EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2012 Posted 15 December 2010 - 09:41 PM
The Commander, on Dec 15 2010, 09:37 PM, said:
I don't.
#2013 Posted 16 December 2010 - 02:01 AM
i played through unreal and ff7 back in the day on a p120 16mb of ram with no gfx acceleration it wasnt the best but it could be done and bioshit had some patch to disable shaders and let you run it on older cards and thats running on the unreal engine
some peoples definition of running fine is very different to a lot of people, personally iam a constant 60 fps man but some find 30 fine or even 15 fine
#2014 Posted 17 December 2010 - 12:21 AM
#2015 Posted 17 December 2010 - 07:19 PM
This post has been edited by Norvak: 17 December 2010 - 08:54 PM
#2016 Posted 17 December 2010 - 08:28 PM
Norvak, on Dec 17 2010, 07:19 PM, said:
That is really strange. I wonder why no one else is having the problem.
Did you try deleting your cfg files?
#2017 Posted 17 December 2010 - 09:16 PM
DeeperThought, on Dec 17 2010, 10:28 PM, said:
Yeah, but it´s the same.
Anyways i fixed the problem. The logic solution was to reinstall everything and it works, however i wonder (like u) why the f..ck it happened...
BTW haha i wrote extrange instead of strange, a cognate in spanish : "extrano" http://forums2.duke4...tyle_emoticons/default/unsure.gif
#2018 Posted 17 December 2010 - 10:03 PM
Build started using "cc -fomit-frame-pointer -funswitch-loops -O2 -fno-stack-protector -W -Wall -Wimplicit -Werror-implicit-function-declaration -funsigned-char -fno-strict-aliasing -DNO_GCC_BUILTINS -Isource -Ibuild/include -Isource/jmact -Isource/jaudiolib/include -Isource/enet/include -D_FORTIFY_SOURCE=2 -fjump-tables -march=pentium3 -mtune=generic -mmmx -fno-pic -DUNDERSCORES -I../sdk/dx/include -DHAVE_INTTYPES -DRENDERTYPEWIN=1 -DSUPERBUILD -DPOLYMOST -DUSE_OPENGL -DPOLYMER -DNEDMALLOC" /bin/sh: /c/cygwin/bin/cc: Bad file number Failed building obj_win/game.o from source/game.c! make: *** [obj_win/game.o] Error 1
Perhaps it's time to upgrade to 4.5.1.
#2019 Posted 17 December 2010 - 11:54 PM
make PLATFORM=WINDOWS CC='wine gcc' CXX='wine g++' AS='wine nasm' RC='wine windres' STRIP='wine strip' AR='wine ar' RANLIB='wine ranlib' PRETTY_OUTPUT=0 NEDMALLOC=0
#2020 Posted 18 December 2010 - 07:30 PM
Sobek, on Dec 15 2010, 07:50 PM, said:
Definitely update to the newest release in Norvak's post above!
I will take that advice.
DanM, on Dec 15 2010, 09:53 PM, said:
I hope so!
Mr.Deviance, on Dec 16 2010, 12:29 AM, said:
If the game will come out as a multiplatform game, they will most likely optimize it for multicore cpu's and make it require at least an 8800 gt and 2gb of ddr2 as it's absolute minimum requirements.
Trust me, when I tell you that nothing in this world will make a 6100 run DNF on winxp sp1.
My guess is that it won't even start due to old software to begin with and if by any chance the the os and other drivers get updated, the game will most likely error at launch due to missing shading or other rendering capabilities of that 6100.
If he has winxp sp1 and one year old eduke stuff, he most likely has outdated directx an drivers too.
That pc needs some serious update and upgrading, if he wants to even see one pixel of dnf on his screen.
And I'm saying this with absolutely no exaggeration or irony.
It is a Gateway GT5228 w/Athlon 64 x2 Dual core 4200+ at 2.21 GHz w/1.87 GB Ram. I just installed Win Xp Pro on a fresh, new WD Caviar SATA 320 GB HD, so it still has SP1 untill I find out why I'm having some errors updating to SP2. BSOD is one problem after installing SP2! Had to do a system restore from before that update to get it to boot to my desktop. Damn Microshaft! I have all the latest graphic drivers as well as DX9c. Also have the latest device drivers for all my hardware, but think I may need to update the bios as a last resort if another SP2 install craps out again.
