EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#721 Posted 15 July 2009 - 07:42 AM
#722 Posted 15 July 2009 - 07:45 AM
supergoofy, on Jul 15 2009, 06:41 AM, said:
I'll fix that, but would you please stop posting about Duke Plus bugs in the Polymer thread?
#723 Posted 15 July 2009 - 12:42 PM
Also, parallaxbias and parallaxscale. I understand that you have to use a height map, but is there a way to get a decent parallax effect while still using a normal map for the shaders? This tends to ruin the per pixel lighting on my textures. Also, it seems to ignore my specular maps when I use parallax effects.
#724 Posted 15 July 2009 - 10:38 PM
Sweet work plagman! cant wait to get my hands on that and start mod again.
i got some plans on a survivor horror themed game and now it seems Duke nukem 3D will be my choice after seeing this new renderer.
Thank you!
#725 Posted 16 July 2009 - 01:21 AM
gcc 4.4.0 broke many things
that's why I insisted to keep 4.3.3
KEEP AWAY FROM GCC 4.4.0
#726 Posted 16 July 2009 - 01:56 AM
This post has been edited by KillerBudgie: 16 July 2009 - 01:56 AM
#727 Posted 16 July 2009 - 02:03 AM
Yesterday I compiled r1461 with gcc 4.4.0 and though I didn't have any errors during source compilation, the compiled exe has some problems and give SIGSEGV crashes.
Today I compiled r1461 with gcc 4.3.3 and these problems are gone.
I'm asking sorry for troubling TX about these errors.
GCC 4.4.0 is not compatible with eduke32. And eduke32 is not the only program that has problems with gcc 4.4.0
That was the reason why I kept using gcc 4.3.3 for so long. Because gcc 4.3.3 is proven trustworthy and reliable.
This post has been edited by supergoofy: 16 July 2009 - 04:02 AM
#729 Posted 16 July 2009 - 11:02 AM
Edit: Now the switches don't light either, even though nothing changed. The lights still work in E1L1 though.
This post has been edited by Dr. Kylstein: 16 July 2009 - 12:07 PM
#730 Posted 16 July 2009 - 12:13 PM
#731 Posted 16 July 2009 - 12:16 PM
The Commander, on Jul 16 2009, 04:13 PM, said:
This is in r1461.
#733 Posted 16 July 2009 - 01:21 PM
#734 Posted 16 July 2009 - 02:59 PM
#735 Posted 16 July 2009 - 03:48 PM
supergoofy, on Jul 16 2009, 04:21 PM, said:
"4.3.1-ubuntu2" I've never had any problems with it before.
#737 Posted 17 July 2009 - 09:05 AM
#738 Posted 17 July 2009 - 09:54 AM
setactor [THISACTOR]. angoff gamevar
Angoff value is greater with polymer.
the Model Rotate too much compared to the Angoff's value.
#739 Posted 17 July 2009 - 10:18 AM
Muelsa, on Jul 17 2009, 10:54 AM, said:
setactor [THISACTOR]. angoff gamevar
Angoff value is greater with polymer.
the Model Rotate too much compared to the Angoff's value.
I think I remember Plagman saying that model offsets were done incorrectly in Polymost and he corrected them in Polymer. I'm not sure if that has anything to do with this though.
#740 Posted 17 July 2009 - 10:28 AM
I don't know how angoff could be wrong, though, I just add it to the sprite angle...
Can you make a test case that would just need switching between renderers to expose the problem on a static model? That would help a lot.
#742 Posted 17 July 2009 - 10:48 AM
This post has been edited by Spiker: 17 July 2009 - 10:48 AM
#743 Posted 17 July 2009 - 01:06 PM
This post has been edited by zchri9: 17 July 2009 - 01:08 PM
#744 Posted 17 July 2009 - 01:36 PM
Piterplus, on Jul 17 2009, 07:34 PM, said:
What a mess!
not the image, my trousers. It looks awesome.
#746 Posted 17 July 2009 - 02:38 PM
Muelsa, on Jul 17 2009, 10:54 AM, said:
setactor [THISACTOR]. angoff gamevar
Angoff value is greater with polymer.
the Model Rotate too much compared to the Angoff's value.
-when i strafe left or right player model rotate too much
-z position is not the same than without polymer
-player model is not locked in car when i turning left right...
I do not know if Angoff is the real problem (I have to seek a little), this may be something else ..
but the code should not work the same on polymer?
here video if you do not understand what I say given my bad English
http://www.youtube.c...h?v=5Pp3tXK2iWg
#747 Posted 17 July 2009 - 03:03 PM
Muelsa, on Jul 17 2009, 03:38 PM, said:
-z position is not the same than without polymer
-player model is not locked in car when i turning left right...
I do not know if Angoff is the real problem (I have to seek a little), this may be something else ..
but the code should not work the same on polymer?
here video if you do not understand what I say given my bad English
http://www.youtube.c...h?v=5Pp3tXK2iWg
Are you using zadd in the model definition?
#748 Posted 17 July 2009 - 07:19 PM
EDuke32 was linked in an Australian magazine called Atomic.