EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#6121 Posted 20 April 2019 - 02:28 AM
This post has been edited by Mark: 20 April 2019 - 02:52 AM
#6122 Posted 20 April 2019 - 03:44 AM
Polymer isn't being focused on at the moment, I wouldn't expect anything there in the near future (if it has this same issue?)
#6123 Posted 20 April 2019 - 04:12 AM
Sadly yes, Polymer has its share of transparency glitches too.
This post has been edited by Mark: 20 April 2019 - 04:17 AM
#6124 Posted 20 April 2019 - 08:21 PM
oasiz, on 19 April 2019 - 10:17 PM, said:
Will this fix also translate to transparent mask walls? I use a heck of a lot of them in my mod (running polymost) and projectiles always disappear when passing behind them.
#6125 Posted 28 April 2019 - 11:05 PM
1- Probably is not noticeable in the video but, usually when i fall down from the roof i strafe (W+A), and i release (W+A) before to come out to reduce falling damages (which still happens) but i can say that doing like that it fall faster than the usual (this started recently, probably because of the new clip behaviours).
2- Maybe am wrong but, i remember that the inactive/invicible enemies issue was at least improved (i tried many times and it happened a lot).
3- Some minor clipping problems with that door in E1L2 (the left side of the door is ok).
4- Were enemies spawns already fixed?
5- I do not want harrass anyone but, the weird pipe bombs behaviour still there and is quite annoying in some place lol.
6- Opposite to point "2", inactive strong enemies get 1 hit killed.
BTW, i know that maybe the Texture Filter it was not that helpful but, actually with some mods like the DN64, it was not that bad, before to be removed:
This post has been edited by The Battlelord: 28 April 2019 - 11:10 PM
#6126 Posted 30 April 2019 - 01:37 AM
This post has been edited by Phredreeke: 30 April 2019 - 01:37 AM
#6127 Posted 30 April 2019 - 04:19 AM
I had no problems whatsoever with builds 7611 and below: rocksolid 144 fps (with vsync on).
But since build 7613 I'm experiencing minor FPS hickups: sudden drops below 144 followed with peaks above... Problem still occurs on the latest build (7621).
This post has been edited by axl: 30 April 2019 - 04:27 AM
#6128 Posted 01 May 2019 - 05:10 AM
Could you enter the
glinfocommand into the EDuke32 console and post the resulting eduke32.log file here? Additionally, are you using any mods and are there any particular maps where the problem is most egregious?
If you can let me know, that would help me to replicate & fix the issue.
Thanks!
#6129 Posted 02 May 2019 - 01:18 AM
pogokeen, on 01 May 2019 - 05:10 AM, said:
Could you enter the
glinfocommand into the EDuke32 console and post the resulting eduke32.log file here? Additionally, are you using any mods and are there any particular maps where the problem is most egregious?
If you can let me know, that would help me to replicate & fix the issue.
Thanks!
Here you go. I just played Holowood Holocaust. I'm not using any mod btw. Thanks for looking into this issue !
Attached File(s)
-
eduke32.log (5.93K)
Number of downloads: 355
#6130 Posted 18 May 2019 - 10:42 PM
axl, on 02 May 2019 - 01:18 AM, said:
Update : setting the FPS max limit to match my screen refresh rate eliminates the problem.
Two general remarks:
1. I've noticed that the new build released yesterday (7657) removes the "classic" shading in Polymost and reintrodues a more "modern" variant. Personally I loved the classic software-like shading combined with Polymost. Wouldn't it be possible to set this as "optional" so that players are able to choose the shading style?
2. I've mentioned this before, but EDuke32 still needs some time to load custom skyboxes in Polymost. I compared it with DukeGDX (BuildGDX) and the loading of custom skyboxes there was almost non-existant.
Thanks.
#6132 Posted 19 May 2019 - 09:27 AM
#6133 Posted 26 June 2019 - 03:59 AM
Using r7750 64-bit mode, the AMC TC crashes upon startup when using polymost but not classic. Using debug eduke32, the last line in the log reads as follows:
tilepacker: kdtree_reserveNode(): out of nodes
#6134 Posted 26 June 2019 - 04:55 AM
I'll take a look & get that fixed. Once I have a solution in place, I'll let you know here.
#6135 Posted 26 June 2019 - 10:42 AM
#6136 Posted 26 June 2019 - 02:12 PM
oasiz, on 26 June 2019 - 10:42 AM, said:
Hello, Satan? Did hell just freeze over?
#6137 Posted 26 June 2019 - 06:00 PM
I tried the latest 7750 in my project and other than have to readjust FOV, gamma and vis a slight bit, it seems to be running fine. I'll do more testing in the next couple of days.
