EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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.
#901 Posted 08 August 2009 - 05:03 PM
Quote
g_errorLineNum: 0, g_tw: 0
UDP network uninitialized successfully
I also get the crash after the loading screen.
#902 Posted 08 August 2009 - 06:07 PM
Mr.Flibble, on Aug 8 2009, 10:03 PM, said:
It can be:
1) You are using GIF based textures, which unfortunatelly has an error on Eduke32 reading (at least you can replace with PNG, with 256 colors palette if you want)
2) The game crashes for me if there is missing a texture defined in DEFs
This is where it us more usual
#903 Posted 08 August 2009 - 06:38 PM
I thougth it was about which polymer version i were using, but i´ve already tryed to move back to an old version without luck. Any idea?
Adding SE 49/50 lights without the need of setting its x-y-z vel values is easy, so if for some reason it has been changed lately, i suggest to allow mappers to add lights this way.
#904 Posted 08 August 2009 - 07:21 PM
try to make it 200 200 225 for a slight blue shade if the surroundings are metallic, and a 200 200 180 works nice as a soft yellow which is nicer on brick/stone.
as for priority and sector splitting with multiple point lights
eg
even if your sector does not need those sectors you should split them so the light will sit properly and also boost your frame rate.
This post has been edited by DanM: 08 August 2009 - 07:28 PM
#905 Posted 09 August 2009 - 01:45 AM
#906 Posted 09 August 2009 - 04:35 AM
I am using the latest HRP (to my knowledge) and I don't think it has any GIFs or errors in the DEF code.
It crashes when it starts to load the 3D stuff so there is probably something wrong with that...
#907 Posted 09 August 2009 - 05:37 AM
DanM, on Aug 9 2009, 12:21 AM, said:
try to make it 200 200 225 for a slight blue shade if the surroundings are metallic, and a 200 200 180 works nice as a soft yellow which is nicer on brick/stone.
as for priority and sector splitting with multiple point lights
eg
even if your sector does not need those sectors you should split them so the light will sit properly and also boost your frame rate.
Thanks for your advice, i will put in practice your tips to see if i get how it looks.
However, and put aside eyecandy, allowing mappers to use light 0 0 0 as a ligth 255 255 255 (pure white both, since black light doesnt exist in world) is plain simplicity since it´s way easier to set a light 0 0 0 from the 3d view than finding every SE 49 sticked into a millon of sprites and giving to it the proper values.
About using barely coloured lights, i´ve experimented high slowdowns in the fps counter myself. It´s this a common thing? for other engines i work white lights are always cheaper than coloured lights.
#908 Posted 09 August 2009 - 06:55 AM
but as for lights i find right shift + insert is the best way to mass produce them.
#909 Posted 09 August 2009 - 05:47 PM
#910 Posted 09 August 2009 - 09:13 PM
TX, on Aug 9 2009, 06:47 PM, said:
I just went 25 minutes with no crash. It only crashed when I quit the game (it always does that, and has been doing that for about a month).
#911 Posted 09 August 2009 - 09:49 PM
DeeperThought, on Aug 10 2009, 05:13 PM, said:
Can't say that happens here.
#912 Posted 09 August 2009 - 11:20 PM
BTW i think i scored more FPS by simply putting eduke32.exe as something ffdshow cant use.
with every new eduke32 build i delete all cache files and the eduke.cfg aswell, you can leave the binds
#913 Posted 10 August 2009 - 09:44 AM
I've also noticed that PLR_MORALE does not override the displayed armor amount in TX's modern HUD.
Another thing is that the quotes displayed for inventory items are off, so that the medkit says "STEROIDS", the steroids say "HOLODUKE", and so on, until the boots say "AUTO AIMING".
This post has been edited by Hendricks266: 10 August 2009 - 09:45 AM
#914 Posted 17 August 2009 - 04:18 AM
i just found the SVN for polymer HRP so im downloading that now.
If i didn't have a massive exam coming up in September ( CCIE ) i would gladly help on the conversion of those plane old boring textures
out of all the old game modding communities going around this one seems to be making massive strides.
cheers
This post has been edited by itsmydamnation: 17 August 2009 - 04:31 AM
#915 Posted 17 August 2009 - 06:01 AM
Now where's that polymer lightmaps pack... I've had it and lost it before, but where the heck did I get it from?
#916 Posted 17 August 2009 - 06:23 AM
SkullHacker, on Aug 18 2009, 12:01 AM, said:
Now where's that polymer lightmaps pack... I've had it and lost it before, but where the heck did I get it from?
there is maphack with lightmaps on the polymer HRP source but it looks like only the first level is done:
https://svn.eduke32.com/polymer_hrp/
#917 Posted 17 August 2009 - 07:07 AM
#918 Posted 17 August 2009 - 03:14 PM
#919 Posted 17 August 2009 - 05:57 PM
I was reading that there is currently a maximum of 5 light sources that can be cast on a surface and this in the future would likely be tied to a configurable setting under renderrer settings in the future. well if you do that i would also think it would be useful to be able to conditionally use light sources based on this value set.
so for example set you define 3 settings low, medium, high. low has 3 lights per surface , medium has 6 lights per surface and high has 10 lights per surface.
now imagine a room that has a bunch of lights(not light sources) in it,
for low you might just want to define one strong light source in the room to light the entire room. where as on medium you might have 3 or 4 weaker light sources and high even more. it would also make sense to be able to define a light source that can be used for multipule settings where there are cases where there would be the same lighting requirement regardless of the configurable setting set.
This gives people who put in the time and effort to make very detailed lighting setups but not remove an entire chuck of users whos machines cant handle it.
ps: is there anywhere that documents the features of the eduke32 /polymer engine/renderrer particularlly around textureing filtering/mapping etc and the ligthing side of things, im keen to do some research into these different aspects and contribute something to a project thats doing some kick arse work!
Cheers

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