
EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2401 Posted 21 August 2011 - 12:30 AM
Because if it can be changed so that the light SEs will move with the two way train, it'd be very, very useful to pull off some really neat effects.
#2402 Posted 21 August 2011 - 01:24 AM
#2403 Posted 21 August 2011 - 02:51 AM
http://youtu.be/l_zp_8qtRa0
Why the media function isn't working I do not know.
Edit: that was with a pretty recent if not the latest revision. (Downloaded yesterday or today).
This post has been edited by Micky C: 21 August 2011 - 03:11 AM
#2404 Posted 21 August 2011 - 10:42 AM
Micky C, on 21 August 2011 - 02:51 AM, said:
It probably doesn't support the youtu.be shortened links.
#2405 Posted 22 August 2011 - 01:26 PM
Initializing Polymer subsystem...
PR : Your video card driver/combo doesn't support the necessary features!
PR : Disabling Polymer...
Rendering method changed to polygonal OpenGL
I want to note that I was able to use polymer on this PC. But I changed the GPU from a Gforce 210 to a 8800 GT. Now it doesn't work. (Bear in mind that the 8800 GT was from another computer that DID have polymer activated as well.)
I installed the latest drivers too.
EDIT: After checking, my stadium map works with polymer but Eddy's Quake MOD doesn't... weird...
EDIT 2 : I used the old stadium Eduke32 and now Eddy's mod works with polymer.
This post has been edited by DavoX: 22 August 2011 - 01:31 PM
#2406 Posted 22 August 2011 - 01:39 PM
Please attach the full log after running the `glinfo` command in the console.
#2407 Posted 22 August 2011 - 01:57 PM
#2408 Posted 22 August 2011 - 03:56 PM
Plagman, on 22 August 2011 - 01:39 PM, said:
Please attach the full log after running the `glinfo` command in the console.
That build works perfect

#2409 Posted 28 August 2011 - 11:31 AM
#2410 Posted 28 August 2011 - 11:46 AM
TX, on 28 August 2011 - 11:31 AM, said:
YEAH I TRIED IT AND ITS FINALLY FIX THE CRASH\STUCK\"MEMORY LEAKING" WITH ATI DRIVERS!!!!!! FINALLY!!!!!! ITS AWESOME GO PLAGMAN +999999999 ROCK THE WORLD MAN
AND ITS ALSO IMPROVES PERFORMANCE!!!!!!!!!!!!!! ITS AWESOME!!!!!!!!!!!!!!! ! PLAGMAN FTW!!!
This post has been edited by djdori11: 28 August 2011 - 11:46 AM
#2411 Posted 28 August 2011 - 11:54 AM

#2413 Posted 28 August 2011 - 11:57 AM
TX, on 28 August 2011 - 11:31 AM, said:
That's great... now I need someone to compile it for Mac so I can test that out.
This post has been edited by Tetsuo: 28 August 2011 - 06:42 PM
#2414 Posted 29 August 2011 - 07:19 PM
TX, on 28 August 2011 - 11:31 AM, said:
Cool, shame the shadows are still broken with ATI though.
#2415 Posted 29 August 2011 - 07:22 PM
#2416 Posted 29 August 2011 - 07:26 PM
#2417 Posted 30 August 2011 - 04:18 PM
#2418 Posted 30 August 2011 - 04:25 PM
#2419 Posted 30 August 2011 - 05:36 PM
Plagman, on 29 August 2011 - 08:30 PM, said:
I post this here in case you missed my comment on the other forum.
Attached File(s)
-
TROR test.zip (2.42K)
Number of downloads: 516
#2420 Posted 30 August 2011 - 06:30 PM
Plagman, on 30 August 2011 - 04:25 PM, said:
It shouldn't be rocket science but I'm failing to build it. I tried downloading the latest SVN source code you have on your synthesis site and compile it on the Mac as best as I can... I even made sure I installed sdl via macports just in case it doesn't look for the sdl framework (which I do have installed) and prefers the more unix way:
The parts that catch my eye are the no such file or directory after it says it succeeded but I tried making a folder of the same name as those files but it then errors out saying those are folders (well obviously). It's not exactly obvious what to do about it. No binaries show up anywhere despite it saying it succeeded. Although it seems as though it failed to build actually and since it did there's no end file to copy.
There's also errors like
Quote
Also I don't find an apple directory or the line that it says to edit in this part here:
Quote
So it may be easy peasy but I guess I'm missing something obvious that I should be seeing so very easily.
I even downloaded the latest (albeit highly outdated by now) source from Rheonie and followed that instruction and even then it failed but this time with even more errors because you have to choose a specific SDK from the makefile.shared and it only goes up to 10.5. His doesn't even support compiling on/for 10.6+ (xcode 4 for 10.7 only includes 10.6 and 10.7 SDK's) or 64-bit. But that's not the version I want anyway. Like I said his version is outdated by now and I want the latest compiled.
This post has been edited by Tetsuo: 30 August 2011 - 08:09 PM
#2421 Posted 31 August 2011 - 12:33 AM
#2422 Posted 31 August 2011 - 01:14 AM
I tried grabbing sdlmain.h out of the SDL framework and the SDLMain.m from the SDL light development kit previous to you posting that but that didn't seem to work. I tried grabbing sdlmain.h from the newest available build from rhoenie's site and put it in the main folder alongside the sdlmain.m from the developer lite package as i couldn't find a sdlmain.m in that source and it still didn't work. Just gave the same error.
Rhoenie's source tarballs do have apple directories but they are so out of date it defeats the purpose which is to get the latest compiled for Mac. Also I can't find SDLMain.m in them either. But I could find .h and like I said I tried putting that in the main folder on the newer source and it didn't work for me.
This post has been edited by Tetsuo: 31 August 2011 - 01:53 AM
#2423 Posted 31 August 2011 - 04:40 AM
#2424 Posted 31 August 2011 - 11:41 AM
Quote
collect2: ld returned 1 exit status
Failed linking executable eduke32!
And if I try polymer-perf I get the additional:
Quote
/usr/include/sys/socket.h:111: error: previous declaration of ‘socklen_t’ was here
src/unix.c: In function ‘enet_socket_accept’:
src/unix.c:251: warning: pointer targets in passing argument 3 of ‘accept’ differ in signedness
Failed building obj/unix.o from src/unix.c!
make[1]: *** [obj/unix.o] Error 1
make: *** [source/enet/libenet.a] Error 2
Which one am I supposed to use anyhow? Polymer or Polymer-perf?
#2425 Posted 31 August 2011 - 12:43 PM
#2427 Posted 31 August 2011 - 01:06 PM
Here's my log:
OK this seems to only happen when setting the game full screen it fails when I try to do that. On the other hand the long standing bug I had been talking about where sectors outside the one you are in cease to draw showing the skybox after a while seems to have been fixed so that's something.
This post has been edited by Tetsuo: 31 August 2011 - 04:37 PM
#2428 Posted 31 August 2011 - 06:31 PM
See WGR2 Models thread for download.