Duke4.net Forums: EDuke32 2.0 and Polymer! - Duke4.net Forums

Jump to content

  • 213 Pages +
  • « First
  • 32
  • 33
  • 34
  • 35
  • 36
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Gambini 

#980

Mmmmh.... The brightness in Mapster32 suddently changed big time. I´m not talking about the brightness scale, i always set it to 1 in order to avoid fucking up the desktop´s brightness if Mapster crashes. The only thing where i messed up is the eduke32´s gama and ambient light scale, but nothing to do with Mapster :S

Is it possible that mapster takes some brightness values from the same eduke32 configuration file? If not what the hell happened? I didnt update any file or such. Is not that it´s a big problem but it is indeed something mysterious.

This post has been edited by Gambini: 20 September 2009 - 05:34 AM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#981

Wrote up some documentation for Mapster-script: main page,
commands and variables, etc..

View PostGambini, on Sep 20 2009, 03:33 PM, said:

Is it possible that mapster takes some brightness values from the same eduke32 configuration file?

Not that I would know of :o . It parses game.con to get the sound definitions, but that's completely unrelated.
0

User is offline   Jimmy 

  • Outta jail, back in rehab

#982

I think it's possible you might be running software on one program, and 32-bit on the other. I'm not sure, I haven't used 32-bit in ages, but I do know they used to be vastly different.
0

User is offline   Gambini 

#983

That´s true but i would not post before checking :o

I´m talking about 8bits vs 8bits. It´s something weird, in the section of the map where before i was using brightness scale 1, now i have to use brscale 7 to get the same brigthness.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#984

I think I understand what you mean, the editor and the game doesn't have the same shading?
0

User is offline   Gambini 

#985

No, mapster today and mapster yesterday dont have the same brightness level. And no, i didnt change anything nor edited any cfg file.

EDIT: Even more mysterious: now mapster works as at the beginning. I think it has to be something with whether i start the editor after playing the game or before (because i just opened a new windows session and the problem seems to be reset).

I´m switching from -Dukeplus 32bits Fullscreen- to -vanilla duke 8bits windowed- from a moment to another, between Mapster sessions.

This post has been edited by Gambini: 20 September 2009 - 06:09 PM

0

User is offline   Plagman 

  • Former VP of Media Operations

#986

View PostTea Monster, on Sep 4 2009, 02:02 PM, said:

Hey, I was thinking of building a part of a level out of an MD3 model (UTIII style!) and I was considering that putting in all the blocking sprites to make parts of it block the player's progress would take the better part of a million years.

Would there be any chance at all that someone could put an auto-blocking feature for imported MD3 meshes into EDuke32? So that if a blocking tag was activated on the sprite and you had put a model in there, the player would not be able to cross into the space of the model. But it wouldn't work on the sprite, but on the actual mesh of the MD3.

You could, for example, build a shattered office building, HL2 style in Blender or Max and have it be part of the level as the player would be able to stand on the floors and pass through the doors of the MD3 model that you had made of the building


Sorry, but I don't think that's a good idea; this is still the BUILD engine, not a quake-style engine (like UE3 and Source are). Building maps from arbitrary meshes requires heavy pre-processing of the map to calculate potentially visible sets and removes any possibility of altering the level during gameplay - the sector/wall paradigm will stick and models should be restricted to entities inside these sectors. Sure, proper collision detection with models will be there in the end but trying to use them as maps would just be pretending we're working with another engine.

Similarly and to reply to DanM, baked lighting is also going the wrong way. Point lights will be able to cast shadows in the end, but these'll still be dynamic and come with a performance price, pretty much like what Doom 3 did with lighting.
0

User is offline   DavoX 

  • Honored Donor

#987

First of all I'd like to congratulate the Eduke32 guys for the new Polymer release!

Now, I have a small request... I work on the weekdays so I don't have time to map but I could do that on weekends at my gf's house. The problem is that her computer doesn't have sound and it seems Eduke32 doesn't start up if there's no sound. Is there any way to at least be able to test what I map in mapster32 using Eduke32 without sound?

Thanks in advance.
0

User is offline   Sobek 

  • There's coffee in that nebula!

