EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#6002 Posted 16 December 2018 - 07:23 PM
VGA, on 16 December 2018 - 06:52 PM, said:
It’s not impossible that polymost can get dynamic lighting in the future now that they’ve moved away from the ancient OpenGL spec. They’re already using a shader for classic-like visibility. If a full Ion Maiden sequel is ever created, I’d like to see them use dynamic lights as it would create some product differentiation from the first.
I’m more concerned about polymost’s inferior TROR support myself. I’d be a happy man if it was on par with classic for that.
#6003 Posted 16 December 2018 - 09:56 PM
Micky C, on 16 December 2018 - 07:23 PM, said:
Yeah, it's the main thing holding Polymost back. TROR is an awesome feature with such potential, then it's a real shame that the only renderer fully supporting it (Polymer) is a mess in almost every other way...
#6004 Posted 17 December 2018 - 10:53 AM
necroslut, on 16 December 2018 - 09:56 PM, said:
Yet, polymer gives me far better results lately. Polymost gives me sudden freezes / stutters (apparently also noticed by some users in BloodGDX). Polymer just feels extremely smooth and loads everything far quicker...
#6005 Posted 18 December 2018 - 12:13 AM
KKAP123, on 17 December 2018 - 04:27 PM, said:
There has never been a time in the history of EDuke32 when everyone agreed on renderer choice, so you must be remembering that wrong.
#6006 Posted 18 December 2018 - 09:05 AM
This post has been edited by MusicallyInspired: 18 December 2018 - 09:06 AM
#6007 Posted 18 December 2018 - 01:39 PM
MusicallyInspired, on 18 December 2018 - 09:05 AM, said:
Polymost did lag behind the other renderers a bit in terms of accurate shading colours. Although perhaps the guy was thinking of polymer (or "polytex" as he calls it...) not being recommended because it's so incredibly slow, and doesn't draw skyboxes correctly in maps with more than one sky.
#6008 Posted 18 December 2018 - 11:57 PM
#6009 Posted 19 December 2018 - 04:13 AM
necroslut, on 18 December 2018 - 11:57 PM, said:
Sure, what 10 years ago? Besides the artmapping feature (and not counting TROR), I don't think anything was added or changed much at all from shortly after the initial reveal.
The video at 2:27 is what I was talking about with the wrong sky showing. Polymer couldn't even show classic Duke 3D correctly everywhere, let alone show lots of lighting or large areas efficiently.
#6010 Posted 27 January 2019 - 01:35 PM
So... polyraytrace engine for eDuke32?
#6011 Posted 27 January 2019 - 07:26 PM
This post has been edited by MusicallyInspired: 27 January 2019 - 07:26 PM
#6012 Posted 19 February 2019 - 03:19 PM
MusicallyInspired, on 18 November 2018 - 03:42 PM, said:
Could anyone answer this? And how does is it work i mean is it possible to rotate like creating example stairs to make it alligned?
#6013 Posted 28 February 2019 - 11:56 PM
EDIT: If the game were started using a command line that had supplied a game directory that doesn't exist, would that explain it? Maybe it was trying to quick save to the nonexistent game directory.
This post has been edited by Trooper Dan: 01 March 2019 - 08:22 AM
#6014 Posted 05 March 2019 - 03:02 AM
#6015 Posted 05 March 2019 - 03:19 AM
I didn't get enough time to test it proper yesterday but it definitely helps a ton in a lot of simpler cases.
Quick & dirty example in duke, before you would get weird glitching on the corners, best visible in mapster since ingame these are "null" and harder to spot (unless using stuff like skyboxes)
You can't really have TROR portals with different sizes exist on the same sector it seems but i.e. having 2 square "holes" (3 floors total) seems to work.
#6016 Posted 05 March 2019 - 04:08 AM
Here's the log: https://pastebin.com/raw/yZYkUd8g
It works for vanilla Duke, but not the AMC TC. It works for the AMC TC with the classic renderer, but not polymost.
Copying the map in question into vanilla Duke shows that it's still very buggy even though it's near flawless in classic. Assuming you guys want consistency across the renderers, there's still some way to go unfortunately.
Classic mode is both faster and less buggy in the below case. All the TROR portals are convex sectors, so there's nothing particularly special happening in the construction. I’m not sure what you mean by “TROR portals of different sizes in the same sector.”
This post has been edited by Micky C: 05 March 2019 - 04:11 AM
#6017 Posted 05 March 2019 - 07:48 AM
For IM, it seems to work fine so far so I dunno about AMC..
#6018 Posted 19 March 2019 - 12:57 PM
#6019 Posted 19 March 2019 - 01:00 PM
#6020 Posted 19 March 2019 - 03:10 PM
In some instances, polymost TROR is actually more glitch-free than classic. I'll post up some screenshot comparisons over the next day or so. Perhaps it's an opportunity to fix a classic TROR bug (a genuine visual bug, not arising from inappropriate TROR constructions)? Similarly, I've found at least one instance where polymost TROR is more glitchy than classic. Hopefully these issues can be resolved. If not, then at least the situation is 100x better than it was just a few weeks ago!
The classic-style shading is also very nice. When I first loaded up a map, I had to double check I was actually using polymost, it's so accurate. Although, I had imagined that it'd interpolate the shade table like polymer's shading does, as opposed to having discrete shade levels.
Unfortunately, polymost is still giving me about half the framerate of classic (21 fps vs 37fps) in some maps, purely resulting from the size and/or complexity of sector geometry. There's no voxels, massive use of transparency, or anything like that which would affect the framerate.
#6021 Posted 19 March 2019 - 04:48 PM
This post has been edited by MusicallyInspired: 19 March 2019 - 04:50 PM
#6022 Posted 19 March 2019 - 10:37 PM
I'm really interested on pushing these to the limits and maybe Nuke.YKT can check if he is interested, he already did a huge favor for this one.
#6023 Posted 20 March 2019 - 02:10 AM
MusicallyInspired, on 19 March 2019 - 04:48 PM, said:
I can confirm this. For me, I was able to enter it normally the first time, but after riding the elevator up and coming back down, it started blocking me as you described.
#6024 Posted 20 March 2019 - 10:34 AM
Excluding all of this, the polymer light effects looks very nice.
#6025 Posted 20 March 2019 - 10:41 AM
The Battlelord, on 20 March 2019 - 10:34 AM, said:
Excluding all of this, the polymer light effects looks very nice.
the same just happened to me in polymost
This post has been edited by Lazy Dog: 20 March 2019 - 10:41 AM
#6026 Posted 20 March 2019 - 05:51 PM
Quote
Author: terminx
Message:
Polymost relative texture alignment patch from Nuke
This "fixes" relative texture alignment for floors and ceilings in Polymost to match classic mode. "Fix" is in quotes because this actually means the alignment is less correct in terms of proper scaling than before, but more correct in terms of accuracy to classic mode.