EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1351 Posted 12 April 2010 - 05:54 AM
This might be a requested feature/exist already for all I know, but I am thinking maybe there could be something (Sector tag / effector) that allows you to define the renderers for a map. Maybe use the EXTRA or something so adding numbers together allows it to run in the selected renderers and if an incompatible one is used EDuke32 displays a warning message when you start the map. Of course you would need the code to be ignored if EDUke detected that such a thing was not present in a map.
I don't know how useful this is at present, but I sure think it could be needed in future, or mappers will get fed up with "This doesn't work" because of people running in a renderer that the map was not designed for.
#1353 Posted 13 April 2010 - 04:21 PM
#1354 Posted 14 April 2010 - 05:22 AM
#1355 Posted 14 April 2010 - 05:58 AM
Is there ever going to be a real official release any time soon? I always forget to download snapshots and test them out so I know I am not anywhere near the current build (of EDuke32 and of the HRP stuff)
#1356 Posted 14 April 2010 - 07:27 PM
#1357 Posted 14 April 2010 - 11:23 PM
OpenGL Information: Version: 1.3.0 - Build 4.14.10.4396 Vendor: Intel Renderer: Intel 865G Initializing Polymer subsystem... PR : Your video card driver/combo doesn't support the necessary features! PR : Disabling Polymer...
In short, what should I do? Intel graphics are not supported or what?
This post has been edited by Nancsi: 14 April 2010 - 11:32 PM
#1358 Posted 15 April 2010 - 12:27 AM
#1359 Posted 15 April 2010 - 04:05 AM
Nancsi, on Apr 15 2010, 05:23 PM, said:
Except for some of the newer chipsets, yeah. Play with Polymost instead.
What GPU is in your home laptop?
#1360 Posted 15 April 2010 - 05:20 AM
#1361 Posted 15 April 2010 - 07:05 AM
Fox, on Apr 15 2010, 06:20 AM, said:
I'm guessing that TerminX would be reluctant to do that without a good reason, since it would increase the amount of memory used. I'm curious: what are you trying to do that requires more bits?
#1362 Posted 15 April 2010 - 05:51 PM
20971520 is the limit for x in rotatesprite16. A gamevar goes to 2147483647.
There's a discrepancy there of 2126512127...
This post has been edited by Mblackwell: 15 April 2010 - 05:51 PM
#1363 Posted 15 April 2010 - 11:01 PM
SwissCm, on Apr 15 2010, 02:05 PM, said:
What GPU is in your home laptop?
I hate polymost. It's buggy.
At home I have ATI Radeon X200m graphics.
#1364 Posted 16 April 2010 - 03:31 PM
Nancsi, on Apr 16 2010, 04:01 AM, said:
At home I have ATI Radeon X200m graphics.
If you hate Polymost you wont like Polymer.
Despite dynamic lights, Polymer looks the same than polymost with a few more bugs.
#1365 Posted 16 April 2010 - 04:11 PM
Which Polymer is great for and runs better than Polymost would, but then your still likely to disagree with me on that.
#1366 Posted 16 April 2010 - 04:21 PM
@Nansci: Try using the -forcegl command line (either on a shortcut or a .bat) when you start EDuke32.
#1367 Posted 16 April 2010 - 07:00 PM
This post has been edited by DuduKrazy: 16 April 2010 - 07:01 PM
#1368 Posted 21 April 2010 - 12:44 AM
The old config file format (eduke32.cfg) has been deprecated now as well. All it will contain when I am done are things used by the startup window; everything else will be configured through settings.cfg (previously called eduke32_binds.cfg).
I think I'm also going to switch to MSVC for official (non-synthesis) builds. I'm a bit sick of the fact that gcc hasn't been able to correctly compile EDuke32 since before version 4.4.0, on Windows OR Linux. Besides, VS2010 is pretty spiffy.
#1369 Posted 21 April 2010 - 05:36 AM
same thing with E1L1 and probably others
#1370 Posted 21 April 2010 - 10:49 AM
DeeperThought, on Apr 15 2010, 12:05 PM, said:
<x coordinate> x 65536 x <current scale> / 100
And if <current scale> is 100, them the maximum for x coordinate is 327, which unfortunatelly I have already bypassed.
Another thing I trying to do is an GTA like map with an big image used as the map that would move in the screen. Since I would use player posx and posy, it turns something very limited.
So far the way I go through it is multipling not by 65536, but (for example) 256 in the multiplication process, and before using rotatesprite16 command I multiply by 256... it works, but I think it kills the purpose of rotatesprite16...
#1371 Posted 21 April 2010 - 02:39 PM
TX, on Apr 21 2010, 03:44 AM, said:
Is there any feature/compatibility/other advantage that would give over gcc 4.3.3?
#1372 Posted 21 April 2010 - 03:59 PM
ozz, on Apr 22 2010, 01:36 AM, said:
same thing with E1L1 and probably others
It's the way Polymer renders walls...
(At a guess) Because the wall is in an invalid space Polymer won't draw because it thinks the player will never see the wall.
This post has been edited by The Commander: 21 April 2010 - 03:59 PM
#1373 Posted 21 April 2010 - 07:55 PM
Hendricks266, on Apr 21 2010, 02:39 PM, said:
I just wonder if it would mean dropping non-windows (Linux, etc.) support.
#1374 Posted 21 April 2010 - 09:13 PM
Tetsuo, on Apr 21 2010, 10:55 PM, said:
No.
#1375 Posted 21 April 2010 - 10:07 PM
The Commander, on Apr 22 2010, 09:59 AM, said:
(At a guess) Because the wall is in an invalid space Polymer won't draw because it thinks the player will never see the wall.
Interesting , i've only noticed this in newer versions of polymer, may have always been like that, not positive though ...
anyway is there anyway to fix this in future eduke releases?
#1376 Posted 22 April 2010 - 03:21 PM
ozz, on Apr 22 2010, 06:07 PM, said:
anyway is there anyway to fix this in future eduke releases?
Plagman is the only one that can answer that.
#1377 Posted 22 April 2010 - 06:55 PM
The Commander, on Apr 21 2010, 08:59 PM, said:
(At a guess) Because the wall is in an invalid space Polymer won't draw because it thinks the player will never see the wall.
#1378 Posted 22 April 2010 - 09:41 PM
Fox, on Apr 23 2010, 02:55 PM, said:
Yeah, thats another way of explaining it.
#1379 Posted 25 April 2010 - 03:54 PM
TX, on Apr 21 2010, 03:44 AM, said:
The free VS2010 Express Edition I hope.