EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#649 Posted 06 July 2009 - 08:25 PM
#652 Posted 07 July 2009 - 02:13 AM
#653 Posted 07 July 2009 - 07:46 AM
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
#654 Posted 07 July 2009 - 11:32 AM
Not sure if that's too advanced for the engine, just thought I'd toss it on the table.
#656 Posted 08 July 2009 - 09:10 PM
Rusty Nails, on Jul 7 2009, 12:32 PM, said:
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.
#657 Posted 09 July 2009 - 12:33 AM
#658 Posted 09 July 2009 - 12:45 AM
#659 Posted 09 July 2009 - 01:28 AM
#660 Posted 09 July 2009 - 08:26 AM
This post has been edited by Ilovefoxes: 09 July 2009 - 08:26 AM
#661 Posted 09 July 2009 - 09:50 AM
Ilovefoxes, on Jul 10 2009, 04:26 AM, said:
You already can, http://wiki.eduke32.com/wiki/Htflags
You interest lies in 256
#662 Posted 09 July 2009 - 08:15 PM
Direct link for image
http://img268.images...45/r1455bug.jpg
Thumbnail

Direct link for image 2
http://img513.images...90/bugshot2.jpg
Thumbnail of image 2

Disabling on-disk texture cache fixes the problem. Probably it has something to do with how FastLZ is implemented.
I haven't tested Polymer
This post has been edited by supergoofy: 09 July 2009 - 08:45 PM
#663 Posted 09 July 2009 - 09:57 PM
#664 Posted 09 July 2009 - 10:21 PM
the source for 1454 can be downloaded if you add: ?view=tar&pathrev=1454
[edit]
r1454 works ok.
Question: How can I compile setup.exe ? Is it removed from newer source?
This post has been edited by supergoofy: 09 July 2009 - 11:29 PM
#665 Posted 09 July 2009 - 11:36 PM
only problem i have is since 1445 point/spot lights have stopped working when i use mapster, so iam still using 1440
iam guessing sloped wall alligned sprites are possible in polymer too in the future, that would be sweet to have some sloped glass
#666 Posted 10 July 2009 - 12:01 AM
DanM, on Jul 10 2009, 12:36 AM, said:
Polymer is a renderer, it doesn't change anything in the game world, so the sprites that look sloped would still block as non-sloped, unless the game engine were modified too.
#667 Posted 10 July 2009 - 01:12 AM
Just played duke and I would love to play duke with polymer.
If only Duke would be on direct X Then I would Compile ENB series Script for That... Grrr...
EDIT: I just tryed To make one out of source... Damn Those aliens Gunna pay for Those errors...
This post has been edited by corpy: 10 July 2009 - 01:51 AM
#668 Posted 10 July 2009 - 02:58 AM
#669 Posted 10 July 2009 - 01:41 PM
The Commander, on Jul 9 2009, 02:50 PM, said:
You interest lies in 256
#670 Posted 11 July 2009 - 09:59 PM
Fatal Signal caught: SIGSEGV. Bailing out.
58022: 9913 ifspawnedby 2605 319064776
58025: 9914 killit
58026: 9916 ifinwater 319064804
58028: 31337 {
58029: 9918 spawn 661
58031: 9919 killit
58032: 31337 }
58033: 9921 ifvarg 440 0 319064840
58037: 31337 {
58038: 9923 spawn 661
58040: 9924 killit
58041: 31337 }
58042: 9926 enda -3 12 1 1 14 0 0 0 0
58052: 9931 ifmove 0 319065084
58055: 31337 {
58056: 9933 action 319064844
58058: 9934 sizeat 128 128
58061: 9935 spritepal current actor: 511 (6327)
g_errorLineNum: 9926, g_tw: 4
Last stable release r1454.
FastLZ bug that was introduced in r1455, it is now fixed.
This post has been edited by supergoofy: 11 July 2009 - 10:01 PM
#671 Posted 11 July 2009 - 11:34 PM
supergoofy, on Jul 11 2009, 10:59 PM, said:
Fatal Signal caught: SIGSEGV. Bailing out.
58022: 9913 ifspawnedby 2605 319064776
58025: 9914 killit
58026: 9916 ifinwater 319064804
58028: 31337 {
58029: 9918 spawn 661
58031: 9919 killit
58032: 31337 }
58033: 9921 ifvarg 440 0 319064840
58037: 31337 {
58038: 9923 spawn 661
58040: 9924 killit
58041: 31337 }
58042: 9926 enda -3 12 1 1 14 0 0 0 0
58052: 9931 ifmove 0 319065084
58055: 31337 {
58056: 9933 action 319064844
58058: 9934 sizeat 128 128
58061: 9935 spritepal current actor: 511 (6327)
g_errorLineNum: 9926, g_tw: 4
Last stable release r1454.
FastLZ bug that was introduced in r1455, it is now fixed.
The code that it puts in the log is usually useless, so what we have here is a single crash of unknown cause that will be impossible to track down without more information (such as the circumstances under which it happens).
I have just uploaded some new code with some minor fixes (see my sig).
#672 Posted 11 July 2009 - 11:40 PM
eduke32 r1454 doesn't give any errors
r1455, r1456, r1457 are buggy revisions
#673 Posted 12 July 2009 - 05:14 AM
Seriously though, I can wait a couple of days.
This post has been edited by Marked: 12 July 2009 - 05:17 AM
#674 Posted 12 July 2009 - 07:35 AM
#675 Posted 12 July 2009 - 12:13 PM
#676 Posted 12 July 2009 - 08:03 PM
I still use gcc 4.3.3, because I don't trust 4.4.0
r1458 still crashes. I shot a rocket and boom SIGSEGV crash.
This post has been edited by supergoofy: 12 July 2009 - 08:18 PM
#677 Posted 12 July 2009 - 08:34 PM
supergoofy, on Jul 12 2009, 09:03 PM, said:
I still use gcc 4.3.3, because I don't trust 4.4.0
r1458 still crashes. I shot a rocket and boom SIGSEGV crash.
Could you at least try using 4.4.0? I think TerminX has been using it for a while now.
DanM is having the same crash on rocket fire (consistently) as you, so it's either something you are both doing wrong or it's a problem with the source.

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


