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

User is offline   lycanox 

#241

Perhaps its the difference in shading between the sectors?
0

User is offline   Hellbound 

#242

How can I setup specular power for a particular texture?

EDIT:

It would be great to have some public repository of normal maps and specular masks for HRP textures (for people who are working on upgrading original maps for polymer), because now I don't know if the texture is made by someone already or is it not.

This post has been edited by Hellbound: 16 May 2009 - 03:35 PM

0

User is offline   engineer 

#243

Laugh at the name all you want, but a depth setting of 5 made normals that fail to look like the genesis project video.
0

User is offline   Hellbound 

#244

"Saturday Night"

What is light?
Texture don't hurt mee!

Here are some screenies of what is done, awaiting criticism and opinions.

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

I hope I'm not spamming these forums with those.
Note: I don't know all the features to use yet. I dunno how to make reflective surfaces and parallax feature isn't my bitch, I'm rather it's bitch and we don't like each other.

This post has been edited by Hellbound: 16 May 2009 - 06:11 PM

0

User is offline   Piano Man 

#245

View PostHellbound, on May 17 2009, 10:09 AM, said:

I hope I'm not spamming these forums with those.
Note: I don't know all the features to use yet. I dunno how to make reflective surfaces and parallax feature isn't my bitch, I'm rather it's bitch and we don't like each other.


NO - GIVE ME MORE.... MORE I SAY DAMNIT!!!!

MORE!!!

This post has been edited by Piano Man: 16 May 2009 - 07:27 PM

0

User is offline   Geoffrey 

#246

There are some questionable bump/height/no-idea-what-they're-called maps but as a whole I love what you're doing - the light placement looks great! Especially in the large rooms.
0

User is offline   Hellbound 

#247

Yeah, those normal maps will be tweaked when I'll realize how to make them better :P
I think that making them from scratch by hand is the best idea.
0

User is offline   engineer 

#248

I'm having hell trying to get the parallax aspect working without the textures moving or turning into a mimetic poly-alloy.
0

User is offline   Parkar 

  • Honored Donor

#249

View Postengineer, on May 17 2009, 12:08 PM, said:

I'm having hell trying to get the parallax aspect working without the textures moving or turning into a mimetic poly-alloy.


Some tips.

start at 0 on both.

Then up scale until the depth look right. then tweak bias until it does not move. Bias should be somewhere between 0 and the scale. 0 means that anything that is black in the height map will not move ( everything will seem to stick out). bias the same as scale means anything white in the height map will not move(everything seems to "go in"). bias at half the scale means that anything that's grey (50%white) will not move while white spots stick out and black spots go in.

You will never be able to get no floating as something will always point in or out and if that happens to be at the edge of a wall it will float. What you need to do is find the best compromise. It could be the height most of the texture has or the height that is most commonly at the edge of things. In some cases parts of a texture is more obvious if it floats then some other.

This post has been edited by Parkar: 17 May 2009 - 02:49 AM

0

User is offline   Sangman 

#250

Looks quite nice Hellbound, but maybe a bit too dark. Perhaps that is necessary to make the dynamic lights come out more, but still, having a pretty faint light in one part of a room and making everything else almost pitch black.. looks weird.
0

User is offline   engineer 

#251

View PostParkar, on May 17 2009, 05:48 AM, said:

Some tips.

start at 0 on both.

Then up scale until the depth look right. then tweak bias until it does not move. Bias should be somewhere between 0 and the scale. 0 means that anything that is black in the height map will not move ( everything will seem to stick out). bias the same as scale means anything white in the height map will not move(everything seems to "go in"). bias at half the scale means that anything that's grey (50%white) will not move while white spots stick out and black spots go in.

You will never be able to get no floating as something will always point in or out and if that happens to be at the edge of a wall it will float. What you need to do is find the best compromise. It could be the height most of the texture has or the height that is most commonly at the edge of things. In some cases parts of a texture is more obvious if it floats then some other.


so I can assign a heightmap using the same method I would use to apply the normal/specular map?
0

User is offline   Parkar 

  • Honored Donor

#252

View Postengineer, on May 17 2009, 02:11 PM, said:

so I can assign a heightmap using the same method I would use to apply the normal/specular map?


The height map is the alpha channel of the normal map.

