EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#871 Posted 07 August 2009 - 01:34 AM
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.
This post has been edited by High Treason: 07 August 2009 - 01:35 AM
#873 Posted 07 August 2009 - 02:13 AM
#874 Posted 07 August 2009 - 04:46 AM
This post has been edited by Piterplus: 07 August 2009 - 04:46 AM
#875 Posted 07 August 2009 - 06:43 AM
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.
#876 Posted 07 August 2009 - 09:15 AM
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.
#877 Posted 07 August 2009 - 09:32 AM
DeeperThought, on Aug 7 2009, 09:15 AM, said:
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.....
#878 Posted 07 August 2009 - 09:52 AM
#879 Posted 07 August 2009 - 10:43 AM
#880 Posted 07 August 2009 - 10:46 AM
High Treason, on Aug 7 2009, 10:52 AM, said:
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.
#881 Posted 07 August 2009 - 10:50 AM
Captain Awesome, on Aug 7 2009, 11:43 AM, 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.
#882 Posted 07 August 2009 - 11:08 AM
Not a second sooner.
#883 Posted 07 August 2009 - 11:12 AM
DeeperThought, on Aug 7 2009, 02:50 PM, said:
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.
#884 Posted 07 August 2009 - 12:30 PM
#886 Posted 07 August 2009 - 01:12 PM
#887 Posted 07 August 2009 - 02:10 PM
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
#888 Posted 07 August 2009 - 04:11 PM
TX, on Aug 7 2009, 01:30 PM, said:
Thanks. Now we have a build we can distribute with WGR2, even if Polymer isn't released yet.
#890 Posted 08 August 2009 - 12:50 AM
#891 Posted 08 August 2009 - 01:42 AM
#893 Posted 08 August 2009 - 07:49 AM
KillerBudgie, on Aug 8 2009, 02:42 AM, 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.
#894 Posted 08 August 2009 - 08:19 AM
#895 Posted 08 August 2009 - 08:57 AM
DeeperThought, on Aug 8 2009, 04:49 PM, said:
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.
#896 Posted 08 August 2009 - 01:24 PM
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
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
#897 Posted 08 August 2009 - 01:43 PM
#898 Posted 08 August 2009 - 01:51 PM
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
#899 Posted 08 August 2009 - 04:14 PM
#900 Posted 08 August 2009 - 04:19 PM
TX, on Aug 8 2009, 05:14 PM, said:
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.