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

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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User is offline   The Commander 

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

#661

View PostIlovefoxes, on Jul 10 2009, 04:26 AM, said:

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


You already can, http://wiki.eduke32.com/wiki/Htflags
You interest lies in 256
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User is offline   supergoofy 

#662

r1455 Polymost bug:

Direct link for image
http://img268.images...45/r1455bug.jpg

Thumbnail
Posted Image

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

Thumbnail of image 2
Posted Image


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

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User is offline   The Commander 

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

#663

Ive sorta got the same glitch, though it isn't that bad as in those shots. Clears up once you get closer to the texture that is effected.
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User is offline   supergoofy 

#664

I've downloaded r1454 source, will test it a little later to see if the bug appears. But I doubt that, because FastLZ was introduced in r1455. Thus r1454 should work fine. But lets see...

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

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User is offline   Stabs 

#665

havnt had a problem with 1455 in that regard, on win7 64-bit nvidia 8800

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
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User is offline   Danukem 

  • Duke Plus Developer

#666

View PostDanM, on Jul 10 2009, 12:36 AM, said:

iam guessing sloped wall alligned sprites are possible in polymer too in the future, that would be sweet to have some sloped glass


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.
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User is offline   corpy 

#667

When it will be relased? lol
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

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User is offline   XThX2 

#668

How useful would it be to add a mirror/flip function to mapster? (If doesn't exist already) But the one I'm talking about is for the Selection of Sectors, with Shift key (Or alt key).
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#669

Select using Alt and them press X or Y to flip a sector. If I am not wrong , and . flips.

View PostThe Commander, on Jul 9 2009, 02:50 PM, said:

You already can, http://wiki.eduke32.com/wiki/Htflags
You interest lies in 256
Thanks
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User is offline   supergoofy 

#670

r1457 crash playing Duke Plus 2.03 mod with DNF HUD:


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

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User is offline   Danukem 

  • Duke Plus Developer

#671

View Postsupergoofy, on Jul 11 2009, 10:59 PM, said:

r1457 crash playing Duke Plus 2.03 mod with DNF HUD:


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).
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User is offline   supergoofy 

#672

There were many changes in r1457, thus maybe these broke something

eduke32 r1454 doesn't give any errors

r1455, r1456, r1457 are buggy revisions
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User is offline   Mark 

#673

I found a great bargain on a new video card that supports Polymer features and just finished installing it on my computer this morning. So feel free to release the full, optimized, bug-free version later today. Thanks. ;)

Seriously though, I can wait a couple of days.

This post has been edited by Marked: 12 July 2009 - 05:17 AM

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User is offline   Stabs 

#674

r1457 runs better, lights look better, but sound is borked and its very unstable, hates the RPG and chaingun in particular
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User is offline   TerminX 

  • el fundador

  #675

You guys really need to learn to "make veryclean" before compiling these things.
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User is offline   supergoofy 

#676

Every time, I delete the folder and then I unpack the new source in a new empty folder. So veryclean is not needed.

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

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User is offline   Danukem 

  • Duke Plus Developer

#677

View Postsupergoofy, on Jul 12 2009, 09:03 PM, said:

Every time, I delete the folder and then I unpack the new source in a new empty folder. So veryclean is not needed.

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.
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User is offline   supergoofy 

#678

Ok I'll move to gcc 4.4.0. I'll try tomorrow or later today. ;)
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User is offline   Stabs 

#679

which file do i d/l for 4.4.0?

This post has been edited by DanM: 12 July 2009 - 08:48 PM

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