This post has been edited by Parkar: 17 May 2009 - 04:44 AM

0

User is offline   Sebastian 

#253

I'm experiencing a pretty awkward bug in Mapster32 (polymer build).
Whenever I try to select something in 3D mode, the cursor automatically selects the object/texture corresponding that of which is in the 45° position to my right. Also I've been trying to get spotlight SE generated shadows to show up for some time but without success. Attached below is my cfg and E32 log file respectively. I had to shorten the log because it made the post too long, it was basically:
No cached tex for tile ### pal ###.
Error: glGetTexLevelParameteriv returned GL_FALSE!

x1000.

Here goes:
// this file automatically generated by EDuke32
// these settings take precedence over your main cfg file
// do not modify if you lack common sense
bind "1" "gamefunc_Weapon_1"
bind "2" "gamefunc_Weapon_2"
bind "3" "gamefunc_Weapon_3"
bind "4" "gamefunc_Weapon_4"
bind "5" "gamefunc_Weapon_5"
bind "6" "gamefunc_Weapon_6"
bind "7" "gamefunc_Weapon_7"
bind "8" "gamefunc_Weapon_8"
bind "9" "gamefunc_Weapon_9"
bind "0" "gamefunc_Weapon_10"
bind "-" "gamefunc_Shrink_Screen"
bind "=" "gamefunc_Enlarge_Screen"
bind "BakSpc" "gamefunc_TurnAround"
bind "Q" "gamefunc_Quick_Kick"
bind "W" "gamefunc_Show_Opponents_Weapon; gamefunc_Move_Forward"
bind "E" "gamefunc_Open"
bind "T" "gamefunc_SendMessage"
bind "U" "gamefunc_Mouse_Aiming"
bind "I" "gamefunc_Toggle_Crosshair"
bind "Enter" "gamefunc_Inventory; gamefunc_Turn_Left"
bind "A" "gamefunc_Strafe_Left"
bind "S" "gamefunc_Move_Backward"
bind "D" "gamefunc_Strafe_Right"
bind "F" "gamefunc_Map_Follow_Mode"
bind "G" "gamefunc_Steroids"
bind "H" "gamefunc_Holo_Duke"
bind "J" "gamefunc_Jetpack"
bind "K" "gamefunc_See_Coop_View; gamefunc_Inventory_Right"
bind "L" "gamefunc_Inventory_Left"
bind "SemiColon" "gamefunc_Previous_Weapon"
bind "'" "gamefunc_Next_Weapon"
bind "LShift" "gamefunc_Run"
bind "X" "gamefunc_Map"
bind "C" "gamefunc_Crouch"
bind "N" "gamefunc_NightVision"
bind "M" "gamefunc_MedKit"
bind "Space" "gamefunc_Jump"
bind "CapLck" "gamefunc_AutoRun"
bind "ScrLck" "gamefunc_Holster_Weapon"
bind "Kpad-" "gamefunc_Shrink_Screen"
bind "Kpad5" "gamefunc_Center_View"
bind "Kpad+" "gamefunc_Enlarge_Screen"
bind "KpdEnt" "gamefunc_Inventory"
bind "Down" "gamefunc_Turn_Right"
osdeditpal "12"
osdpromptpal "0"
osdtextpal "12"
osdeditshade "0"
osdtextshade "2"
osdpromptshade "0"
osdrows "20"
osdtextmode "0"
logcutoff "120000"
r_novoxmips "0"
r_voxels "1"
r_animsmoothing "1"
r_modelocclusionchecking "1"
r_detailmapping "1"
r_downsize "0"
r_fullbrights "1"
r_glowmapping "1"
r_parallaxskyclamping "1"
r_parallaxskypanning "0"
r_polygonmode "0"
r_redbluemode "0"
r_shadescale "1.050000"
r_swapinterval "0"
r_texcachecompression "1"
r_texcache "1"
r_texcompr "1"
r_textureanisotropy "1"
r_texturemaxsize "0"
r_texturemiplevel "0"
r_texturemode "2"
r_vbocount "64"
r_vbos "0"
r_vertexarrays "1"
r_anamorphic "0"
r_projectionhack "1"
r_pr_lighting "1"
r_pr_normalmapping "1"
r_pr_specularmapping "1"
r_pr_shadows "1"
r_pr_shadowcount "5"
r_pr_shadowdetail "4"
r_pr_maxlightpasses "5"
r_pr_maxlightpriority "6"
r_pr_fov "426"
r_pr_billboardingmode "1"
r_pr_verbosity "1"
r_pr_wireframe "0"
r_pr_vbos "2"
r_pr_gpusmoothing "1"
r_pr_overrideparallax "0"
r_pr_parallaxscale "0.100000"
r_pr_parallaxbias "0.000000"
r_pr_overridespecular "0"
r_pr_specularpower "15.000000"
r_pr_specularfactor "1.000000"
r_models "1"
r_hightile "0"