This post has been edited by VinsaneOne: 18 December 2010 - 07:39 PM
#2022 Posted 19 December 2010 - 08:28 AM
Plagman, on Dec 18 2010, 08:54 AM, said:
make PLATFORM=WINDOWS CC='wine gcc' CXX='wine g++' AS='wine nasm' RC='wine windres' STRIP='wine strip' AR='wine ar' RANLIB='wine ranlib' PRETTY_OUTPUT=0 NEDMALLOC=0
For me, putting the variables before the make command works more reliably. Specifically, when I run scan-build like this:
CC=clang RELEASE=0 scan-build make
it will analyze the code as described on their page, while using gcc will compile but not analyze, and putting the variables as arguments to make won't build.
Hendricks: it seems that your default C compiler (the CC variable) is set to Cygwin's, therefore the new Makefile tries to use it and fails.
I'll commit a fix shortly but IMO the user-dependent stuff needs to be ripped out from the 4 Makefiles into a single one.
#2023 Posted 19 December 2010 - 09:48 AM
Helixhorned, on Dec 19 2010, 05:28 PM, said:
CC=clang RELEASE=0 scan-build make
it will analyze the code as described on their page, while using gcc will compile but not analyze, and putting the variables as arguments to make won't build.
Hendricks: it seems that your default C compiler (the CC variable) is set to Cygwin's, therefore the new Makefile tries to use it and fails.
I'll commit a fix shortly but IMO the user-dependent stuff needs to be ripped out from the 4 Makefiles into a single one.
Putting "export CC=gcc" (without the quotes) into .bashrc fixes the issue for the time being.
#2024 Posted 19 December 2010 - 07:31 PM
This post has been edited by Norvak: 19 December 2010 - 07:41 PM
#2025 Posted 20 December 2010 - 02:12 AM
#2026 Posted 20 December 2010 - 09:11 AM
Norvak, on Dec 20 2010, 04:31 AM, said:
Sure, nothing easier than that.
for i allsectors, { ife sector[i].floorpicnum XXX, set sector[i].floorpicnum YYY; ife sector[i].ceilingpicnum XXX set sector[i].ceilingpicnum YYY }
I think that this should go into the Mapster32 problems and bugs thread, even though it's not a bug.
#2027 Posted 20 December 2010 - 10:25 AM
#2028 Posted 20 December 2010 - 05:42 PM
DavoX, on Dec 20 2010, 12:25 PM, said:
http://forums2.duke4...tyle_emoticons/default/blink.gif Neither i do. I think i shouldn´t ask things as if i knew what i´m talking about. First of all i´ll investigate how a srcript works.
#2029 Posted 21 December 2010 - 08:26 AM
for i allsectors // iterate over all sectors, its index will be i in each iteration { // a brace; opens a block ife sector[i].ceilingpicnum XXX // if the tile number of sector i's ceiling *e*quals XXX, ... set sector[i].ceilingpal YYY // set sector i's palette number to YYY; no brace needed because only 1 statement ife sector[i].floorpicnum XXX // same thing with floor set sector[i].floorpal YYY }
#2030 Posted 22 December 2010 - 10:44 AM
VinsaneOne, on Dec 18 2010, 07:30 PM, said:
I hope so!
It is a Gateway GT5228 w/Athlon 64 x2 Dual core 4200+ at 2.21 GHz w/1.87 GB Ram. I just installed Win Xp Pro on a fresh, new WD Caviar SATA 320 GB HD, so it still has SP1 untill I find out why I'm having some errors updating to SP2. BSOD is one problem after installing SP2! Had to do a system restore from before that update to get it to boot to my desktop. Damn Microshaft! I have all the latest graphic drivers as well as DX9c. Also have the latest device drivers for all my hardware, but think I may need to update the bios as a last resort if another SP2 install craps out again.
Why don't you update to SP3 instead of SP2? SP3 is what we are talking here. Don't update to old stuff if you want new stuff to have a chance at starting.
Is there any reason to update to SP2 instead of SP3?
#2031 Posted 23 December 2010 - 12:20 AM
Mr.Deviance, on Dec 22 2010, 01:44 PM, said:
Is there any reason to update to SP2 instead of SP3?
I have updated everything ...
