EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#5521 Posted 25 October 2016 - 02:55 PM
#5522 Posted 26 October 2016 - 02:47 AM
Mark., on 25 October 2016 - 02:55 PM, said:
I think he's asking more along the lines of the console commands.
#5523 Posted 26 October 2016 - 03:38 AM
#5524 Posted 26 October 2016 - 08:50 AM
Micky C, on 26 October 2016 - 02:47 AM, said:
If by console you mean the menu, that would be it.
#5525 Posted 26 October 2016 - 04:25 PM
If you need a link to the map (this being a usermap), let me know.
This happens in Polymer.
This post has been edited by Striker: 26 October 2016 - 05:14 PM
#5526 Posted 26 October 2016 - 04:49 PM
https://forums.duke4..._30#entry264322
#5527 Posted 26 October 2016 - 05:14 PM
This post has been edited by Striker: 26 October 2016 - 05:14 PM
#5528 Posted 26 October 2016 - 05:22 PM
Striker, on 26 October 2016 - 05:14 PM, said:
That's one possibility among several, but I can't speak for what is best for Polymer.
#5529 Posted 26 October 2016 - 05:33 PM
#5530 Posted 17 November 2016 - 05:37 PM
I've had an urge to replay duke nukem 3d using eduke32 with the fancy polymer renderer, and it's working almost perfectly... If only shadows, dynamic lighting and specular effects weren't deactivating everytime I have to reload a game. If I restart the game from main menu, everything works fine, but if I die and reload, I lose the effects, even if they're turned on in the settings menu. Also, if I complete a level, the next level will start working perfectly, but if I die and restart or reload, effects disappear...
Also If I enter the game and load a save to continue playing, the game starts with the effects turned off. This happens in both HRP and old sprites/original textures. Frame-rate is 60 in all cases, except when the effects are working with HRP models and textures, when FPS drops to 40 sometimes.
The only way to keep the effects is if I don't die at all.
Anyone could point me what's happening, and if there's a specific sub-forum or thread other than this one?
My computer is an i7-2600, GTX 970 4 GB, 16 ram, windows 7.
Here are screenshots of my problem:
Saved at this point:
Imediate reload:
same case with HPR on:
Thank you.
#5531 Posted 19 November 2016 - 06:14 PM
#5532 Posted 19 November 2016 - 06:23 PM
This post has been edited by Mark.: 19 November 2016 - 06:25 PM
#5533 Posted 19 November 2016 - 09:31 PM
I have another map that's extremely large and around 30 fps, but then dips to around 15fps in eduke.
Edit: I was using the 32-bit version. I tested out the 64-bit version, and the performance of the first map was ~30 fps which is a significant improvement. Perhaps it's a RAM thing then? I was under the impression that the 64-bit version had slower code in use for the classic renderer. There was negligible improvement for the second map.
This post has been edited by Micky C: 19 November 2016 - 09:37 PM
#5534 Posted 19 November 2016 - 11:53 PM
#5535 Posted 19 November 2016 - 11:55 PM
If it was purely the size of the map (i.e the graphics rendering) then wouldn't it be similar?
This post has been edited by Micky C: 19 November 2016 - 11:58 PM
#5536 Posted 20 November 2016 - 12:37 AM
#5537 Posted 20 November 2016 - 12:57 AM
#5538 Posted 20 November 2016 - 01:02 AM
TerminX, on 20 November 2016 - 12:37 AM, said:
Oh you guys have improved the 64-bit compatible code? Sweet!
#5539 Posted 20 November 2016 - 01:08 AM
#5540 Posted 20 November 2016 - 10:08 AM
EDIT: Ok just tested it and taking out PROJECTILE RPG IMPACT made it do the damage I specified. Is this a bug or part of how that flag works?
Also another minor thing; if I fire a projectile directly from the player, its userdata flag isn't set.
#5541 Posted 15 December 2016 - 03:11 AM
Is there any way to implement the texture shifting part to weapon models? Basically I'd like to use it to implement a HL-style chrome effect on a part of a weapon model - I've split the chrome part into it's own model so there's no seperate surfaces to mess about with or anything.
#5542 Posted 15 December 2016 - 07:02 AM
Darth Slaughter, on 17 November 2016 - 05:37 PM, said:
If only shadows, dynamic lighting and specular effects weren't deactivating everytime I have to reload a game. If I restart the game from main menu, everything works fine, but if I die and reload, I lose the effects, even if they're turned on in the settings menu. Also, if I complete a level, the next level will start working perfectly, but if I die and restart or reload, effects disappear...
Also If I enter the game and load a save to continue playing, the game starts with the effects turned off. This happens in both HRP and old sprites/original textures. Frame-rate is 60 in all cases, except when the effects are working with HRP models and textures, when FPS drops to 40 sometimes.
The only way to keep the effects is if I don't die at all.
Here are screenshots of my problem:
same case with HPR on:
http://i.imgur.com/DK9gVDd.png
http://i.imgur.com/rYhIvK6.png
Thank you.
This post has been edited by Grand Admiral Thrawn: 18 December 2016 - 06:57 AM
#5543 Posted 23 December 2016 - 03:23 PM
Also, is there any way to turn off that disastrous optimization where models disappear when not directly viewed by the player?
#5544 Posted 24 December 2016 - 05:45 AM
No.
And that's not an "optimization". That goes back to the first implementations of models since there's nothing in the engine for objects other than Sectors, Walls, and Sprites (and the player entity which is really just hooked into sprites, for the most part). So models were simply set to draw in the position of the sprite (with offsets given from def) whenever the sprite it was tied to was rendered.
Design accordingly.
#5545 Posted 24 December 2016 - 01:59 PM
#5546 Posted 24 December 2016 - 02:24 PM
#5547 Posted 01 January 2017 - 12:57 PM
#5548 Posted 01 January 2017 - 01:07 PM
#5549 Posted 01 January 2017 - 02:15 PM
Kawa, on 01 January 2017 - 01:07 PM, said:
I understand there is no fix for it? It's been a while since I've played the game, but I think even years ago similar flickering existed.