EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#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?
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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)
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eduke32.log (5.88K)
Number of downloads: 938
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.
#1011 Posted 20 October 2009 - 10:34 AM
Ilovefoxes, on Oct 20 2009, 08:53 AM, said:
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.
#1012 Posted 21 October 2009 - 02:14 AM
#1014 Posted 26 October 2009 - 03:17 AM
http://img18.imagesh.../3601/duker.jpg
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" ?
#1015 Posted 27 October 2009 - 01:45 PM
This post has been edited by BuddhaMaster: 27 October 2009 - 05:41 PM
#1016 Posted 27 October 2009 - 03:25 PM
BuddhaMaster, on Oct 27 2009, 10:45 PM, said:
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.
#1017 Posted 27 October 2009 - 05:43 PM
Parkar, on Oct 28 2009, 12:25 AM, said:
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
#1018 Posted 27 October 2009 - 05:56 PM
BuddhaMaster, on Oct 27 2009, 06:43 PM, said:
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.
#1019 Posted 27 October 2009 - 06:32 PM
Commando Nukem, on Oct 28 2009, 02:56 AM, said:
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)...
#1020 Posted 30 October 2009 - 06:06 AM
zchri9, on Oct 21 2009, 03:32 AM, said:
Screenshot is about 1mb~
Fucking great!