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

User is offline   Master Fibbles 

  • I have the power!

#901

Quote

Fatal Signal caught: SIGSEGV. Bailing out.
g_errorLineNum: 0, g_tw: 0
UDP network uninitialized successfully


I also get the crash after the loading screen.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#902

View PostMr.Flibble, on Aug 8 2009, 10:03 PM, said:

I also get the crash after the loading screen.
I have take that error several times.

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
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User is offline   Gambini 

#903

Ok, so i´ve placed SE 49 as lights in a map of mine, for some reason sometimes the lights that have no xyzvel values just wont cast any light, while the ones where i set a value in these fields, work. Maybe i´m supposed to tag all the SE ligths with these values in 255 255 255 to get a white light, but the curious thing is that sometimes they DO work as normal lights and some other times they dont.

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.
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User is offline   Stabs 

#904

i highly recommend you manually set light values and not use straight white, even for reds you should use a 100 1 1 not 100 0 0, just playing around with the lights over the past few months i have found they all sit and work nicer with manual values.

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

Attached Image: priority.jpg

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

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#905

Can someone send me a newer (compiled) version of e-duke with polymer? My version is really, really old!
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User is offline   Master Fibbles 

  • I have the power!

#906

ILovefoxes:
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...
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User is offline   Gambini 

#907

View PostDanM, on Aug 9 2009, 12:21 AM, said:

i highly recommend you manually set light values and not use straight white, even for reds you should use a 100 1 1 not 100 0 0, just playing around with the lights over the past few months i have found they all sit and work nicer with manual values.

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

Attachment priority.jpg

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.
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User is offline   Stabs 

#908

hmm ill have to see what a pure vanilla white offers, i really havnt really used them in months

but as for lights i find right shift + insert is the best way to mass produce them.
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User is offline   TerminX 

  • el fundador

  #909

Can anyone building from svn verify that the latest commits fix the crashes after playing for 20 minutes or so? It's a good thing EDuke32 mods are so damn fun :blink: or else these crashes after an extended period of time would really be a pain in the ass to debug.
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User is offline   Danukem 

  • Duke Plus Developer

#910

View PostTX, on Aug 9 2009, 06:47 PM, said:

Can anyone building from svn verify that the latest commits fix the crashes after playing for 20 minutes or so? It's a good thing EDuke32 mods are so damn fun :blink: or else these crashes after an extended period of time would really be a pain in the ass to debug.


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).
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#911

View PostDeeperThought, on Aug 10 2009, 05:13 PM, said:

It only crashed when I quit the game (it always does that, and has been doing that for about a month).


Can't say that happens here.
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User is offline   Stabs 

#912

as for me the only crashes ive had are going back into mapster from an autosave.map test, cant really pinpoint it to anything.

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
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User is online   Hendricks266 

  • Weaponized Autism

  #913

I've noticed that after I F10 out of the game, it sometimes segfaults after the binds are written and DirectDraw is uninitialized.

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

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#914

i just signed up to say, GREAT F***ING WORK!! last time i looked at Duke 3d/HRP was well over a year ago, a lot has changed! i complied the latest SVN for Eduke and its working brilliantly 99% of the time (i get about 600 frames a sec) , had one game crash in about 6 hours of play ( i have a heavily overclocked 4850) and an occasional long pause when picking up a new gun (only seemed to happen with duke plus guns) .

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 :blink: . If i pass in September and help is wanted i would most certainly chip in, not that i have any idea what im doing but im a quick learner.

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

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#915

I just succesfully compiled my first build ever. :D Played E1L1 and E2L1. Seems to work perfectly. A lot of 'tesselation errors' in the console though, whatever the fuck that means, and I just had a strange bug in E1L1 in which all polymer lights just dissapeared, but came back when I restarted the level. :blink:

Now where's that polymer lightmaps pack... I've had it and lost it before, but where the heck did I get it from?
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#916

View PostSkullHacker, on Aug 18 2009, 12:01 AM, said:

I just succesfully compiled my first build ever. :D Played E1L1 and E2L1. Seems to work perfectly. A lot of 'tesselation errors' in the console though, whatever the fuck that means, and I just had a strange bug in E1L1 in which all polymer lights just dissapeared, but came back when I restarted the level. :blink:

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/
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User is offline   z0mb1e 

#917

where is everyone getting a polymer build? can someone send me one?
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User is offline   Danukem 

  • Duke Plus Developer

#918

Polymer does not support the view distortion that occurs in the other renderers when the player changes y size (from shrinking or growing). I hope it is added, because that effect is useful.
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#919

hi i have been reading though this thread i have something to suggest, maybe you already planned something along these lines or maybe it can already be done, i dont know because i haven't really looked into yet it.

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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User is online   Hendricks266 

  • Weaponized Autism

  #920

That's a really good idea.
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User is offline   TerminX 

  • el fundador

  #921

There's already a cvar that controls how many lights can be cast on a plane at once, and there's already a light priority system in place as well as another cvar which controls which priority levels of lights to render. Eventually they will be exposed in new menus. What more is needed?

So yeah, this is one of those things we've already thought of/already implemented.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#922

R_PR_MAXLIGHTPASSES

Equals five by default. Increase the value if you want more lights as such.

This post has been edited by The Commander: 18 August 2009 - 09:45 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#923

Hmm, back to the hard-coded sprite lightning question.

I just don't feel right to it not been through DEFs... May I ask if it was implemented that way because:

1) That's the better way found;
2) Couldn't figure which commands and how it would be defined through DEFs;
3) Beyond current coders ability or not worth time and effort;

This post has been edited by Ilovefoxes: 19 August 2009 - 02:29 AM

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#924

I just had a small idea, and it wouldn't only be a good thing in the Polymer version.
A lot of people (me included) don't realise you need OpenAL for the High Res music at first. Perhaps a link could be added to EDuke32 startup screen, perhaps it will only show up if OpenAL is not installed, it could have text like "OpenAL not installed, High Res music will not work, Click Here to get OpenAL" or something.

Just a thought.
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User is offline   lycanox 

#925

Doesn't it already do that in the log?
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#926

View Postlycanox, on Aug 21 2009, 04:11 PM, said:

Doesn't it already do that in the log?


Yes, but not everybody reads that or even knows it is there.
It's probably in the ReadMe somewhere as well, but i expect that few people read that either.
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User is offline   TerminX 

  • el fundador

  #927

OpenAL isn't required anymore in EDuke32 2.0. That hack has been removed for good.
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User is offline   Jimmy 

  • Let's go Brandon!

#928

Hurray!
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#929

Nice one! now we don't have to worry about OpenAL any more :blink:

That would explain why the Vorbis music was working on my server when i was sure there was no OpenAL on there - I just assumed i must have installed it ages ago and forgotten.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#930

This is something I think is up for a non-8bit renderer.

Just that screen tints affects the entire screen, including status bar and menus.

Posted Image

Although it was removed from console port, since they don't use a palette limit

Posted Image Posted Image

I suppose this is something that should be there, no?

1) Anything draw with rotatesprite should not be affected with it, excluding weapons (EVENT_DRAWWEAPON or EVENT_DISPLAYWEAPON).
2) Or if it was hard-coded so that the default stats bar won't be affected, and there was a orientation flag that would get rid of screen tinting.

This post has been edited by Ilovefoxes: 25 August 2009 - 02:30 AM

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