EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#980 Posted 20 September 2009 - 05:33 AM
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
#981 Posted 20 September 2009 - 06:01 AM
commands and variables, etc..
Gambini, on Sep 20 2009, 03:33 PM, said:
Not that I would know of
#982 Posted 20 September 2009 - 12:39 PM
#983 Posted 20 September 2009 - 02:34 PM
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.
#984 Posted 20 September 2009 - 03:44 PM
#985 Posted 20 September 2009 - 06:02 PM
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
#986 Posted 23 September 2009 - 04:21 AM
Tea Monster, on Sep 4 2009, 02:02 PM, said:
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.
#987 Posted 28 September 2009 - 06:23 AM
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.
#988 Posted 28 September 2009 - 03:53 PM
DavoX, on Sep 29 2009, 12:53 AM, said:
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
Change those in eduke32.cfg. Worked for me
This post has been edited by Sobek: 28 September 2009 - 03:53 PM
#989 Posted 30 September 2009 - 08:37 PM
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.
#990 Posted 30 September 2009 - 09:10 PM
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
#991 Posted 30 September 2009 - 09:30 PM
on my maps anyway, havnt tried the original game.
its a dx10 card so it should be new enough to provide some descent performance
#992 Posted 01 October 2009 - 06:25 AM
#993 Posted 01 October 2009 - 07:00 AM
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
#994 Posted 01 October 2009 - 09:52 AM
...almost...
now It quits when it loads next level!
#995 Posted 04 October 2009 - 10:31 AM
#996 Posted 05 October 2009 - 01:29 AM
#997 Posted 05 October 2009 - 05:17 AM
Piano Man, on Oct 5 2009, 11:29 AM, said:
Those where hard coded hacks. There is no way to use those effects yet.
#998 Posted 11 October 2009 - 01:49 PM
#999 Posted 13 October 2009 - 04:16 PM
#1000 Posted 15 October 2009 - 06:11 AM
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?
#1001 Posted 15 October 2009 - 09:19 AM
Commando Nukem, on Oct 14 2009, 01:16 AM, said:
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:
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?
#1002 Posted 15 October 2009 - 09:22 AM
#1003 Posted 15 October 2009 - 09:48 AM
#1004 Posted 15 October 2009 - 09:49 AM
Attached File(s)
-
eduke32.log (5.88K)
Number of downloads: 1147
This post has been edited by High Treason: 15 October 2009 - 09:49 AM
#1005 Posted 15 October 2009 - 10:11 AM
#1007 Posted 17 October 2009 - 03:03 AM
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
Posted during my post! My post may be obseleate then.
This post has been edited by Chip: 17 October 2009 - 03:07 AM
#1008 Posted 17 October 2009 - 08:48 AM
Chip, on Oct 17 2009, 04:03 AM, said:
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
#1009 Posted 19 October 2009 - 05:17 AM
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.

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