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

User is offline   HellFire 

#601

View PostPlagman, on Jun 27 2009, 07:26 PM, said:

Polymer will support model attachments to MD3 tags through CON code; it's been planned for a while


Shouldnt it be via DEF ?
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User is offline   Plagman 

  • Former VP of Media Operations

#602

No. DEF would just be for boring stuff like filenames and model frame ranges. Setting animations and attachments through CON would allow to bypass every limitation from the current definition system.
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User is offline   Stabs 

#603

dynamic or pal,, whatever works best

is there a chance sprite 440 can be made dynamic like fires this would help heaps wih what iam doing at the moment
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User is offline   TerminX 

  • el fundador

  #604

440 is blank, so... nope!
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User is offline   Stabs 

#605

oopps ;) , soz dunno how i messed that up i meant 1034
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User is offline   Chip 

#606

Quote

Polymer will support model attachments to MD3 tags through CON code; it's been planned for a while.


Thats fantastic!
I really can't think of anything else I want from the game now.
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User is offline   Stabs 

#607

just tried 1447

fires wont cast dynamic light, but fires spawned from a rocket explosion will
light from enemey gunfire stays on in the level for about half a minute before going
dukeplus spawner effect ceases to work

so some things are broken or they are getting overhauled, but it did seem to run a bit nicer

do i have to tag certain sprites now for dynamic lights cause that would be great and far from broken heh
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User is offline   gt1750 

#608

Looks like r1447 doesn't want to work with DukePlus when Polymer is on. I get the same enemy fire light bug as DanM and when I approached the end of E1L1, the game crashed saying "Too many sprites spawned".

Without DukePlus, it works pretty much like the previous versions - performance level is just about the same, I get some tesselation errors reported and the game ocassinoally crashes.

This post has been edited by gt1750: 29 June 2009 - 02:36 AM

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User is offline   Stabs 

#609

hmm appears to be dukeplus related problem & since 1443 mapster crashed if you loaded any other map other than newboard and went into 3dmode, & in 1447 that still happens also when you place any addidtional lights into the map they wont work, probably suggest 1440 atm.
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User is online   Danukem 

  • Duke Plus Developer

#610

I don't have the latest build and I have no idea what is going on. Probably what I'll do is disable all of the Duke Plus code that does anything with dynamic lights until Polymer is actually released. It's too much trouble to have to keep changing it to correspond with the latest unreleased Polymer build.

EDIT: Here is the latest DP code.

http://deeperthought...m/dp/dpcons.rar

This post has been edited by DeeperThought: 29 June 2009 - 08:50 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#611

The latest build fixes my sprite and snail-crawling FPS issues! Hooray!!
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User is offline   Plagman 

  • Former VP of Media Operations

#612

Polymer should work more or less properly with Radeon X1x00 cards now. There still are issues with big shadows, so disable shadows if you get overly dark flickery walls and floors.
I had to defile myself by buying a Radeon X1800 and fight against their buggy driver for a full day to figure out what their problem was, so be grateful!
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User is offline   SwissCm 

#613

 Plagman, on Jun 30 2009, 04:18 AM, said:

Polymer should work more or less properly with Radeon X1x00 cards now. There still are issues with big shadows, so disable shadows if you get overly dark flickery walls and floors.
I had to defile myself by buying a Radeon X1800 and fight against their buggy driver for a full day to figure out what their problem was, so be grateful!

Suck it up motherfucker :o

This post has been edited by SwissCm: 29 June 2009 - 11:11 AM

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User is offline   Master Fibbles 

  • I have the power!

#614

 Plagman, on Jun 29 2009, 02:18 PM, said:

I had to defile myself by buying a Radeon X1800 and fight against their buggy driver for a full day to figure out what their problem was, so be grateful!


Now that is dedication. ;)

Of course, if I had an ATI card I'd be grateful. ;) I'm just saying that that is dedication.
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User is offline   Jimmy 

  • Let's go Brandon!

