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

User is offline   z0mb1e 

#631

View PostSwissCm, on Jun 30 2009, 10:40 PM, said:

I was actually making fun of Wedgebob.

Provided Plagman gets the issues with ATI cards ironed out, that card should fare pretty well. Shadows may have to be turned off though.

Aw man, I like shadows! ;)

I mainly meant skulldog -.-
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User is offline   Skulldog 

#632

Sorry, my bad. I forgot I upgraded 12 years ago. Its a Packard Bell PII.
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User is offline   Tea Monster 

  • Polymancer

#633

View PostSwissCm, on Jun 30 2009, 07:40 PM, said:

I was actually making fun of Wedgebob.

Provided Plagman gets the issues with ATI cards ironed out, that card should fare pretty well. Shadows may have to be turned off though.


... and I had my heart set on a version for the BBC Micro ;) ;) ;) ;) ;)

This post has been edited by Tea Monster: 01 July 2009 - 12:36 PM

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User is offline   Skulldog 

#634

LOL, Must of had a 1kb hard drive on BBC Micro. And as for the ATI Card problem, good luck. I tried one of the ATI cards once.
Went back to Best Buy and got a refund. Got a Nvidia card, and no problems after that. Even now I will have to
upgrade my nvidia card to run polymer.

This post has been edited by Skulldog: 01 July 2009 - 05:51 PM

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User is offline   AdrianG 

#635

View PostCaptain Awesome, on Jun 30 2009, 05:47 PM, said:

Reread TX's statement, Polymer requires hardware from within the past 5 or 6 years. A definite requirement you'll need is Shader Ver. 2.0.


I thought it required SM 3.0?

Also, maybe it is taking so long to reach a release stage because Plag is working on getting us all complimentary GTX 295s. ;)
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User is offline   Stabs 

#636

its seems more GFX card intensive, little difference between 1024x768 & 1680 x 1050 for me
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User is offline   supergoofy 

#637

r1450 : introduced full ROR support, though still unfinished
r1451 : fixed a savegame bug
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User is offline   atlas 

#638

i know that this is a ways off, but do you think it's possible that eduke32 could support post-process effects (like motion blur, desaturation, noise, bloom, etc) in the future? maybe for both 8bit and hrp?

also, with the coming of eduke32, besides for the obvious new effects, can we expect any major changes for 8bit?

i'd still like to see some more shots of polymer normal mapping on regular 8bit (those shots on the 3dr forums ROCKED)
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User is offline   Danukem 

  • Duke Plus Developer

#639

View Postatlas, on Jul 5 2009, 10:49 AM, said:

i know that this is a ways off, but do you think it's possible that eduke32 could support post-process effects (like motion blur, desaturation, noise, bloom, etc) in the future? maybe for both 8bit and hrp?

also, with the coming of eduke32, besides for the obvious new effects, can we expect any major changes for 8bit?

i'd still like to see some more shots of polymer normal mapping on regular 8bit (those shots on the 3dr forums ROCKED)


From what I've heard, all of that may be possible in Polymer eventually, but will not be added to the older renderers. If by "desaturation" you mean displaying as greyscale, that can already be done in Polymost using a tint.
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User is offline   Jimmy 

  • Let's go Brandon!

#640

You could also just take the 8bit palettes, greyscale them, and reinsert them into the game.
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User is offline   asdasd 

#641

when this will be released?
anyone could upload his compilation to try it out?
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User is offline   atlas 

#642

depth of field was another post process filter i forgot.

This post has been edited by atlas: 05 July 2009 - 07:00 PM

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User is offline   The Commander 

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

#643

View Postasdasd, on Jul 6 2009, 11:46 AM, said:

when this will be released?
anyone could upload his compilation to try it out?


When it's done and no.

This post has been edited by The Commander: 05 July 2009 - 08:11 PM

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User is offline   Stabs 

#644

heh no doubt when/if it gets filters the first thing will be a very nice night vision effect
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User is offline   asdasd 

#645

hi!
I use windows 7 and have ATI Radeon HD 4570 (512mb) graphic card... and have this error:

Posted Image
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User is offline   TerminX 

  • el fundador

  #646

You have a GL driver problem... either you haven't installed ATI's driver or you have an OpenGL ICD issue. Either way, your driver is definitely reporting something incompatible to EDuke32!
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User is offline   SwissCm 

#647

View Postasdasd, on Jul 7 2009, 10:03 AM, said:

hi!
I use windows 7 and have ATI Radeon HD 4570 (512mb) graphic card... and have this error:

You're running the default Windows 7 ATI drivers which don't have support for OpenGL. Download the latest Catalysts. You should see a substantial speed boost in pretty much every other game you have as well.

This post has been edited by SwissCm: 06 July 2009 - 05:00 PM

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User is offline   Sebastian 

#648

There are no updated drivers to the 4570 though.
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User is offline   The Commander 

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

#649

I found updating the drivers for ATI on Windows 7 a real pain in the ass, one of the reasons I went back to Win XP. ;)
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User is offline   SwissCm 

#650

View PostRusty Nails, on Jul 7 2009, 11:15 AM, said:

There are no updated drivers to the 4570 though.


I'm guessing your on a laptop? That might be a problem. Try these:
32bit
64bit

If they don't work, you may be stuck.
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User is offline   Sebastian 

#651

I use an iMac, if it's all the same to you.. ;)
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User is offline   Cage 

#652

Try running the game with -forcegl parameter and see if that works
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User is offline   asdasd 

#653

thanks for all ur replies
I have search in http://support.amd.c...ages/index.aspx ..... but for win7 I only have found drivers for HD 4550 (mine is HD 4570)
I'll try this...

EDIT*****
cant play with the drivers installed or with the -forcegl parameter (with this, it closes)
I tried with this laptop eduke32 in vista, and no problems, but in win7..... I think that I have to wait ati release drivers for my graphic card (on win7)

This post has been edited by asdasd: 07 July 2009 - 08:08 AM

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User is offline   Sebastian 

#654

Are there any plans to add in a Mapster function to twist around and turn walls/floor textures counter/clockwise instead of the standard flip/mirroring and panning? For example if a certain texture need to be aligned to a sloped sector and whatnot.

Not sure if that's too advanced for the engine, just thought I'd toss it on the table.
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User is offline   Sebastian 

#655

Posted Image
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User is offline   TerminX 

  • el fundador

  #656

View PostRusty Nails, on Jul 7 2009, 12:32 PM, said:

Are there any plans to add in a Mapster function to twist around and turn walls/floor textures counter/clockwise instead of the standard flip/mirroring and panning? For example if a certain texture need to be aligned to a sloped sector and whatnot.

Not sure if that's too advanced for the engine, just thought I'd toss it on the table.

Possibly for Polymost and Polymer when we get around to coming up with a new map format.
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User is offline   Jblade 

#657

Just a quick question - in viewmode in co-op when I press K to see through the other player's eyes, it doesn't render any of the custom weapon code and just shows the default Duke weapons. Is there a way to bypass this if intended?
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User is offline   TerminX 

  • el fundador

  #658

I don't really see why that would happen, unless you screwed up and used myconnectindex for something instead of screenpeek.
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User is offline   Jblade 

#659

Nope, I haven't used myconnectindex anywhere - but checking my code I see that it's probably related to the fact that I put a line checking if the player's got display weapon icons on or off in there. In anycase now I know it must be related to my code so thanks!
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#660

Will it be possible to disable default hard-coded lightning, so that I can set my own using CON spawning SEs?

This post has been edited by Ilovefoxes: 09 July 2009 - 08:26 AM

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