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

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
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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.
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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

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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
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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?
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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???
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User is offline   Parkar 

  • Honored Donor

#997

View PostPiano 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.
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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')?
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User is offline   OpenMaw 

  • Judge Mental

#999

Is there a way to replace the Duke RTS sounds with high quality ogg files?
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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?
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#1001

View PostCommando 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.


View PostChip, 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?
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User is offline   Plagman 

  • Former VP of Media Operations

#1002

Please use the glinfo command in the console then pastebin the log.
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#1003

If I remember correctly; Polymer requires a GeForce 6 series card or better w/ Shader Model 3.
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#1004

Ok, this is my log;

Attached File(s)



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

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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().
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User is offline   TerminX 

  • el fundador

  #1006

Revision 1534 has been released as a new snapshot.
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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

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User is online   Danukem 

  • Duke Plus Developer

#1008

View PostChip, 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

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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.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1010

Is it possible to disable this status bar stage?

Posted Image
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User is offline   OpenMaw 

  • Judge Mental

#1011

View PostIlovefoxes, on Oct 20 2009, 08:53 AM, said:

Is it possible to disable this status bar stage?

Posted Image


As I recall, all you have to do is make the graphics really really small in the art files, or make a dummy tile for it of 0 0, or something.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1012

That will only adjust the sacale of the screen. It will not remove that stage of the status bar (where you have the full status bar but can see the background).
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User is offline   zchri9 

  • Honored Donor

#1013

http://i38.tinypic.com/2vm97gz.jpg
Screenshot is about 1mb~
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User is offline   OpenMaw 

  • Judge Mental

#1014

I've encountered a problem and im hoping it can be addressed...

http://img18.imagesh.../3601/duker.jpg

Posted Image

Whats happening here is Polymer seems to be rendering back faces. This is a problem for me as I am trying to do a bit of a stylised thing here (Psuedo cel-shaded jazz) and if I try to run Polymer it draws all the faces. Polymost doesnt. Can this be "fixed" ? :o
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#1015

quick question: should I see normal-maps with current HRP 4.1.1 and "polymer update" pack (about 247mb) ?

This post has been edited by BuddhaMaster: 27 October 2009 - 05:41 PM

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User is offline   Parkar 

  • Honored Donor

#1016

View PostBuddhaMaster, on Oct 27 2009, 10:45 PM, said:

quick question: should I see normal-maps with current HRP 4.1.1 and "polymer update" pack (about 247mb) ?

i.e. the canyon rock texture got a normal-map, but I dont notice any bumping. Btw the normal map looks very wrong


I asume you are viewing the normal map without removing the alpha layer. The heightmap is stored in the alpha layer so you have to remove it first to see just the normal map.

You should not install both the latest HRP and the polymer update as the polymer "update" pack is not an update, it's the whole thing.
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#1017

View PostParkar, on Oct 28 2009, 12:25 AM, said:

I asume you are viewing the normal map without removing the alpha layer. The heightmap is stored in the alpha layer so you have to remove it first to see just the normal map.

You should not install both the latest HRP and the polymer update as the polymer "update" pack is not an update, it's the whole thing.


file polymer_hrp.zip 291mb, delete ?

But there are all normal maps inside. I don't see any in the 4.1.1 hrp pack

This post has been edited by BuddhaMaster: 27 October 2009 - 05:46 PM

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User is offline   OpenMaw 

  • Judge Mental

#1018

View PostBuddhaMaster, on Oct 27 2009, 06:43 PM, said:

file polymer_hrp.zip 291mb, delete ?

But there are all normal maps inside. I don't see any in the 4.1.1 hrp pack


You only need the polymer pack.
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#1019

View PostCommando Nukem, on Oct 28 2009, 02:56 AM, said:

You only need the polymer pack.


um it's working. but I had to extract the polymer pack to get the folder 'highres' one level back in folder structure (there was a additional base folder)...
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User is offline   Hellbound 

#1020

View Postzchri9, on Oct 21 2009, 03:32 AM, said:

http://i38.tinypic.com/2vm97gz.jpg
Screenshot is about 1mb~


Fucking great!
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