#615

I've got a request about Polymer. Is there anyway you could let the Polymer engine run on PC's without Shader 2.0? Have it work similarly to OpenAL and OGGs, if you try to play an OGG and you don't have OpenAL installed, it just ignores it. I know the lights won't work, but the other features which apparently won't be ported to Polymost or the Classic Renderer would be a godsend. If this is already in the works, just ignore it. But I noticed when I try to run Polymer it just crashes(I don't have shader 1.0 even.)
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User is offline   TerminX 

  • el fundador

  #616

No, that is not possible. Polymer absolutely requires hardware made in the last 5-6 years.
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User is offline   Jimmy 

  • Let's go Brandon!

#617

Damn.
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User is offline   The Commander 

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

#618

 Plagman, on Jun 30 2009, 06:18 AM, said:

I had to defile myself by buying a Radeon X1800 and fight against their buggy driver for a full day to figure out what their problem was, so be grateful!


You know you love it. ;)
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User is online   Danukem 

  • Duke Plus Developer

#619

 The Commander, on Jun 29 2009, 08:19 PM, said:

You know you love it. ;)


Sure, and he loves sticking hot needles into his eyeballs, too.
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User is offline   z0mb1e 

#620

Will polymer work fine on a 3870 X2? I'm upgrading in the somewhat near future, but just wanna know.
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User is offline   Skulldog 

#621

Will polymer work on my Packard Bell 486 pc?

This post has been edited by Skulldog: 30 June 2009 - 01:51 PM

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User is offline   WedgeBob 

#622

I'd doubt that, Skulldog, from judgment in that YouTube video, it seems to require a pretty steep config spec. We'll have to see what the official system requirement and/or recommendation list will be once we finally get Polymer out to public download. I can be rest assured to tell you, it's probably gonna require something far newer than a 486, if it's gonna use the kind of power we think it will.
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User is offline   Jimmy 

  • Let's go Brandon!

#623

Reread TX's statement, Polymer requires hardware from within the past 5 or 6 years. A definite requirement you'll need is Shader Ver. 2.0.
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User is offline   SwissCm 

#624

 WedgeBob, on Jul 1 2009, 08:02 AM, said:

I'd doubt that, Skulldog, from judgment in that YouTube video, it seems to require a pretty steep config spec. We'll have to see what the official system requirement and/or recommendation list will be once we finally get Polymer out to public download. I can be rest assured to tell you, it's probably gonna require something far newer than a 486, if it's gonna use the kind of power we think it will.

Don't be stupid. I have a build running on my ZX Spectrum.
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User is offline   SwissCm 

#625

 SwissCm, on Jul 1 2009, 08:56 AM, said:

Don't be stupid. I have a build running on my ZX Spectrum.

Fuck, I gave away the latest feature. Plagman let me post a screenshot at least. Sorry plags!
Posted Image
It's not perfect and has some memory issues (obviously), but despite it running at a rather low 8fps it's actually quite faithful.
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User is offline   z0mb1e 

#626

To the sarchastic posts replying to mine -.-
i ask because of issues with polymer and ati cards.
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User is offline   Jimmy 

  • Let's go Brandon!

#627

Sarchastic? Is that like a some sort of Sarcastic Masochist?
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User is offline   SwissCm 

#628

View Postz0mb1e, on Jul 1 2009, 11:06 AM, said:

To the sarchastic posts replying to mine -.-
i ask because of issues with polymer and ati cards.

I was actually making fun of Wedgebob.

Provided Plagman gets the issues with ATI cards ironed out, that card should fare pretty well. Shadows may have to be turned off though.
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User is offline   inquisitor 

#629

HI mate. Any estimated release time for a polymer beta? ;)
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User is offline   Master Fibbles 

  • I have the power!

#630

View Postinquisitor, on Jul 1 2009, 07:55 AM, said:

HI mate. Any estimated release time for a polymer beta? ;)

When its done. ;)
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