#988

View PostDavoX, on Sep 29 2009, 12:53 AM, said:

First of all I'd like to congratulate the Eduke32 guys for the new Polymer release!

Now, I have a small request... I work on the weekdays so I don't have time to map but I could do that on weekends at my gf's house. The problem is that her computer doesn't have sound and it seems Eduke32 doesn't start up if there's no sound. Is there any way to at least be able to test what I map in mapster32 using Eduke32 without sound?

Thanks in advance.


To quote TX from a ways back over on 3drealms;

Quote

try setting "FXDevice" and "MusicDevice" to -1


Change those in eduke32.cfg. Worked for me :o

This post has been edited by Sobek: 28 September 2009 - 03:53 PM

0

User is offline   John Locke 

#989

Hi everybody!

I have big problem with eDuke+HRP (with and without Polymer). The models are totally buggy, and the FPS is very variable. I once used HRP and it ran perfectly.

Some screenshots with and without models in HRP+polymer:

My PC config: 3Ghz Intel Dual Core, 2*1GB RAM, ASUS ATI Radeon HD 2600XT.
0

#990

Weird problems. Polymer doesn't always tile textures (especially 2D Sprites) properly on occasions, which might cause some bugs. Also you might want to try deleting the Texture Cache from your duke folder, delete the files named "textures" and "textures.cache" and try running it, that might fix it, that's all I can think of - note that the game might take longer to load levels the first time you play after the texture cache has been deleted, this is normal.

If the problems persist, it might, and only might be the graphics card not being up to scratch, Polymer can have problems with ATi cards, and I don't know anything about the Radeon 2600 series (or anything about most ATi cards, I'm an nVidia man myself), but i think the 2600 is new enough.

This post has been edited by High Treason: 30 September 2009 - 09:11 PM

0

User is offline   Stabs 

#991

iam running pretty much that exact same setup at work and it runs like a slideshow :o
on my maps anyway, havnt tried the original game.

its a dx10 card so it should be new enough to provide some descent performance
0

User is offline   John Locke 

#992

Anyway I tried out the previous eDuke and it works correctly with HRP, there are no graphical bugs, but with the new one with and without polymer it s*cks. And if I switch off models it also bad, but better a little bit.
0

User is offline   Chip 

#993

Before Polymer - with the latest official release and perhaps a few befoe it I would have texture problems on those that were some distance away form the player. Disabling Open GL texture compression solved my issue.
The thing is though, it was fine with past builds but those more recent ones started having that problem....and its still there today but of course I have that Open GL texture compression disabled so I don't see it. (I have an ATI card)

This post has been edited by Chip: 01 October 2009 - 07:00 AM

0

User is offline   John Locke 

#994

I did it I used r_vbos console command then I set and other thing, I restarted the game then now it works...

...almost...

now It quits when it loads next level! :o
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#995

Hey, would there someday have an settwall feature, just like settspr? Cause for what I can see, especially for Parental Lock, there is an temporary feature for walls and sectors. Or I am wrong?
0

User is offline   Piano Man 

#996

Interesting question - now that we've got the spotlights and light emitters... how do we make the reflective floors seen in some of the early April screenshots???
0

User is offline   Parkar 

  • Honored Donor

#997

 Piano Man, on Oct 5 2009, 11:29 AM, said:

Interesting question - now that we've got the spotlights and light emitters... how do we make the reflective floors seen in some of the early April screenshots???


Those where hard coded hacks. There is no way to use those effects yet.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#998

Not that important, but what about renaming 'water.map' to '_eduke32.map' so it fit the other demo maps ('_SE', '_ST' and '_ZOO')?
0

User is offline   OpenMaw 

  • Judge Mental

#999

Is there a way to replace the Duke RTS sounds with high quality ogg files?
0

User is offline   Chip 

#1000

Something I thought up yesterday while rummerging through my many screen shots - could Eduke32 save all screenshots into a folder instead of just chucking them into the roort directory?
I just think it makes things to cluttered when the main directory floods with many pictures taken from the game which I end up moving into my own created "screenshots" folder so could we cut out the middle man and save straight to a folder?
0

#1001

 Commando Nukem, on Oct 14 2009, 01:16 AM, said:

Is there a way to replace the Duke RTS sounds with high quality ogg files?