EDuke32 2.0.0devel 20100727
Using I:/Duke3dHRP/duke3d/ for game data
Windows XP (build 5.1.2600) Service Pack 3w/ nedmalloc.dll
Initializing DirectDraw...
Searching for game data...
Using 'duke3d.grp' as main game data file.
Using file 'autoload/duke3d.grp/polymer_hrp174.zip' as game data.
Using file 'autoload/duke3d.grp/polymer_mhk.zip' as game data.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3968: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5891: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16187*4 bytes
Script compiled in 28ms, 16179*4b, version 1.4+
1918/11264 labels, 321/2048 variables
125 quotes, 207 actors
Initialized 24.0M cache
Loading 'duke3d.def'
warning: defined hightile replacement for empty tile 9000. Maybe some tiles???.art are not loaded?
warning: defined hightile replacement for empty tile 9001.
Definitions file 'duke3d.def' loaded.
RTS file DUKE2.RTS was not found
Initializing OSD...
Initializing DirectInput...
- Enumerating attached game controllers
* JOYSTICK: Logitech Attack 3
Controller has 3 axes, 11 buttons, and 0 hat(s).
Executing "settings.cfg"
Setting video mode 1280x720 (32-bit fullscreen)
OpenGL Information:
Version: 2.1.2
Vendor: NVIDIA Corporation
Renderer: GeForce 6100/PCI/SSE2/3DNOW!
Initializing Polymer subsystem...
PR : Initialization complete.
Initializing music...
Initializing sound...
Caching "highres/screen/menu/2502.png"
PR : Board loaded.
Loaded map hack file '/E1L1.mhk'
***************************************
But you were right, as the updated Eduke and Polymer HRP lags that machine too much. I could still run the older version if I want but I ran into a more serious problem....
...I lost the color red! I don't know what the hell went wrong, but lucky I still have this machine to use while I try to figure it out. I suspect it's the on-board video and not the monitor. When the computer is off, the monitor shows a quick test pattern 'r' 'g' 'b' with the correct colors. Damn it!
#2032 Posted 23 December 2010 - 01:47 AM
So nuking your hard drive and doing a vanilla install of Windows may solve some of your problems, just be sure you backed up your restore images first!
#2033 Posted 23 December 2010 - 10:58 AM
#2034 Posted 23 December 2010 - 02:20 PM
#2035 Posted 23 December 2010 - 08:43 PM
Tea Monster, on Dec 23 2010, 04:47 AM, said:
This was a fresh install on a brand new drive. Yea the things that had to be added like OEM drivers for the mobo, SATA controllers, and everything that runs on that nForce chipset like the HD audio and the ethernet controller.
Plagman, on Dec 23 2010, 01:58 PM, said:
I wish that was the case. I even swapped cables and checked for bent/broken pins. All checked out good and the cable screws are tight.
SwissCm, on Dec 23 2010, 05:20 PM, said:
It's an eMachine E17T4W LCD which only has a VGA port. When it self-tests before the system boots and at shutdown, the colors are correct. Just now as I'm writing this, I opened the monitors OSD while in the desktop and all colors are displayed in its OSD. That's very strange. I will try to get a screenshot of that to show you. Also, color red in my normal display seems to be black. Think it's a software or driver problem? Sorry, this should be in the HW/SW thread as this has gone slightly off topic.
#2036 Posted 29 December 2010 - 08:41 PM
Thanks.
This post has been edited by BlackDays: 30 December 2010 - 05:19 AM
#2037 Posted 29 December 2010 - 08:54 PM
http://forums.duke4....?showtopic=2596
If you looked just the little bit harder you would have found this thread easily enough and saved yourself from making a rather large unneeded post.
#2038 Posted 29 December 2010 - 10:35 PM
#2039 Posted 30 December 2010 - 06:08 AM
#2040 Posted 03 January 2011 - 03:44 PM
Quote
MISCLINKOPTS= ifeq($(PLATFORM),WINDOWS) MISCLINKOPTS+= -Wl,--large-address-aware endif ifneq (0,$(KRANDDEBUG)) MISCLINKOPTS+=-Wl,-Map=$@.memmap endif ifneq (0,$(PROFILER)) MISCLINKOPTS+=-pg endif
A space is needed in the line "ifeq($(PLATFORM),WINDOWS)".