EDuke32 2.0.0devel 20090428
addsearchpath(): Added C:/_MODS/Polymer - HRP/
OS: Windows Vista (6.0.6001) Service Pack 1
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
addsearchpath(): Added C:/_MODS/Polymer - HRP/DukePlus/
Using group file 'duke3d.grp' as main group file.
Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'.
Using group file 'autoload/duke3d.grp/maphacks.zip'.
Using group file 'DukePlus/DUKEPLUS_RESOURCES.zip'.
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (553002 bytes)
Using DEF file: dukeplus.def.
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (39364 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (53154 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (21535 bytes)
DukePlus/dpcons/LIGHTS.CON: In actor `SECTOR_CONTROLLER':
DukePlus/dpcons/LIGHTS.CON:405: warning: `nullop' found without `else'
DukePlus/dpcons/LIGHTS.CON:405: warning: empty `else' branch
Including: DukePlus/dpcons/HUDPLUS.CON (60751 bytes)
Resizing code buffer to 32768*4 bytes
Including: DukePlus/dpcons/PLAYERPLUS.CON (106730 bytes)
Resizing code buffer to 65536*4 bytes
Resizing code buffer to 131072*4 bytes
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_PROCESSINPUT':
DukePlus/dpcons/DUKEPLUS.CON:25542: warning: found `ifsound' outside of a local event.
DukePlus/dpcons/DUKEPLUS.CON:25550: warning: found `ifsound' outside of a local event.
Found 4 warning(s), 0 error(s).
Resizing code buffer to 102016*4 bytes
Script compiled in 156ms
Compiled code size: 102008*4 bytes, version 1.4+
Pointer bitmap size: 12752 bytes
2779/11264 labels, 655/2048 variables
287/16384 quotes, 46 quote redefinitions
33/88 event definitions, 388 defined actors
Initialized 32.0M cache
Definitions file 'dukeplus.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Using keyboard layout 00000409
Initializing DirectInput...
  - Enumerating attached input devices
    * MOUSE: Mouse
    * KEYBOARD: Keyboard
    * OTHER: Microsoft Wireless Optical Desktop® 1.00
    * OTHER: Microsoft Wireless Optical Desktop® 1.00
    * OTHER: Microsoft Wireless Optical Desktop® 1.00
    * OTHER: Microsoft Wireless Optical Desktop® 1.00
    * OTHER: Microsoft Wireless Optical Desktop® 1.00
    * OTHER: Microsoft Wireless Optical Desktop® 1.00
    * OTHER: Apple Keyboard
    * OTHER: Apple IR Receiver
Executing "DukePlus/dp_binds.cfg"
Setting video mode 1024x600 (32-bit fullscreen)
OpenGL Information:
 Version:  2.1.8395 Release
 Vendor:   ATI Technologies Inc.
 Renderer: ATI Mobility Radeon HD 4850
Cache contains 64264 bytes of garbage data
Initializing music...
Loading OpenAL32.DLL
Failed loading OpenAL driver.
Download OpenAL 1.1 or greater from [url="http://www.openal.org/downloads.html"]http://www.openal.org/
downloads.html[/url]
Initializing sound...
Initializing MultiVoc... 
  - 32 voices, 2560 byte mixing buffers
Initializing DirectSound...
  - Primary buffer format: 2 ch, 44100Hz, 16 bits
  - Creating secondary buffer
No cached tex for tile 2878 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2890 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2904 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2858 pal 10.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2899 pal 10.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2886 pal 10.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2887 pal 10.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2897 pal 10.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2890 pal 10.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2893 pal 10.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2894 pal 10.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2903 pal 10.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2904 pal 10.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2905 pal 10.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2909 pal 10.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 128 pal 0.
Caching 10a3d8fe95c06f1cab5a9edc5d4dffb1-9c1d-00, offset 0x4d4f80a
No cached tex for tile 241 pal 0.
Caching 96b5770f4445211a33e1dd1a35c003b6-9093-00, offset 0x4d5d1f8
No cached tex for tile 550 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 550 pal 1.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 550 pal 6.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 550 pal 253.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 707 pal 0.
Caching 5a5396200b1095096af2c56b08d94c42-4351-00, offset 0x4d65ab9
No cached tex for tile 717 pal 0.
Caching 2f2f2b0ef44730c8e364c2743d77e384-14b22-00, offset 0x4d682cc
No cached tex for tile 718 pal 0.
Caching fa4f04040ea2787a488d4cb578fe4611-19a49-00, offset 0x4d79d62
No cached tex for tile 743 pal 0.
Caching e1e358fa2e71ea2ddfe63d6bb534228a-b4989-00, offset 0x4d8a90f
No cached tex for tile 2846 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 745 pal 0.
Caching fff620719c13e64897cd24e3caccf3c1-7b93-00, offset 0x4dce5b4
No cached tex for tile 746 pal 0.
Caching 9dbeee60222a4d1117b1dac6bf526247-19c46-00, offset 0x4dd2a50
No cached tex for tile 749 pal 0.
Caching 03e591e5f518130280c001cec1404847-13208-00, offset 0x4de379f
No cached tex for tile 750 pal 0.
Caching 201e7db29fa75b078bd769a1dde9e4c1-eaf2-00, offset 0x4df5860
No cached tex for tile 757 pal 0.
Caching 253d42317788972605b0b289200f617c-2a18f-00, offset 0x4dfed0f
No cached tex for tile 764 pal 0.
Caching 20eb4ba1f4a9d764ead21861423c4bc5-35ba7-00, offset 0x4e225cc
No cached tex for tile 2838 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 780 pal 0.
Caching c4b809cd14d06bcaf8db270f5edb416b-f6c1-00, offset 0x4e46ab8
No cached tex for tile 815 pal 0.
Caching 263dbc4280fd87c2c1cd08058e4a7a9e-3401e-00, offset 0x4e50b28
No cached tex for tile 952 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 952 pal 1.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 952 pal 6.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 952 pal 253.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 1187 pal 0.
Caching 468e2c9a54a403e2637b8700e7dc4a03-298db-00, offset 0x4e7242a
No cached tex for tile 1226 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 1226 pal 1.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 1226 pal 6.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 1226 pal 7.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 1226 pal 8.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 1226 pal 253.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 1360 pal 0.

