EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#451 Posted 03 June 2009 - 02:20 PM
Can't run anything OpenGL on my Windows 7 64bit machine at the moment, ATI drivers don't seem to support it yet? regardless its a rather huge pile of rancid pork if you ask me. I'd love to test this new renderer out! To do so would mean installing Vista -shudders- or even worse.. XP -dies-, or I guess if I was THAT desperate Ubuntu 9.04?
Anyway, keep up the good work gentlemen.
P.S. people on other forums who say 'if I want to play Duke3D I want shiggy old Duke3D graphics' are tools, the gameplay is basically identical with the HRP/Polymost, save for the LACK of severe headaches associated with Y axis mousemove in the original!
#452 Posted 03 June 2009 - 07:19 PM
#453 Posted 04 June 2009 - 01:08 PM
DarkyDan, on Jun 3 2009, 06:20 PM, said:
Someone sounds butthurt.
#454 Posted 06 June 2009 - 07:27 AM
I assume that there is 64-bit support for Vista this time. I believe that was the trouble that HRP had with me before... Trying to map around the 64-bit environment and a Phenom 9550 CPU/9800GTX+ card...heh.
Better hope that with this new Polymer technology, we'll see the support that I may need to create something awesome. I'll have to recreate some old maps I tried doing back in the '90s.
This post has been edited by WedgeBob: 06 June 2009 - 07:30 AM
#455 Posted 06 June 2009 - 02:01 PM
SVN build of (May 31, 2009) is the most stable of the SVN builds.
You have to download the source of the build released on May 31, 2009 and compile it.
As you see I don't even dare to refer to build numbers, because I don't want to be killed by TX or Plagman.
This post has been edited by supergoofy: 06 June 2009 - 03:17 PM
#456 Posted 07 June 2009 - 03:16 AM
go on like that you rock!
#457 Posted 07 June 2009 - 04:09 AM
Polymer is still heavy though, even for my system.
This post has been edited by supergoofy: 07 June 2009 - 04:11 AM
#459 Posted 07 June 2009 - 09:53 AM
#460 Posted 07 June 2009 - 09:57 AM
#461 Posted 07 June 2009 - 10:10 AM
People that have some experience on how to compile the source, they can use the compiled binaries for testing. But in respect of TX and Plagman and the other EDuke32 developers, you should never publish these binaries.
This post has been edited by supergoofy: 07 June 2009 - 10:10 AM
#462 Posted 07 June 2009 - 10:53 AM
supergoofy, on Jun 7 2009, 10:10 AM, said:
People that have some experience on how to compile the source, they can use the compiled binaries for testing. But in respect of TX and Plagman and the other EDuke32 developers, you should never publish these binaries.
So You Say I can compile ver 2.0 Binaries Myself but I Can't give those anyone?
If i'ts so then I try compile...
sry bad english lol...
BTW: eDuke32.0 Is awesome I Hope you guy's relase it Fast !
#463 Posted 07 June 2009 - 11:01 AM
Though, you can report bugs here and help TX and Plagman to improve EDuke32.
#464 Posted 07 June 2009 - 11:31 AM
WedgeBob, on Jun 7 2009, 10:53 AM, said:
Hi. I've noticed from years on 3DR that you are really, really stupid. Please don't continue that tradition here on Duke4. Thanks!
#465 Posted 07 June 2009 - 08:04 PM
#466 Posted 08 June 2009 - 02:46 AM
From some tests that I made, it seems that both Polymost and Polymer are working now.
[edit]
I've done more tests, the last SVN build Jun 8, 2009 seem that it works fine.
This post has been edited by supergoofy: 08 June 2009 - 11:21 AM
#467 Posted 08 June 2009 - 10:58 PM
Run eduke32.exe - On startup window click cancel - Crash error :
AppName: eduke32.exe AppVer: 1.9.9.9 ModName: eduke32.exe
ModVer: 1.9.9.9 Offset: 00128b30
[edit]
newest SVN build fixed it
QUESTION: Can I refer to build numbers when reporting a bug? And how would you like me to report bugs: through posts or p.m. ?
This post has been edited by supergoofy: 09 June 2009 - 03:46 AM
#468 Posted 09 June 2009 - 04:55 AM
TX and Plagman you are awesome! Thanks.
The new memory allocator takes advantage of dual, quad and generally multicore systems.
This post has been edited by supergoofy: 09 June 2009 - 05:09 AM
#469 Posted 09 June 2009 - 05:54 AM
supergoofy, on Jun 9 2009, 01:55 PM, said:
And I once said as a joke that after polymer was done, the next big thing would be to get it multi threaded. But by the looks of it, that comes with polymer!
OK then, new suggestion - once this is finished and released, could you guys think about model tagging? That thing which allows models to attach to other models (someone said that MD3's support this but Eduke32 does not take advantage of it)
This post has been edited by Chip: 09 June 2009 - 05:54 AM
#470 Posted 09 June 2009 - 07:54 AM
I don't know how much a new model format would help the model in the hands problem. I tried to make the duke model so that it could have several animations that would allow it to hold all the different weapons. You'd need basically at least THREE (probably more) different yet complete animation cycles for the model so that it could hold all the different weapons. Then, if someone made a new model of the Shrinker, we would have to animate it bobbing around in space so that the two would match up.
There is no code in EDuke to support matching the player model with a different weapon model. Utilizing the 'sticky verts' option may help this, but I don't know if you would have to cut the arms off the player model so that the hands can move to stick to the weapons.
I think it would be a good idea to work this out, if we are going to do it, before the new wave of models comes out for Polymer.
#471 Posted 10 June 2009 - 09:14 AM
I have to tell you it is working great. My fps swings from 400 to 200 all the time. I think my average fps is 250 without shadows. I only saw 60 fps on this occasion:
Fire
If I can't get shadows I will fill a report.
Edit:
I did grabbed the files from Parkar's post. Will install right now to see some shadows. Svn is the more updated one I think, no?
This post has been edited by vtastek: 10 June 2009 - 02:27 PM
#472 Posted 11 June 2009 - 02:49 PM
TX, on Jun 7 2009, 03:31 PM, said:
What makes you think I would do that?! I'm bringing myself back to the glory days of the '90s again, back to when I was actually GOOD with Duke modding/mapping. I ain't gonna be what I was over the last five years.
This post has been edited by WedgeBob: 11 June 2009 - 02:53 PM
#473 Posted 12 June 2009 - 06:37 PM
#474 Posted 12 June 2009 - 06:47 PM
#475 Posted 13 June 2009 - 02:12 AM
Yatta, on Jun 13 2009, 10:47 AM, said:
Erm... that would be nice...
(Wipes the drool from his mouth)... would love some new pictures.
#476 Posted 13 June 2009 - 06:25 AM
This post has been edited by WedgeBob: 13 June 2009 - 12:01 PM
#477 Posted 13 June 2009 - 10:19 AM
I'm sorry in advance because some texture doesn't have normal texture and i didn't know how to put dynamic light.
Normal textures are done with CrazyBump but i'm newbie so i don't know how to make a good one.
Gallery :
http://img15.imagesh...?g=duke0014.jpg
Other Screen :
This post has been edited by Benichon: 14 June 2009 - 01:33 AM
#478 Posted 13 June 2009 - 11:54 AM
#479 Posted 13 June 2009 - 12:03 PM
supergoofy, on Jun 13 2009, 12:54 PM, said:
Being stable isn't the same as being finished, though.
#480 Posted 13 June 2009 - 12:19 PM
but all the official snapshots are beta builds that considered stable, but not final.
This post has been edited by supergoofy: 13 June 2009 - 12:21 PM