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

#871

If we are still on build 1485 there is a couple of problems i haven't seen mentioned;

1. Music keeps playing grabbag.mid or grabbag.ogg sometimes regardless of starting game or finishing a level, similar to a problem that was known about previously and goes away when entering music related commands in the console or quitting to title.

2. Black squares happen and the test is weird sizes, image attached.

3. textures are not tiling properly or tiling where they shouldn't be (like explosions appear as a large sprite made of 4 explosions).

Dunno what causes these, but i thought i should point them out.

Also, this doesn't only happen when running Duke Plus (I know someone would ask this you see) so I am aware that i was running that when i took the screenshot.

Attached thumbnail(s)

  • Attached Image: Fault.PNG


This post has been edited by High Treason: 07 August 2009 - 01:35 AM

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User is offline   Spiker 

#872

Apart from the music none of these happens to me.
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#873

It only happens every so often, it doesn't happen every time, i should have probably said that earlier.
0

User is offline   Piterplus 

#874

Are you sure you've deleted old cache files when running game without Duke plus?

This post has been edited by Piterplus: 07 August 2009 - 04:46 AM

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#875

Yes, i did delete them, and i delete cache files every so often anyway because i am down to my last gig and a half of drive space, this could be why it happens on occasions, maybe it is when the cache gets so full or the frive it is on is too full perhaps.

It doesn't happen when i run it on my Athlon system though (or it hasn't yet) so maybe it could be related to the other system, but i can't see why, and i havent ran it much on the Athlon because Polymer doesn't mix well with Geforce 5 for obvious reasons - which reminds me, Framerate is vastly imrpooved in this build.
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User is online   Danukem 

  • Duke Plus Developer

#876

It has now been four months and a week since Polymer was unveiled (it's easy to remember the unveiling date, since it was April 1st). The majority hardcore EDuke32 users and (nearly?) all mod developers are using builds of EDuke32 that have Polymer, which they have either compiled themselves or received from others.

There was a good case to be made for not officially releasing Polymer in the first few months after it was unveiled. There were major bugs and unfinished things. But AFAIK, the major problems have been fixed and what remains is optimization and adding new features. This by itself suggests it is time to consider releasing Polymer. But more importantly, the non-release of Polymer is now becoming a liability to the community. There have been a lot of changes and game fixes to EDuke32 in the last four months which have nothing to do with Polymer, and those changes have been held back along with Polymer, since they come with the package. There are new commands, such as stopactorsound, which I can't use with my released mods, because I can't distribute the eduke32.exe needed to use them. And with all the changes, I can't be sure that my mods work correctly with the last official snapshot. I barely have time to test things with the current build, let alone a build from 4+ months ago. I presume that other modders are having the same issues. I also think it would be good for the community's morale to have Polymer released, especially in the aftermath of DNF's demise. In my humble opinion, we have now reached the point where the considerations in favor of releasing Polymer outweigh those in favor of continuing to withhold it.

Releasing Polymer doesn't mean it has to be declared finished. In the startup window, where there is a checkbox for Polymer, there could be a warning that it is beta and may perform poorly etc. Polymost would still be the default renderer.
0

User is offline   Richard Shead 

  • "Dick Nasty"

#877

View PostDeeperThought, on Aug 7 2009, 09:15 AM, said:

It has now been four months and a week since Polymer was unveiled (it's easy to remember the unveiling date, since it was April 1st). The majority hardcore EDuke32 users and (nearly?) all mod developers are using builds of EDuke32 that have Polymer, which they have either compiled themselves or received from others.

There was a good case to be made for not officially releasing Polymer in the first few months after it was unveiled. There were major bugs and unfinished things. But AFAIK, the major problems have been fixed and what remains is optimization and adding new features. This by itself suggests it is time to consider releasing Polymer. But more importantly, the non-release of Polymer is now becoming a liability to the community. There have been a lot of changes and game fixes to EDuke32 in the last four months which have nothing to do with Polymer, and those changes have been held back along with Polymer, since they come with the package. There are new commands, such as stopactorsound, which I can't use with my released mods, because I can't distribute the eduke32.exe needed to use them. And with all the changes, I can't be sure that my mods work correctly with the last official snapshot. I barely have time to test things with the current build, let alone a build from 4+ months ago. I presume that other modders are having the same issues. I also think it would be good for the community's morale to have Polymer released, especially in the aftermath of DNF's demise. In my humble opinion, we have now reached the point where the considerations in favor of releasing Polymer outweigh those in favor of continuing to withhold it.