Error: glGetTexLevelParameteriv returned GL_FALSE!
UDP networking uninitialized successfully.
 
Uninitializing MultiVoc...
Uninitializing DirectSound...
Uninitializing DirectInput...
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_binds.cfg
Uninitializing DirectDraw...


Not the shortest there is...

This post has been edited by Rusty Nails: 17 May 2009 - 06:53 AM

0

User is offline   Plagman 

  • Former VP of Media Operations

#254

I don't suppose you see any shadows from the recon car headlights either? They should project shadows of whatever is standing in front of them. This is pretty weird; out of all the ATI feedback I had, half have broken mirrors, the other half have broken shadows and MusicallyInspired has this weird things where sprites will slow the game down to a crawl. It's hard to try and match that with card/driver features.

That's why I created this wiki page:
http://wiki.eduke32....r_compatibility

If you're having problems with polymer, please input your information there so I can try and figure out what the big picture is.

Thanks.
0

User is offline   Sebastian 

#255

View PostPlagman, on May 17 2009, 07:38 AM, said:

I don't suppose you see any shadows from the recon car headlights either?

Nope, none there either!
I'll use the wiki page.

(where do I dig out the GPU info?)

This post has been edited by Rusty Nails: 17 May 2009 - 07:57 AM

0

User is offline   Plagman 

  • Former VP of Media Operations

#256

From the wiki page:

Quote

The output of the "glinfo" command typed in the EDuke32 console (copy it from eduke32.log after closing the game)

0

User is offline   The Commander 

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

#257

View PostPlagman, on May 18 2009, 03:38 AM, said:

That's why I created this wiki page:
http://wiki.eduke32....r_compatibility

If you're having problems with polymer, please input your information there so I can try and figure out what the big picture is.

Thanks.

Ive put my info there as I don't have any mirror problems but im an ATI user as you know so I thought it would be good to have comparisons with the others that do.

This post has been edited by The Commander: 17 May 2009 - 08:19 AM

0

User is offline   Plagman 

  • Former VP of Media Operations

#258

The performance problems with Parkar's lighthacks for E1L1 don't have anything to do with OpenGL or the GPU, so I guess everything is fine with your setup. People with non-legacy ATI cards, try installing catalyst 9.4.
0

User is offline   Jblade 

#259

I posted about this a while back on 3DR and got no response - in newer snapshots custom projectiles act strangely when they spawn stuff. I use projecticles for shell casings and stuff and sometimes instead of spawning what they're supposed when they die to they either disapear or spawn another completely unrelated object. Explosions and stuff from custom projectiles also seem to appear nowhere near where the projectile exploded (Rusty brought this bug to my attention as well)
0

User is offline   Jimmy 

  • Let's go Brandon!

