EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#571 Posted 23 June 2009 - 12:12 PM
#572 Posted 23 June 2009 - 01:13 PM
DeeperThought, on Jun 23 2009, 07:32 AM, said:
heh happy days indeed
i could of kept that building going, as long as there is room for a window on each floor, cant overlap windows, i tried heh
#573 Posted 23 June 2009 - 08:18 PM
DanM, on Jun 23 2009, 04:13 PM, said:
i could of kept that building going, as long as there is room for a window on each floor, cant overlap windows, i tried heh
What do you mean by overlapping windows? Having a window on each floor all in a column?
#574 Posted 23 June 2009 - 11:19 PM
AdrianG, on Jun 23 2009, 09:18 PM, said:
oh id make one window on one floor and another on another floor, then move them so they overlap each other making a colum, yer but that didnt work, kinda expected it not to.
hmmm now to test what T does in polymer on ceiling and walls with RoR, supposedly it is to be used in making RoR stuff, iam not to sure how. its all trial and error with no documentation atm.
#575 Posted 23 June 2009 - 11:57 PM
TX, on Jun 24 2009, 12:12 AM, said:
Thanks TX!
Now everything works properly, and it makes me very happy.
Thank you very much!
This post has been edited by nsnake: 23 June 2009 - 11:59 PM
#576 Posted 24 June 2009 - 12:30 AM
#577 Posted 24 June 2009 - 12:45 AM
TX, on Jun 24 2009, 01:30 AM, said:
I love it when shit like that happens. I wonder if that will fix or improve anything else.
#578 Posted 24 June 2009 - 04:29 AM
I will test the new r1440 build later today. I already compiled it with 4.3.3
This post has been edited by supergoofy: 24 June 2009 - 04:32 AM
#580 Posted 24 June 2009 - 01:54 PM
Are there any ATI X1x00 users without that problem?
I'm pretty sure it's related to non power-of-two textures combined with repeating (as I know R520-class hardware doesn't support that), but the fact that it only happens in polymer and only with sprites is a bit puzzling. Maybe the driver has workaround paths that do not work with the way polymer renders sprites. I'll ask around.
#581 Posted 24 June 2009 - 04:26 PM
#582 Posted 26 June 2009 - 01:19 PM
This post has been edited by HellFire: 26 June 2009 - 01:25 PM
#583 Posted 26 June 2009 - 02:50 PM
1. Does polymer support model textures?
2. Eventually when people get more powerful computers, will all the point lights be replaced with a spot light equivalent?
In fact, is there a polymer FAQ somewhere?
#584 Posted 26 June 2009 - 03:01 PM
Using Polymer and DukePlus together on one of the DukePlus maps (called Called to Action?) I get less FPS in some parts of the map then I get in Crysis.
In some parts of the map I was getting a FPS as low as 20FPS while in Crysis even on the most graphical levels (the ice levels) I get around 30 - 40 FPS Maxed out 1440 x 900 with no AA
#585 Posted 26 June 2009 - 03:39 PM
once it all sits right they they will probably begin getting it optimized
the way light hits surfaces in places is a bit funny
point lights really light up walls in places but neglect the floors and ceilings alot as an example
spotlights that change through level changes like a door opening can also sometimes affect a point lights brightness in other rooms aswell.
#586 Posted 26 June 2009 - 03:56 PM
I'm sure more optimizations can be done --maybe dramatic ones-- but don't be surprised if frame rate still remains low in some maps/mods for the current crop of hardware. The good news is that if hardware continues to improve at the usual pace, frame rates will eventually go up to decent levels even without huge optimizations.
#587 Posted 26 June 2009 - 06:34 PM
Duke has Polymost and Polymer to make 'real' 3D but its creating the geometry from information used to create 2D levels, so you are going to get some strangeness.
#588 Posted 26 June 2009 - 07:56 PM
#589 Posted 27 June 2009 - 01:59 AM
zchri9, on Jun 27 2009, 01:01 AM, said:
Using Polymer and DukePlus together on one of the DukePlus maps (called Called to Action?) I get less FPS in some parts of the map then I get in Crysis.
In some parts of the map I was getting a FPS as low as 20FPS while in Crysis even on the most graphical levels (the ice levels) I get around 30 - 40 FPS Maxed out 1440 x 900 with no AA
You have to remeber that Crysis is built from the ground up to do what it does while Polymer is built ontop of an engine where no thought was put into supporting what polymer does.
Unless stuff has changed since I tried Polymer last the CPU is the botle neck on a modern PC at the moment due to the pre caclulations thats done before rendering.
DanM, on Jun 27 2009, 01:39 AM, said:
once it all sits right they they will probably begin getting it optimized
the way light hits surfaces in places is a bit funny
point lights really light up walls in places but neglect the floors and ceilings alot as an example
spotlights that change through level changes like a door opening can also sometimes affect a point lights brightness in other rooms aswell.
Thats due to the max ligths per surface being to low to show all lights hitting the floors. With a powefull enough machine you should be able to upp that limit. I think I have mine set around 12 or 16 while default is 5 I think. Note that this will affect framerate though.
#590 Posted 27 June 2009 - 02:07 AM
usually try to keep a halfway sector in between lights with no light SE's in it, seems to work better for larger lights distributing the light properly.
come on flashing SE51 i want you so bad heh
making the light textures work as breakable light sprites that turn into flashing light would be a feature most awsome, imagine the absolutley insane crazy light breaking, glass smashing action scenes you could create with that, combine that with a nice polymer texture marble foyer with the new RoR and oh yes it might not be DNF but its close enough.
props to Plagman & TerminX for this stuff, its just totally of the scale.
edit : whats that console command parker?