Releasing Polymer doesn't mean it has to be declared finished. In the startup window, where there is a checkbox for Polymer, there could be a warning that it is beta and may perform poorly etc. Polymost would still be the default renderer.



I totally agree with you and I'm sure many other people do, too.
The first public release of polymer was promised within about a week of it's 4/1 unveiling date, iirc.

At this point, the project really has become "the new DNF"- but in all the wrong ways..... :blink:
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#878

I said this ages ago, i dunno why they don't just release it already, everybody already has it anyway i think - and i reckon they probably wanted us to or else they would have made it harder to obtain and not even mentioned it, and i think they probably want to release it.
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User is offline   Jimmy 

  • Let's go Brandon!

#879

It's not released because Polymer is a very big thing to implement. DT mentioned that it hasn't been released because Polymer has had bugs and whatnot. The thing is, even though Polymer is separate from 8bit and Polymost simply changing something in Polymer could completely break another aspect of 8bit/Polymost. Care must be taken before release. Have patience, TX and the team have not let us down before.
0

User is online   Danukem 

  • Duke Plus Developer

#880

View PostHigh Treason, on Aug 7 2009, 10:52 AM, said:

I said this ages ago, i dunno why they don't just release it already, everybody already has it anyway i think - and i reckon they probably wanted us to or else they would have made it harder to obtain and not even mentioned it, and i think they probably want to release it.


No, in fact most people don't have it. It seems like everyone does because you hang out amongst the hardcore community members. And if in your opinion Polymer should be been released "ages ago", then I disagree. Only in the last month or so has Polymer been ready enough. Even now there will be serious problems for many people trying to use it.
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User is online   Danukem 

  • Duke Plus Developer

#881

View PostCaptain Awesome, on Aug 7 2009, 11:43 AM, said:

The thing is, even though Polymer is separate from 8bit and Polymost simply changing something in Polymer could completely break another aspect of 8bit/Polymost


Are you saying that 8bit and/or Polymost are broken in the current build due to changes made in Polymer? If that's the case, then by all means tell us about it. Otherwise, you have no valid point.
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User is offline   Richard Shead 

  • "Dick Nasty"

#882

I simply want it to be released when the experts(i.e. Plagman, TX) feel as though it's fully ready.

Not a second sooner.
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User is offline   Jimmy 

  • Let's go Brandon!

#883

View PostDeeperThought, on Aug 7 2009, 02:50 PM, said:

Are you saying that 8bit and/or Polymost are broken in the current build due to changes made in Polymer? If that's the case, then by all means tell us about it. Otherwise, you have no valid point.

I haven't noticed it myself, but it is not entirely impossible. The last build I received however had a very terrible issue with music, playing this loud blip noise over the music.
0

User is offline   TerminX 

  • el fundador

  #884

Okay, I released a new build today, but without Polymer. DeeperThought is right in that there are a bunch of unrelated changes that need to be tested/available for the sake of existing mods. It can be found in the usual place: http://dukeworld.duk...e32_current.zip
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User is offline   Daedolon 

  • Ancient Blood God

#885

Thanks TX. Does that include the quote copy command?
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User is offline   Jimmy 

  • Let's go Brandon!

#886

I've had this issue with the past few builds where music, .oggs and .mids, will refuse to play at all, or will play with this odd clipping noise over them. Switching the sound quality to 44100khz from 48000khz will fix the problem as far as I've tested. I also noticed an .ogg I couldn't get to play now plays.
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User is offline   LeoD 

  • Duke4.net topic/3513

#887

I agree with DeeperThought that polymer should be released, at least once TX is done with the 'sound f*ckery' ;-)
For the first months after April 1st I agree that those who could or would not compile it didn't deserve it.
Call it v1.999999999 or whatever, but it is stable enough to give public access to a preview of the glorious new effects IMHO.