I've never tried, but it might be worth trying to make an .RTS with ogg files of the same name as the .voc files, seeing as doing that with sounds seems to work. I don't know what software you'd use though, I think Game Extractor could do it (here it is) but I'm not entirely certain.


 Chip, on Oct 15 2009, 03:11 PM, said:

Something I thought up yesterday while rummerging through my many screen shots - could Eduke32 save all screenshots into a folder instead of just chucking them into the roort directory?
I just think it makes things to cluttered when the main directory floods with many pictures taken from the game which I end up moving into my own created "screenshots" folder so could we cut out the middle man and save straight to a folder?


If we get any such feature, would it be possible to add a line to the .cfg file to change the directory? like say, it defaults to a directory "Screenshots" but we could edit the line to anything else we wanted?

-----

Anyhow, I'm having some problems, I can't get polymer working on my GeForce FX5500, I tried -forcegl on it, but it still just says my card isn't supported in the log, which is wrong, because it used to work fine (although I know it supposedly doesn't) so maybe we need an override command line to force polymer enabled?
0

User is offline   Plagman 

  • Former VP of Media Operations

#1002

Please use the glinfo command in the console then pastebin the log.
0

#1003

If I remember correctly; Polymer requires a GeForce 6 series card or better w/ Shader Model 3.
0

#1004

Ok, this is my log;

Attached File(s)



This post has been edited by High Treason: 15 October 2009 - 09:49 AM

0

User is offline   Plagman 

  • Former VP of Media Operations

#1005

Your card doesn't support non-power-of-two textures, so polymer won't work properly in its current state. Some textures will have weird repeating artifacts. If you really want to use it, comment the code that prints the error message and returns from polymer_glinit().
0

User is offline   TerminX 

  • el fundador

  #1006

Revision 1534 has been released as a new snapshot.
0

User is offline   Chip 

#1007

I noticed something the other day which I don't know if its normal or not.
During playing the game I then paused it, and then minimized it (so I'm back at desktop but without the game closed down but it was paused) I then opened up task manager to see how much memory Eduke32 was using which was like 500 odd MB......but the interesting part was that every second it was being increased by 200KB (1MB every 5 seconds / 12MB every minute) Er... is this normal? I only tested for 1 minute but does this actually stop?


*edit*

Quote

Revision 1534 has been released as a new snapshot.


Posted during my post! My post may be obseleate then.

This post has been edited by Chip: 17 October 2009 - 03:07 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#1008

 Chip, on Oct 17 2009, 04:03 AM, said:

Posted during my post! My post may be obseleate then.


It's not, the memory leak still exists in the latest snapshot. For me the rate isn't constant and isn't as high as yours, but it is there (I was playing the WGR2 TC using Polymost). I started at 50MB and it was using 125MB after about 10 minutes of gameplay. It keeps growing even if you change maps.

EDIT: Apparently it happens even with sound off, but I have to go and don't have time to do more testing.

This post has been edited by DeeperThought: 17 October 2009 - 08:59 AM

0

User is offline   HellFire 

#1009

I have a little feature request that other mappers will find usefull too... maybe an cstat value that completely removes any sprite AND his coded effect if polymer is being used. This could be used mainly to make your map look good in all renderers. This could be used in two ways:
1- You know the old trick that uses sprites with pal 4 to make shadows? With that special flag enabled these sprites would be rendered only in polymost and classic mode, in polymer an shade would be cast by an light source and would look much better.
2- In the future we will probably have an method to make flashing lights in polymer so we need a way to deactivate the sector based flashing lights (SE with lotag 4) and maybe even cyclers, with this method you could simply put the flag in these sprites and they wouldnt be rendered in polymer, cause in polymer youre able ( well, in future i think we will ..) to do the same kind of lightning but all dynamic using polymer.
Note that im not talking about the 8192 flag.
0

Share this topic:


  • 213 Pages +
  • « First
  • 32
  • 33
  • 34
  • 35
  • 36
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options