EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#4022 Posted 11 October 2013 - 05:24 AM
supergoofy, on 11 October 2013 - 03:30 AM, said:
However, I wouldn't recommend latest versions due to the texture cache leak, unless you desperately need the last bit of performance during gameplay.
#4023 Posted 11 October 2013 - 08:04 AM
#4024 Posted 11 October 2013 - 09:18 AM
I'm realy waiting for it, because EDuke is the only port that supports TROR and stuff like that.
Polymer works quite nice atm, I think.
And ports to other plattforms... well... in my opinion you should concentrate on the PC, since this is a PC game.
Other plattforms ports should come later...
#4026 Posted 11 October 2013 - 10:15 AM
dpax, on 11 October 2013 - 09:18 AM, said:
I've never worked with the netcode and I don't know what its current state and roadmap are, so I really can't be helpful until I learn much more about it from others.
#4027 Posted 11 October 2013 - 03:26 PM
Hendricks266, on 11 October 2013 - 10:15 AM, said:
Well then, sorry for my interruption, but I would be glad to here about some progress or roadmap about the netcode.
#4028 Posted 11 October 2013 - 06:03 PM
You can (generally) view progress on the netcode specifically at the following link, but it's look to watch all SVN revisions as changes may not be in net.c itself. http://svn.eduke32.c...Fnet.c&rev=4079
#4029 Posted 12 October 2013 - 10:47 AM
Could this effect be done using other textures like stained glass? Can someone also point me in direction where I could do this? Wiki and forum search doesn't show any results I'm looking for.
#4030 Posted 12 October 2013 - 10:57 AM
This post has been edited by Mark.: 12 October 2013 - 10:59 AM
#4032 Posted 12 October 2013 - 03:20 PM
Micky C, on 12 October 2013 - 01:12 PM, said:
Thanks, I see it is actually in the se50 page on the wiki lool. I feel dumb now
#4033 Posted 12 October 2013 - 10:32 PM
Welcome to 2013.
#4034 Posted 13 October 2013 - 12:04 AM
Hendricks266, on 12 October 2013 - 10:32 PM, said:
Welcome to 2013.
#4035 Posted 13 October 2013 - 12:09 AM
#4036 Posted 13 October 2013 - 12:18 AM
- 32-bit or not, EDuke32 is still known as EDuke32.
- In fact, thinking about it, the original DOS executables for the game Duke Nukem 3D are 32-bit (using a DOS extender). So I guess the number "32" in the name "EDuke32" may refer to the fact it started as a port of older EDuke code for DOS to Win32 (if not more at the same time).
#4037 Posted 13 October 2013 - 12:57 AM
Spiker, on 13 October 2013 - 12:09 AM, said:
If all goes well with the 64-bit exes, I plan to commit code so that the 32-bit exe will redirect the command line to the 64-bit exe under a Win64 system, and if possible.
NY00123, on 13 October 2013 - 12:18 AM, said:
This is intended.
#4038 Posted 13 October 2013 - 01:49 AM
#4039 Posted 13 October 2013 - 07:04 AM
Hendricks266, on 09 October 2013 - 12:06 PM, said:
Is this supposed to select one of two alternative model definitions at game time, depending on which renderer is running? Or is it meant to be effective at DEF parsing time?
While the former might have its uses, I think the modifications needed to the hightile/model replacement system will add complexity to what I already find not so easy to see through. Also, merely selecting depending on renderer falls too short of imaginable use cases IMO.
What I suggest instead is basically implementing a subset of the C preprocessor in the scriptfile.c layer. The preprocessor would run before the scriptfile is used for its specialized purpose, maybe in scriptfile_preparse(), and allow to include or exclude portions of the main text conditional on provided #definitions. Thus, you'd be able to specify alternatives at any level of granularity. From the command line, there would be an option -D to pass user-provided defines. Implementing it in scriptfile.c means that all of its users like DEF or maphack can benefit from the functionality.
Sounds good?
#4040 Posted 13 October 2013 - 10:03 AM
#4041 Posted 13 October 2013 - 11:11 AM
Hendricks266, on 13 October 2013 - 10:03 AM, said:
Hm, it's that particular point that I think is hardest to get right. To me, highres assests seem like they are to stay forever after being loaded. Off the top of my head, there are functions to remove e.g. loaded models, but the whole management will be finicky then, I think.
Then again I may be misjudging the situation. When I suggested the preprocessor, I was a bit behind the current HRP developments: I see that it's now got a duke3d_hrp_polymost.def file there, so selection up-front can be had with -h<desired.def>. This pretty much includes all that I wished for myself (selecting one of two DEF sets, or none), but I can imagine how some conditional parsing might make HRP maintenance a bit easier.
#4042 Posted 13 October 2013 - 11:14 AM
#4043 Posted 13 October 2013 - 12:41 PM
#4044 Posted 13 October 2013 - 01:31 PM
#4045 Posted 14 October 2013 - 12:20 AM
Hendricks266, on 12 October 2013 - 10:32 PM, said:
At long last! I'm gonna test the shine outta that binary. Thanks a lot for this, it was really overdue! ^^
PS: News was important enough to mention it on the HRP website.
This post has been edited by NightFright: 14 October 2013 - 12:50 AM
#4046 Posted 14 October 2013 - 01:28 AM
Quote
Polymer runs faster under 64-bit because it is CPU-bound and x86_64 has a higher number of registers compared to x86. It has little to do with having
#4047 Posted 14 October 2013 - 04:09 AM
This post has been edited by NightFright: 14 October 2013 - 04:10 AM
#4048 Posted 14 October 2013 - 07:45 AM
Tested with polymer + HRP + Dukeplus on my WIP openworld map... and ... freaking hell!
It runs so much faster!
Up to 80 % more performance compared to the 32 bit build!
Not joking here!
Even if FPS drops under 25, everything runs fine and quite smooth.
This is realy an amazing step forward to me!
GREAT WORK!
And now... I just got to ask... would it be possible to increase the wall limit in the 64 bit build?
Because I'm starting to cut out details on my map to prevent hitting this limit before the map is finished.
And @Hendricks266, a late thanks for the link to the svn.
This post has been edited by dpax: 14 October 2013 - 07:46 AM
#4049 Posted 14 October 2013 - 08:28 AM
This post has been edited by MacoMan: 14 October 2013 - 08:30 AM
#4050 Posted 14 October 2013 - 08:33 AM
Helixhorned, on 13 October 2013 - 11:11 AM, said:
Then again I may be misjudging the situation. When I suggested the preprocessor, I was a bit behind the current HRP developments: I see that it's now got a duke3d_hrp_polymost.def file there, so selection up-front can be had with -h<desired.def>. This pretty much includes all that I wished for myself (selecting one of two DEF sets, or none), but I can imagine how some conditional parsing might make HRP maintenance a bit easier.
Maintenance-wise I'd prefer keeping two different DEF trees and let, for example, duke3d_hrp.def branch conditionally to either duke3d_hrp_polymost.def or (yet to be added) duke3d_hrp_polymer.def.
Parsing the HRP DEFs takes quite a while already. Merging too much stuff into them might take even longer then.