This post has been edited by DanM: 27 June 2009 - 02:08 AM
#591 Posted 27 June 2009 - 02:08 AM
Parkar, on Jun 27 2009, 01:59 AM, said:
Unless stuff has changed since I tried Polymer last the CPU is the botle neck on a modern PC at the moment due to the pre caclulations thats done before rendering.
Thats due to the max ligths per surface being to low to show all lights hitting the floors. With a powefull enough machine you should be able to upp that limit. I think I have mine set around 12 or 16 while default is 5 I think. Note that this will affect framerate though.
Polymer runs fine.
It was just the called to action map that lagged like hell.
With E1, E2, E3, E4 the frame rate is fine. I was just playing through called to action map thinking 'Oh god, this is unoptimized'
#592 Posted 27 June 2009 - 02:16 AM
zchri9, on Jun 27 2009, 03:08 AM, said:
It was just the called to action map that lagged like hell.
With E1, E2, E3, E4 the frame rate is fine. I was just playing through called to action map thinking 'Oh god, this is unoptimized'
thats probably my map, iam yet to convert that over to work fine with polymer, its probably the
fact its massive e1 e2 e3 e4 are all about 3 - 400 hundread secotrs i think, that map is around 1600 and there is alot of dynamic fire sprites.
might have to use a hub system to split it on the subway, so the destroyed city is on its own map.
#593 Posted 27 June 2009 - 02:49 AM
What if the water from the fire hydrant formed a puddle? With Polymer the water would look very good and be reflective.
Sure the hydrant forming a puddle would be a completely useless feature but it would make Duke 3D appear more modern.
The only problem I can think of with this idea is that a timer would have to be put in so the whole map doesnt flood with water and from my guess a timer would probably involve con editing.
#594 Posted 27 June 2009 - 02:53 AM
zchri9, on Jun 27 2009, 02:49 AM, said:
What if the water from the fire hydrant formed a puddle? With Polymer the water would look very good and be reflective.
Sure the hydrant forming a puddle would be a completely useless feature but it would make Duke 3D appear more modern.
The only problem I can think of with this idea is that a timer would have to be put in so the whole map doesnt flood with water and from my guess a timer would probably involve con editing.
could just make hydrants spawn a translucent blue blood puddle like on bodys and make it grow like them, sounds like it should be more of a dukeplus feature than a polymer one.
#595 Posted 27 June 2009 - 02:55 AM
DanM, on Jun 27 2009, 03:53 AM, said:
Yeah, Probably should be a DukePlus feature. Would still be a nice feature in EDuke32 though. Awesome reflective water puddles.
After all awesome reflective water puddles are the way of the future.
#596 Posted 27 June 2009 - 05:28 AM
1. Will there ever be support for model sticking or what ever its called (allowing 2 models to attach to each other) someone said that MD3's support this feature but its not implimented into Eduke32. I would like to know if its something that may be thought about in the future or if it will just be ruled off as there's not enough dmand for it at the moment? (Since I'm probably the only person who wants it )
2. Will the "move" commands ever be able to support game-vars for their number so we can have an easy changeble movement number without needing to define like 200 odd move commands for different varying speeds?
#597 Posted 27 June 2009 - 07:42 AM
DanM, on Jun 27 2009, 03:07 AM, said:
But where on the sprite is the information defining the flashing going to go? Pretty much everything is already taken (hitag, lotag, xvel, yvel, zvel, extra, shade). I guess the only thing left is pal. Maybe pal 1 could be random flashing, and the other pals (2-255) could be for different cycler rates? Or there could be 8 pals set aside for different kinds of random flashing, and the rest for cyclers.
I could add that effect with CON right now, but I suspect that TerminX will be adding something like that, which would be better.
#598 Posted 27 June 2009 - 01:02 PM
Chip, on Jun 27 2009, 05:28 AM, said:
That would be cool. + 1 on this.
You'd have to break the model into sections with the arms being separate entities so that the hands can stick to the gun and the 'shoulders' can pivot to allow this. I actually tried making the current player model support holding different weapons and its pretty much pointless unless you try to implement something like this. You'd need to cycle all the different animations with the model in the position for each weapon, which is a pain in the ass, and kinda silly really.
The other problem with that is that nobody said that they wanted to do the coding part of this so it kind of went nowhere.
I don't know how its done in modern games, but it may be that with modern 'skeletonized' mesh formats such as (plug plug plug) MD5, the attach points are in the wrist or hand bones and you don't need to detach anything as the skeleton will have some kind of IK system that will just move the other bones of the arm so it works without looking like hes dislocated his shoulders.
This post has been edited by Tea Monster: 27 June 2009 - 01:04 PM
#599 Posted 27 June 2009 - 02:26 PM
Also, tying polymer dynamic lights to flickering lights and/or light switches has been possible for a while. Lighthacks had maxshade/minshade members to tie the intensity of the light to a range of shades on the sector it belonged to. This allowed Parkar's E1L1 lighthacks to function properly with flickery polymer lights and lightswitches. However, I forgot to reimplement it when overhauling the light management code in polymer a while ago, so it doesn't work as of right now; it's easy to put back in, though.
#600 Posted 27 June 2009 - 03:09 PM
1 - Does the shading on wall borders are present only if there are light sources in the current map? I would like to see it always present on every wall, much like Duke for Saturn.
2 - The hard-coded light effects are only temporary, and eventually will be set through DEFs, right?