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

User is offline   Micky C 

  • Honored Donor

#2401

I did a bit of messing around with SE lights and sector effects. From what I can see, while SE lights will move in a subway train, they do not move in a two-way train. As I described in another thread (about a past experience but this is still the case): an SE light will stay fixed to its original position, and will stop emitting light once it crosses the sector boundary (i.e when the sector moves away). Is there a reason why it behaves differently with the two way train than it does with the subway train?

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.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2402

Do you tested it in identical sectors? Because I assume it would be because of the ceiling being wall aligned or something like that.
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User is offline   Micky C 

  • Honored Donor

#2403

Both the ceiling and floor had their relativity bits set. Here's a short video of a test map of a mini-mod I was working on a while back:

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

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User is offline   Hendricks266 

  • Weaponized Autism

  #2404

 Micky C, on 21 August 2011 - 02:51 AM, said:

Why the media function isn't working I do not know.

It probably doesn't support the youtu.be shortened links.
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User is offline   DavoX 

  • Honored Donor

#2405

I'm having some problems right now, this is what I get when I try to run with polymer activated:

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

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User is offline   Plagman 

  • Former VP of Media Operations

#2406

What happens if you use the very latest build? http://dukeworld.duk.../20110821-1991/
Please attach the full log after running the `glinfo` command in the console.
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User is online   Danukem 

  • Duke Plus Developer

#2407

@Hendricks266: This is a minor thing concerning your revision that makes blank quotes not print at all. Before this, blank quotes could have been used as a way of wiping the current quote off the screen before fta reaches 0. I may have even used them this way myself in some of my older mods, though I don't remember. I guess it doesn't warrant printing blank quotes, but don't be surprised if some old mod is messed up by it.
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User is offline   DavoX 

  • Honored Donor

#2408

 Plagman, on 22 August 2011 - 01:39 PM, said:

What happens if you use the very latest build? http://dukeworld.duk.../20110821-1991/
Please attach the full log after running the `glinfo` command in the console.


That build works perfect :)
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User is offline   TerminX 

  • el fundador

  #2409

I guess nobody posted about this here yet, but Plagman fixed the huge problems ATI users were experiencing with Polymer last night. Go Plagman.
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User is offline   djdori11 

#2410

 TX, on 28 August 2011 - 11:31 AM, said:

I guess nobody posted about this here yet, but Plagman fixed the huge problems ATI users were experiencing with Polymer last night. Go Plagman.

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

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User is offline   Master Fibbles 

  • I have the power!

#2411

I don't know when you guys did it, but polymer lights now go through layers. Awesome. No longer will levels with spot lights or fires look odd when lights are supposed to go through the sections. :)
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User is offline   Plagman 

  • Former VP of Media Operations

#2412

http://forums.duke4....post__p__104503
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User is offline   Tetsuo 

#2413

 TX, on 28 August 2011 - 11:31 AM, said:

I guess nobody posted about this here yet, but Plagman fixed the huge problems ATI users were experiencing with Polymer last night. Go Plagman.

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

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2414

 TX, on 28 August 2011 - 11:31 AM, said:

I guess nobody posted about this here yet, but Plagman fixed the huge problems ATI users were experiencing with Polymer last night. Go Plagman.

Cool, shame the shadows are still broken with ATI though.
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User is offline   Plagman 

  • Former VP of Media Operations

#2415

About that, I remember you said it got broken again with a specific driver. Do you remember which one was the last "good" one?
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2416

10.5 was the last one that worked fine anything after bought the whitebox and shadow issues.
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User is offline   Tetsuo 

#2417

Hmmm... I'm wondering where Helixhorned is because he seems to be the dev around here who seems to be able\interested in compiling eDuke32 for OS X. Rhoenie doesn't seem to do it any more.
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User is offline   Plagman 

  • Former VP of Media Operations

#2418

Why don't you do it yourself? It shouldn't be rocket science, I even think rhoenie has an HOWTO up.
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User is offline   Mike Norvak 

  • Music Producer

#2419

View PostPlagman, on 29 August 2011 - 08:30 PM, said:

It definitely ought to be solvable; if you don't wish to send me the big map, maybe you can just copy paste the problem stucture in a regular duke3d map or recreate it as a test case that I can work on?


