8075 or later for this beautiful fix. Thanks a lot to Nuke.YKT for this important and long overdue patch!


This. Is. Awesome ! Thanks Nuke.YKT !
0

User is offline   Radar 

  • Zionist Shill

#6183

View PostNightFright, on 03 September 2019 - 12:04 AM, said:

Ladies and gentlemen, it has happened.

<snip>
Don't notice anything special? Hint: I am running this in Polymost. Still don't get it? Look at the sky. It is f*ing FLAWLESS! No more screwed-up rendering of skies with that "flat paper" look, forcing you to use skyboxes or running Classic/Polymer.
Get r8075 or later for this beautiful fix. Thanks a lot to Nuke.YKT for this important and long overdue patch!


Not flawless for those of us playing with higher FOVs, but a great feature nonetheless.

This post has been edited by Radar: 03 September 2019 - 03:26 PM

0

User is online   brullov 

  • BAZINGA!

#6184

Help! I want to put high res picture instead of "ATOMIC" sign (tilenum 2502). I define it like that:

texture 2502 { pal 0 { file "resources/tiles/ui/2502.png" } }

Unfortunately, it does not work. I've changed font with the same method and it works. File path is right, file name in folder is right too.
0

User is online   Mark 

  • Honored Donor

#6185

In newer revisions I've had a problem with some sounds located in a subfolder not playing while sounds in the root folder play. Try putting the texture in the root folder, adjust your def line and see if it works. Its a long shot but who knows. Maybe the 2 are somehow related.
0

#6186

The performance of the "voxel to model" conversion algorithm when switching to Polymost deteriorates as the size and detail of the voxel increases.

In the AMC TC, we have roughly 250 voxels of <500KB filesize, totalling about 16.5MB, and 13 voxels of filesize >500KB, totalling 8.6MB (the largest of these being about 1 MB).
The former group results in a conversion overhead of roughly 7 seconds, while the latter group results in an overhead of 6 seconds on my end. This suggests a disproportionate performance decrease with larger voxels.

(Note that the latter group of voxels requires a high level of detail in order not to look like trash ingame.)

Any hope for an eventual improvement on this front?

This post has been edited by Doom64hunter: 04 September 2019 - 05:58 AM

1

User is offline   VGA 

#6187

I haven't used eduke32 for some time. The most annoying problem with Polymer was some z-fighting, noticeable on fire hydrants and the switches that end the levels. Is that fixed?
0

#6188

View PostNightFright, on 03 September 2019 - 12:04 AM, said:

Ladies and gentlemen, it has happened.

https://i.imgur.com/myBQRpi.png
Don't notice anything special? Hint: I am running this in Polymost. Still don't get it? Look at the sky. It is f*ing FLAWLESS! No more screwed-up rendering of skies with that "flat paper" look, forcing you to use skyboxes or running Classic/Polymer.
Get r8075 or later for this beautiful fix. Thanks a lot to Nuke.YKT for this important and long overdue patch!


I'm gonna be the outlier here and say that while this is more accurate to software mode, the old rendering technique in polymost made a whole lot more sense.
Go on episode 2, look at the moon and look up or down. I don't think it makes sense that the moon is moving with your view. Much rather it should stay where it is, which it did with the old approach.
0

User is online   NightFright 

  • The Truth is in here

#6189

In the meantime, we have borderless window mode and non-power-of-two fix for Polymost skies. It's raining featurez, boiz. These are good days.

This post has been edited by NightFright: 08 September 2019 - 09:23 AM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6190

View PostDoom64hunter, on 08 September 2019 - 02:51 AM, said:

Go on episode 2, look at the moon and look up or down. I don't think it makes sense that the moon is moving with your view. Much rather it should stay where it is, which it did with the old approach.

That is not a problem of the approach. The same thing has always happened in 8-bit mode. The reason is that the artwork for the sky is too short, and if it didn't move you would see gaps on the top and bottom (like it happened before in Polymost). The only except is E4L9 sky, which stay in the right place.
0

User is offline   oasiz 

  • Dr. Effector

#6191

You're better off using skyboxes in those cases, the old polymost method tried to fake what skyboxes do but it can only get there halfway.
I don't think it was ever intended as a permanent solution but it's just taken this long for someone to actually finally fix it,

I think the only negative is that for this to look more proper, you'd need to also enable Y shearing as with classic the sky would be "flat" against the geometry due to Y aiming simply being the same as scrolling a framebuffer viewport.
1

User is online   NightFright 

  • The Truth is in here

#6192

Does the sky in E4L1 move under Polymost now? It doesn't in Polymer, at least last time I checked.
0

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