EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2191 Posted 16 March 2011 - 09:34 AM
#2192 Posted 16 March 2011 - 09:43 AM
empyrock, on Mar 16 2011, 10:34 AM, said:
If it was in the menu it would be buried in the renderer options submenu, so using the console might actually be quicker anyway (unless you type slowly).
#2194 Posted 16 March 2011 - 06:39 PM
Also, i´m pretty sure i said this before but can´t remember in which post: the default r_shadescale that approachs the most to the all-life-duke-nukem is 1.14.
I also have been experimenting and noticed that one tad of contrast in polymost/polymer (0.05) makes it look a lot better. Too bad it doesn´t make difference in the screenshots since these settings overrule the screen. or i would show how better it looks.
So the thing is: Can contrast be changed in the core of the 32 bits rendereres to be 0.05 instead of 0.0? It´s worth a try, textures look a lot less washed and the feeling is a lot more 8bit-ish.
Another thing: Can the clipping plane of decal sprites be adjusted in polymer? See the images below, 1st is software renderer, 2nd is Polymost and 3rd is Polymer. The background white thing is made of sprites and they´re positioned slightly behind the letter sprites. Also notice that sort of spiderweb between T and the eye, the only case where it is misaligned is Polymer too.
*that was a mistake, the current shadescale is still 1.3 which is awfull.
This post has been edited by Gambini: 16 March 2011 - 07:18 PM
#2195 Posted 16 March 2011 - 06:46 PM
#2196 Posted 16 March 2011 - 08:22 PM
For changing the default shadescale, I think TerminX said changing it would make some other stuff look wrong. I don't have an opinion since I haven't closely tried; the current method of trying to match old Duke3D brightness kind of sucks, I'd rather write something that's exactly right for ART and stick with Polymer for lighting for high-resolution content.
Fixing the clipping problem you mentioned is way more involved than just tweaking a parameter, but it's planned.
#2197 Posted 17 March 2011 - 10:10 AM
Plagman, on Mar 17 2011, 05:22 PM, said:
I posted last month at some point that the expander goes completely black when not using the HRP which looks totally wrong.
#2198 Posted 17 March 2011 - 01:08 PM
i tried r_pr_lighting "0" but this disables all.....
#2199 Posted 17 March 2011 - 03:21 PM
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It would be wise to put that stuff that TerminX said would look wrong Vs what looks wrong now in a balance. At least before that solution for 8bits art is implemented. As it is right now, the original art is neglected in favor of third party packs.
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The shrinker´s hud 8bits art and its alt weapon, the expander. go black and go bright again just like the stone inside should do. I dare to say it´s something related to the hardcoded light that it casts in Polymer.
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I know shit about coding but would not be enough to just shift the offset of these sprites toward the angle they aim? I remember i once had a very similar problem with the old Won version of Half Life, when using opengl. There was a commandline that could be added to the .ini file which would move the decal farther from the wall.
#2200 Posted 20 March 2011 - 03:34 PM
This post has been edited by Norvak: 21 March 2011 - 07:09 AM
#2201 Posted 20 March 2011 - 09:29 PM
This post has been edited by The Commander: 20 March 2011 - 09:29 PM
#2202 Posted 20 March 2011 - 11:00 PM
#2203 Posted 21 March 2011 - 08:35 AM
This post has been edited by Norvak: 21 March 2011 - 08:39 AM
#2204 Posted 21 March 2011 - 08:46 AM
#2205 Posted 23 March 2011 - 12:51 AM
This post has been edited by empyrock: 23 March 2011 - 12:51 AM
#2206 Posted 23 March 2011 - 05:41 AM
Delete the files "textures.cache" and "textures" from the EDuke32 folder, this usually makes such issues go away.
I've been thinking for a while of making a simple .exe that removes the cache files as well as doing some other general 'house-keeping'
#2207 Posted 23 March 2011 - 06:05 AM
This post has been edited by empyrock: 23 March 2011 - 06:05 AM
#2209 Posted 23 March 2011 - 10:07 AM
Anyway, I changed r_shadescale_unbounded so that it will allow to display tiles as totally black whenever the original renderer would have too.
#2210 Posted 24 March 2011 - 11:16 PM
This post has been edited by MusicallyInspired: 24 March 2011 - 11:17 PM
#2211 Posted 25 March 2011 - 11:27 AM
This post has been edited by Tetsuo: 25 March 2011 - 11:28 AM
#2212 Posted 02 April 2011 - 02:40 PM
in the tile selection screen, the tiles keep flashing, disappearing and appearing suddenly!
but the performance in game keeps good.
the only thing I don't know is that:
recently, my video card (geforce 9800gtx+) has spoiled, and i'm using my onboard video card.
AND this card is one ATI 4200 (this sux)
there isn't way I can see any shadows, and when "r_pr_shadows 1" the light spot disappear, and all I see is a darkened sector.
QUESTION: the problem is the ATI card? or the revision bug?
#2213 Posted 02 April 2011 - 02:59 PM
Dk2, on 02 April 2011 - 02:40 PM, said:
in the tile selection screen, the tiles keep flashing, disappearing and appearing suddenly!
but the performance in game keeps good.
the only thing I don't know is that:
recently, my video card (geforce 9800gtx+) has spoiled, and i'm using my onboard video card.
AND this card is one ATI 4200 (this sux)
there isn't way I can see any shadows, and when "r_pr_shadows 1" the light spot disappear, and all I see is a darkened sector.
QUESTION: the problem is the ATI card? or the revision bug?
I reported the exact same issue (see mapster32 bug reports thread). I'm using a geforce 9800 GTX+ . The problem doesn't happen with r1849. Haven't tried r1850,53,or 54 to see where it started exactly.
#2214 Posted 02 April 2011 - 02:59 PM
Dk2, on 02 April 2011 - 02:40 PM, said:
in the tile selection screen, the tiles keep flashing, disappearing and appearing suddenly!
...
QUESTION: the problem is the ATI card? or the revision bug?
It's a bug in the revision. I fired up mapster after reading your post (it's been a while since I used it) and I'm having the same problem using my Geforce GTS 450.
#2215 Posted 02 April 2011 - 03:15 PM
so, who did I piss off here, and what did I do to piss them off?
I want to make sure I keep doing it.
This post has been edited by Forge: 02 April 2011 - 03:31 PM
#2216 Posted 02 April 2011 - 03:31 PM
#2217 Posted 02 April 2011 - 03:31 PM
Forge, on 02 April 2011 - 03:15 PM, said:
so, who did I piss off here, and what did I do to piss them off?
I want to make sure I keep doing it.
Well, this is not the focus of discussion here, but I think I am more beloved than you!
just kidding =)
#2218 Posted 02 April 2011 - 03:48 PM
Dk2, on 02 April 2011 - 03:31 PM, said:
just kidding =)
#2219 Posted 02 April 2011 - 03:50 PM
Forge, on 02 April 2011 - 03:15 PM, said:
so, who did I piss off here, and what did I do to piss them off?
I want to make sure I keep doing it.
I did see you post about this a week ago, and I did fire up mapster at that time, but for some reason the problem didn't occur (maybe I was using the wrong snapshot?), so I didn't bother posting a reply.
But more importantly, no developer has responded to either of you yet, so in that respect you are being treated equally.