I post this here in case you missed my comment on the other forum.

Attached File(s)


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User is offline   Tetsuo 

#2420

View PostPlagman, on 30 August 2011 - 04:25 PM, said:

Why don't you do it yourself? It shouldn't be rocket science, I even think rhoenie has an HOWTO up.

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:

Spoiler


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

make: *** No rule to make target `obj/SDLMain.o', needed by `eduke32'. Stop.
which I have no idea what this means. All I can figure is something is missing but I don't know what or what to do about it.... There seems to be more work to do to get it compiled than what is said in Rhoenies instructions besides... and it's not all obvious to me.

Also I don't find an apple directory or the line that it says to edit in this part here:

Quote

Note: If you get sourcecode versions released after january 2010 you only need to edit the file: eduke32/Apple/Makefile.shared. In most cases you only have to change the APPLE_TARGET to match your setup.


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

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User is offline   Helixhorned 

  • EDuke32 Developer

#2421

You have to put SDLMain.m and SDLMain.h from the SDL light development pack the Apple/ directory into the root eduke32 directory, IIRC.
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User is offline   Tetsuo 

#2422

Yes I've read what you said elsewhere and tried that, didn't work. You are talking about the main folder when you extract the source right? Also which apple directory are you speaking of specifically because I had a hard time finding those files and I'm not even sure I got the correct ones. I downloaded many revisions of the source from the synthesis page and found no trace of an Apple/ directory. Nor do those files show up in a spotlight search when searching source downloaded from the synthesis site.

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

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User is offline   Helixhorned 

  • EDuke32 Developer

#2423

The Apple/ directory is in the SVN tree. You could use the ones from SDL since I don't recall changing the prototypes, but for EDuke32 I rewrote some parts that were giving me weird x86 code.
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User is offline   Tetsuo 

#2424

OK I tried that and now I'm getting the following errors after downloading the svn and copying the sdlmain files to the main folder and trying to make it.

Quote

ld: library not found for -lsupc++
collect2: ld returned 1 exit status
Failed linking executable eduke32!


And if I try polymer-perf I get the additional:

Quote

src/unix.c:34: error: conflicting types for ‘socklen_t’
/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?
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User is offline   Plagman 

  • Former VP of Media Operations

#2425

Don't use Polymer-perf. It's way faster, but it's also kinda stale.
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User is offline   Plagman 

  • Former VP of Media Operations

#2426

And try changing -lsupc++ to -lstdc++
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User is offline   Tetsuo 

#2427

OK I did a spotlight search and I guessed that since makefile.shared showed up you have to change it there and it seems to have worked now. But damn that was not an obvious answer for a programming layman like myself. The only thing is now full screen isn't working... it either kicks to a smaller screen in the bottom corner of my desktop or fails to show up and I only hear music. Also the mouse isn't working....... I tried redownloading the source code and doing the two things recommended here and the mouse works now...

Here's my log:

Spoiler


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

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User is offline   Kyanos 

#2428

Plagman, I have a model that looks wrong in polymer, but correct in polymost. It only does this when I combine the normal and detail textures. I think it might have to do with a lack of transparency in the normal and detail?
See WGR2 Models thread for download.

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User is offline   Plagman 

  • Former VP of Media Operations

#2429

That's because you're trying to set up parallax mapping with huge factors; your height map probably isn't anywhere close to correct looking at these shots.
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User is offline   Plagman 

  • Former VP of Media Operations

#2430

To be clear the default factors are non-zero, so if your height map doesn't exist or has garbage in it, you want to manually set parallaxscale to 0.
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