This post has been edited by LeoD: 07 August 2009 - 02:11 PM

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User is online   Danukem 

  • Duke Plus Developer

#888

View PostTX, on Aug 7 2009, 01:30 PM, said:

Okay, I released a new build today, but without Polymer. DeeperThought is right in that there are a bunch of unrelated changes that need to be tested/available for the sake of existing mods. It can be found in the usual place: http://dukeworld.duk...e32_current.zip


Thanks. Now we have a build we can distribute with WGR2, even if Polymer isn't released yet.
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#889

Will this still have compatibility with Duke Plus?
0

User is offline   supergoofy 

#890

the new official snapshot is probably based on r1487, but without the polymer stuff.
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#891

Too bad that r1487 keeps crashing on me, even when I don't select Polymer. This one might be much more stable.
0

User is offline   lycanox 

#892

Is there a change log or something like that for this build.
0

User is online   Danukem 

  • Duke Plus Developer

#893

View PostKillerBudgie, on Aug 8 2009, 02:42 AM, said:

Too bad that r1487 keeps crashing on me, even when I don't select Polymer. This one might be much more stable.


It isn't. It crashes for me as well, and so have other recent builds. It seems to be completely random and happens on average about once every fifteen minutes or so.
0

User is offline   XThX2 

#894

Does it crash when you try to launch the game with polymer? It happens to crash for me on that, and the previous 2 versions. (Clean install, plain duke v1.5)
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#895

View PostDeeperThought, on Aug 8 2009, 04:49 PM, said:

It isn't. It crashes for me as well, and so have other recent builds. It seems to be completely random and happens on average about once every fifteen minutes or so.


The same thing happens to me every now and then on these unstable builds. You get to play it for a good 15 or so minutes before the irritating error message comes up.
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User is offline   Chip 

#896

For me it crashed within the first minute :blink: - then again upon closing the game down on my third run through.

But enough of that...........TRANSPARRENT WATER!!!!! You could see that whole floating box! I then jumped in the water to join that happy little box AND could look back up through the water surafce :D
Since I saw 3 bugs with it I'm going to assume that its still in development? Still, WHEEEEE!!!!! TRANSPARRENT WATER!!!!!

This post has been edited by Chip: 08 August 2009 - 01:27 PM

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User is offline   TerminX 

  • el fundador

  #897

Strange that these crashes don't happen to me. :blink: Post some logs! I've since changed the eduke32_current.zip back to the previous snapshot, but the newer binary is still in the directory for anyone that wants to try it.
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User is offline   Chip 

#898

I'm thinking its relating to .ogg audio files. (since .ogg audio is causing irregular clicking blips with this build)
My crash within 1 minute was at the hands of my actor using his flame thrower - each partical of that weapon has an impact sound of .ogg format and the weapon fires fast so there were like 5+ .ogg sound files playing at the same time.
My next crash was upon leaving the game after starting an .ogg music track (using F5 + shift F5)

I'll post some logs tomorrow when I'm next on it.

This post has been edited by Chip: 08 August 2009 - 01:54 PM

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User is offline   TerminX 

  • el fundador

  #899

I think I may have found the source of the crash you guys are experiencing, but I'll have to verify by testing it more. Also found an unrelated bug in trails for custom hitscan projectiles that happened to show up while I was testing for the sound problem, so at the very least that's definitely one less crash that'll happen.
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User is online   Danukem 

  • Duke Plus Developer

#900

View PostTX, on Aug 8 2009, 05:14 PM, said:

I think I may have found the source of the crash you guys are experiencing, but I'll have to verify by testing it more. Also found an unrelated bug in trails for custom hitscan projectiles that happened to show up while I was testing for the sound problem, so at the very least that's definitely one less crash that'll happen.


I don't know if it's the one you just fixed, but there used to be a bug that caused the hitscan trail to go through walls. It provided an easy way to make a railgun type weapon, because the trail actors could then be coded to do damage.
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