This post has been edited by Mark: 26 June 2019 - 06:26 PM
#6138 Posted 06 July 2019 - 09:19 AM
Quote
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r7761 | terminx | 2019-07-06 09:30:43 -0700 (Sat, 06 Jul 2019) | 1 line
Replace gamefunc_Alt_Weapon with a gamefunc_Alt_Fire that works as expected
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r7760 | terminx | 2019-07-06 09:30:37 -0700 (Sat, 06 Jul 2019) | 1 line
I understand the argument for swapping those indexes, since you want Alt Fire to be listed closer to the top. However, by also changing the name of it from "Alt Weapon", it means that my cons will no longer compile until I change the name in my cons. Easy enough, but, I had been maintaining compatibility with an older EDuke32 revision from before the great clipping overhaul, which still has some bugs.
Why change the name of it? In the vanilla game, it swaps to the subweapon, it doesn't fire the weapon. If someone wants to make it fire a secondary fire mode, they can change the name in script.
EDIT: Also, since I already had a "SECONDARY FIRE", now it's confusing since everyone will assume that the new "ALT FIRE" does that function, which it doesn't.
This post has been edited by Trooper Dan: 06 July 2019 - 09:24 AM
#6139 Posted 06 July 2019 - 10:03 AM
Trooper Dan, on 06 July 2019 - 09:19 AM, said:
Why change the name of it? In the vanilla game, it swaps to the subweapon, it doesn't fire the weapon. If someone wants to make it fire a secondary fire mode, they can change the name in script.
EDIT: Also, since I already had a "SECONDARY FIRE", now it's confusing since everyone will assume that the new "ALT FIRE" does that function, which it doesn't.
it no longer swaps to subweapon, i hope it's a bug
https://forums.duke4...ey-doesnt-work/
This post has been edited by Lazy Dog: 06 July 2019 - 10:18 AM
#6140 Posted 06 July 2019 - 10:15 AM
Lazy Dog, on 06 July 2019 - 10:03 AM, said:
Either that or TerminX decided to no longer have a key dedicated to switching to subweapons -- "Alt Fire" doesn't sound like it should switch to a subweapon, it sounds like it should cause the selected weapon to alt-fire.
#6141 Posted 06 July 2019 - 10:25 AM
Trooper Dan, on 06 July 2019 - 10:15 AM, said:
Yeah, and Duke 3D doesn't have a single weapon that does that. it's great for mods, but i think the old "alt weapon" was useful for things like throwing multiple pipebombs (i had it bound to z). Also if a mod ads more subweapons, it makes switching easier.
This post has been edited by Lazy Dog: 06 July 2019 - 10:30 AM
#6142 Posted 06 July 2019 - 10:46 AM
#6143 Posted 06 July 2019 - 10:52 AM
TerminX, on 06 July 2019 - 10:46 AM, said:
Alien Armageddon does use the previous functionality to swap between subweapons (that mod adds several subweapons to the game). Having both "Alt Weapon" and "Alt Fire" as separate functions makes sense to me. I guess I would move my "Secondary Fire" over to "Alt Fire" to avoid confusion and put it higher on the key binding list.
#6144 Posted 06 July 2019 - 10:54 AM
TerminX, on 06 July 2019 - 10:46 AM, said:
but they key doesn't work now, you can't change between the shrinker and expander, for example
This post has been edited by Lazy Dog: 06 July 2019 - 10:54 AM
#6145 Posted 06 July 2019 - 10:54 AM
Trooper Dan, on 06 July 2019 - 10:52 AM, said:
Yep, that's the idea. No more having to hijack whatever random gamefunc closest to the top that you were willing to sacrifice to have the option actually visible in the menu.
Alt fire is also bound to the second mouse button by default.
Lazy Dog, on 06 July 2019 - 10:54 AM, said:
Yeah, that's not what it's for. Have you been reading the posts in this thread?
#6146 Posted 06 July 2019 - 11:00 AM
TerminX, on 06 July 2019 - 10:54 AM, said:
My bad, didn't understand. Just to be sure, is the alt-weapon key gonna be added back, as a separate key?
#6148 Posted 06 July 2019 - 11:11 AM
TerminX, on 06 July 2019 - 10:54 AM, said:
Alt fire is also bound to the second mouse button by default.
That's definitely an improvement, then.
A bigger improvement would be giving the modder control over which gamefuncs appear in the key/mouse binding menus, and in which order. But I guess that's hard to do.
#6149 Posted 06 July 2019 - 11:23 AM
TerminX, on 06 July 2019 - 11:05 AM, said:
Thanks.
#6150 Posted 06 July 2019 - 11:37 AM
TerminX, on 06 July 2019 - 11:05 AM, said:
I'm making the switch, but unfortunately the game still crashes when changing a gamevar through the console. That means that to test certain things, it's still useful to be able to run an older revision, but that's impractical now that I'm making the script changes to accommodate the new keys.
So please fix the crash