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

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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User is offline   supergoofy 

#680

I used dukeplus 2.03 with July 12 fix and compiled eduke32 with gcc 4.4.0 but r1458 crashes. I shot a rocket and boom SIGSEGV crash:



Fatal Signal caught: SIGSEGV. Bailing out.
13 318847168
3621: 1335 sizeat 1 1
3624: 1336 ifnotmoving 318847228
3626: 1336 ifcount 3 318847228
3629: 31337 {
3630: 1336 resetcount
3631: 1336 move 318838136 8
3634: 1336 ifrnd 64 318847224
3637: 1336 killit
3638: 31337 }
3639: 1338 enda
3640: 1342 randvar 422 2
3643: 1343 addvar 422 1
3646: 1344 setvar 428 0
3649: 1345 getactor 253 4 415
3653: 1346 cactor 2360
3655: 1347 getactor 253 15 407current actor: 775 (6318)
g_errorLineNum: 1338, g_tw: 4



Normal game without Duke Plus works ok.

So there is an incompatibility of Duke Plus and r1458 ?

This post has been edited by supergoofy: 12 July 2009 - 10:55 PM

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User is offline   TerminX 

  • el fundador

  #681

Try r1459.
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User is offline   supergoofy 

#682

ok thanks. I will report back.


compiled r1459 with gcc 4.4.0. now dukeplus rocket launcher works ok. I also fired up all weapons and all working ok. I assume the problem is fixed. ;)


Thank you TX ;)

This post has been edited by supergoofy: 12 July 2009 - 11:20 PM

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User is offline   Stabs 

#683

i 2nd that

cheers tx

This post has been edited by DanM: 12 July 2009 - 11:29 PM

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#684

r1459: the new additions for qsprintf have appearantly borked it beyond belief.

Attached Image: duke0042.gif
Attached Image: duke0059.gif
Attached Image: duke0063.gif
Attached Image: duke0066.gif

And no, I did not change anything for any of these displays or all the other ones that are messed up, and they were working fine in the last build I was using [r1451]. It also tends to flicker between random tiles in the places of the vars, only occasionally showing the proper var displays for brief moments at random. ;)

This post has been edited by Lord Misfit: 13 July 2009 - 03:31 AM

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User is offline   supergoofy 

#685

Yeah r1459 has problems with Naferia mod.

Maybe there are other problems with other mods/TCs.


For now I will use r1454. I compiled it with gcc 4.4.0 and I will test it later. The gcc 4.3.3 compiled binary of r1454 worked fine, thus I believe the gcc 4.4.0 compiled binary will also work fine.

This post has been edited by supergoofy: 13 July 2009 - 08:00 AM

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User is offline   Danukem 

  • Duke Plus Developer

#686

Hey I have a question that's actually on the thread topic!

How can one change the radius of a light SE after it has started working? It used to be (for example, in the movie I posted at the start of this thread) that I could change the radius by changing the hitag of the SE. But that doesn't work any more. Once the SE is spawned with a certain hitag, it is locked in at that intensity regardless of its hitag. I thought maybe the radius value had been moved to temp_data, so I checked all the htg_t members 0-9, but it's not there. I also checked whether there is another sprite spawned by the SE that is the actual light, but nope. I tried changing the shade of the SE, but that didn't work either. So I'm at a loss. How does the SE know what intensity it is supposed to be and how can I change it on the fly?

Is the light getting baked onto the surfaces? If so, cool, but then it needs to detect whether something has changed and update, because lights need to be able to change intensity and move around and stuff.

EDIT: Plagman restored CON control to light SEs today!! Yeah!! ;)

This post has been edited by DeeperThought: 13 July 2009 - 04:09 PM

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User is offline   BlackDays 

#687

Well, low and behold, Polymer works perfectly on my laptop. (With good FPS to boot.)

Nice work fellas. *Works on an awesome mod.*

*seriously does.*
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#688

Pics or it didn't happen.
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User is offline   BlackDays 

#689

View PostMusicallyInspired, on Jul 13 2009, 06:23 PM, said:

Pics or it didn't happen.


When I finish this weapon model and a few more textures. So it didn't happen yet. ;)
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#690

r1460: qsprintf stuff still broken [in the same manner as in r1459].

Again, did not change any of the displays, and my r1460 was not self-compiled [and given to me by another], so blame can't go to me for it's not working if it's somehow due to how it was compiled. :\
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