#260

I've noticed some of these problems, myself. I am also kind of peeved that there is no option to stop custom projectiles from breaking mirrors.
0

User is offline   Chip 

#261

Quote

This is pretty weird; out of all the ATI feedback I had, half have broken mirrors, the other half have broken shadows and MusicallyInspired has this weird things where sprites will slow the game down to a crawl. It's hard to try and match that with card/driver features.


With that said, I'm actually tempted to ask for a copy of this to try my ATI card out to see what "things" happen with that.
Have their been any reports where 2 people with the same card are getting different problems to each other?
0

User is online   Danukem 

  • Duke Plus Developer

#262

 James, on May 17 2009, 11:03 AM, said:

I posted about this a while back on 3DR and got no response - in newer snapshots custom projectiles act strangely when they spawn stuff. I use projecticles for shell casings and stuff and sometimes instead of spawning what they're supposed when they die to they either disapear or spawn another completely unrelated object. Explosions and stuff from custom projectiles also seem to appear nowhere near where the projectile exploded (Rusty brought this bug to my attention as well)


I'm thinking back on the projectiles that this has happened with, and IIRC they were all bouncing ones. Hmmm....TX recently changed the way that bouncing projectiles die, so maybe that caused it.

EDIT: Damn I just realized we are posting about this in the wrong thread.

This post has been edited by DeeperThought: 17 May 2009 - 10:49 AM

0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#263

I'll fill out the wiki as well in a minute, but here's another issue I have. I was placing lights in my map and I noticed something odd about lights after adding a lot after a while. Some lights seem to cancel others out altogether if you can see them. Here's a couple shots of the same hallway. One with the door at the end closed and one with it opened. When it's opened and you can see the other room with lights in it, the lights in the hallway (including the switch on the wall next to the door there) seem to just disappear. You can also see that some sectors are unaffected or not as affected as the bigger sectors.

Posted ImagePosted Image

Some more screens of how the lights affect different sectors in different ways (these are all point lights. No spotlights).

Posted ImagePosted ImagePosted ImagePosted Image

Here's an instance where the light from an Atomic Health isn't showing up at all (probably the same problem with the other canceled lights issues in the hallway screens above). I did notice too, however, that when I could see the lights from an Atomic Health in certain areas the blue light would flicker constantly. This doesn't always happen, though.

Posted Image

This post has been edited by MusicallyInspired: 17 May 2009 - 10:37 AM

0

User is offline   Plagman 

  • Former VP of Media Operations

#264

The golden rule when placing lights is that a single plane (i.e. a wall, ceiling or floor) can only be affected by a finite number of lights. I assume all of this goes away if you set r_pr_maxlightpasses to some arbitrarily high number. The default is that only 5 lights can affect a single plane. There's still lots of tuning/testing to know what that number will be in the end (it will probably be tied to a performance setting) so don't build your map against this specific figure. However, try to split your walls/sectors so that lights don't generally light up stuff that's really bigger than their area of effect.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#265

Ah, ok. Good to know! :P I added my entry to the wiki, btw. I'll try to get a screenshot later on of what the sprites look like when they come into view. Actually something strange that I noticed was that when I put the FPS counter on the screen it went to about 30 FPS but when the game started seizing up because of sprites it actually increased to 50/60 FPS! So whatever's going on it doesn't look like the game realizes it's happening. Also the closer I get to sprites the slower it becomes, and vice versa the farther away I get the smoother it becomes.

This post has been edited by MusicallyInspired: 17 May 2009 - 10:59 AM

0

#266

These screenshots are starting to torment me! Would someone PLEASE release a copy of this as it is!
0

User is offline   TerminX 

  • el fundador

  #267

MusicallyInspired: what, did you think there's a light priority system just for the sake of having one? It has everything to do with how many lights of which priority are lighting a surface at once. Your really big, important lights need to be the highest priority, and the two lower priorities need to be used on less meaningful lights to make sure they don't take the place of something that's actually important when deciding which lights to use for a surface.
0

User is offline   naddie 

#268

Where can I download this new build?

I downloaded the newest duke hrp ver 4. No dynamic lighting.

Sorry for newb question. This thread is too long for me to read from the begining. Thanks!
0

#269

I am not sure of this issue, but... is there any key in mapster which allow you to rotate wall texture (not floor or ceiling texture) ?
0

User is offline   Spiker 

#270

You can google for it. I found the source a few days ago. But I have no F****** idea how to compile these files.
0

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