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EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

User is offline   fgsfds 

#2191

That's not the point. I often have to enable or disable lighting, and for that I need to add this in config or type it in console. It's not too hard of course, but this option may be useful.
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User is offline   Danukem 

  • Duke Plus Developer

#2192

View Postempyrock, on Mar 16 2011, 10:34 AM, said:

That's not the point. I often have to enable or disable lighting, and for that I need to add this in config or type it in console. It's not too hard of course, but this option may be useful.


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).
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User is offline   TerminX 

  • el fundador

  #2193

Bind some keys to enable/disable it.
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User is offline   Gambini 

#2194

I can´t tell exactly when this happened (surely when the new polymer hud was introduced): The shrinker and the expander now blink constantly when actually, the only thing that should blink is that red/green stone they have inside.

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. The one in use currently has to be 0.99 or 1.00 which are both a lot better than what it used to be a few months ago,* but still 1.12-1.18 range makes a lot more justice to good shaded maps, because it has better contrast without those strange pitchblack textures (well, just as it used to be).

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.

Attached thumbnail(s)

  • Attached Image: Osoftware.JPG
  • Attached Image: Opolymost.JPG
  • Attached Image: Opolymer.JPG


This post has been edited by Gambini: 16 March 2011 - 07:18 PM

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User is offline   Danukem 

  • Duke Plus Developer

#2195

Gambini is right about all of the above. The only tweak I would be concerned about is changing the default contrast, because in my experience while .05 does look better, some things become a little too dark unless you also increase brightness by a notch or two.
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User is offline   Plagman 

  • Former VP of Media Operations

#2196

I'm not sure I follow the shrinker thing; someone else was talking about a shrinker problem at some point in the past, so maybe it's related. Either way sounds like a game problem.

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.
-1

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2197

View PostPlagman, on Mar 17 2011, 05:22 PM, said:

I'm not sure I follow the shrinker thing; someone else was talking about a shrinker problem at some point in the past, so maybe it's related. Either way sounds like a game problem.

I posted last month at some point that the expander goes completely black when not using the HRP which looks totally wrong.
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User is offline   0815Jack 

#2198

is there a way to disable the light definitions in the maphack files, but leave the hardcoded ones active?

i tried r_pr_lighting "0" but this disables all.....
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User is offline   Gambini 

#2199

Quote

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.


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.

Quote

I'm not sure I follow the shrinker thing; someone else was talking about a shrinker problem at some point in the past, so maybe it's related. Either way sounds like a game problem.


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.

Quote

Fixing the clipping problem you mentioned is way more involved than just tweaking a parameter, but it's planned.


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.
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User is offline   Mike Norvak 

  • Music Producer

#2200

Ho ho ho ho...... ;) finally I've got a new GTS 250 grafic card. Let's try Polymer!!!! <---- Hope it be as good as they say it is. ;) BTW in addition to Duke Nukem Eternity and Of Pigs and Men, which maps do u recommend me?

This post has been edited by Norvak: 21 March 2011 - 07:09 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2201

If you are using the SVN version of the HRP most of the original maps all have light map hacks.

This post has been edited by The Commander: 20 March 2011 - 09:29 PM

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User is offline   Micky C 

  • Honored Donor

#2202

My second map, libraryl is a decent looking polymer map (especially considering it was my second ever map), just go into the maps section of MSDN and control-f for it. You can also search for my first map (Action Time on 7) which is also an ok looking polymer map, but is very noobish in all the other departments.
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User is offline   Mike Norvak 

  • Music Producer

#2203

Okay, i tried a few maps with some dynamic lighting improvements (but not designed specially for polymer and i'm not convinced at all. Isn't so bad but everything looks too fancy and crude imo. And as various veteran mappers say, it messes things up about how a DukeNukem map should look. I'll try Of pigs and Men and those maps u tell me Micky.

This post has been edited by Norvak: 21 March 2011 - 08:39 AM

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#2204

I think you tried it ages ago, but hey, it's likely been updated since and I feel like running some shameless self-promotion, so you could always give my first map a shot, it is Polymer only, http://forums.duke4....?showtopic=3093
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User is offline   fgsfds 

#2205

It happened after 1848 revision.

This post has been edited by empyrock: 23 March 2011 - 12:51 AM

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#2206

There's too much light on my screen for me to see what's wrong right now, but I immagine it's a texture problem?

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'
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User is offline   fgsfds 

#2207

No, it's not texture problem. It works even without hrp. Maybe here it visible better. It's transparent texture (looks like 2456.jpg) in main menu. And I repeat that the problem has appeared in 1848 and later revisions.

This post has been edited by empyrock: 23 March 2011 - 06:05 AM

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User is offline   TerminX 

  • el fundador

  #2208

It's helixhorned's fault. ;)
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User is offline   Helixhorned 

  • EDuke32 Developer

#2209

Ah yes, I half-expected my half-baked 'r_shadescale_unbounded' implementation to break stuff. OTOH, you could say that it isn't a bug at all, try "r_shadescale 0" in the menu for example.

Anyway, I changed r_shadescale_unbounded so that it will allow to display tiles as totally black whenever the original renderer would have too.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2210

Just wanted to say that the recent updates to EDuke32 and the Polymer HRP are phenomenal! Now that I can play it at decent framerates (flawless, actually) I can truly appreciate everything even more than I did before. Fine work Plagman, TX, Helixhorned, the Polymer artists/modelers, Nightfright for putting the HRP all together for easy access, and anybody else who's had a hand in this. It looks GOOD. Fantastic. You guys all rock for doing this just for us to play with at no charge.

This post has been edited by MusicallyInspired: 24 March 2011 - 11:17 PM

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User is offline   Tetsuo 

#2211

The performance of the OS X version has also gotten very good. The long standing bug of sectors outside the one your in ceasing to draw after a while still happens however.

This post has been edited by Tetsuo: 25 March 2011 - 11:28 AM

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User is offline   RPD Guy 

#2212

there is a new bug in mapster! (revision 20110325-1856 and 20110324-1855)
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?
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User is offline   Forge 

  • Speaker of the Outhouse

#2213

 Dk2, on 02 April 2011 - 02:40 PM, said:

there is a new bug in mapster! (revision 20110325-1856 and 20110324-1855)
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.
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User is offline   Danukem 

  • Duke Plus Developer

#2214

 Dk2, on 02 April 2011 - 02:40 PM, said:

there is a new bug in mapster! (revision 20110325-1856 and 20110324-1855)
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.
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User is offline   Forge 

  • Speaker of the Outhouse

#2215

I mentioned this problem a week ago and not a peep from anyone. Someone else mentions the same thing (in the wrong thread even) and gets an immediate response.

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

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User is offline   Forge 

  • Speaker of the Outhouse

#2216

verified r1853 is the last snapshot that works. r1854is when problem started
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User is offline   RPD Guy 

#2217

 Forge, on 02 April 2011 - 03:15 PM, said:

I mentioned this problem a week ago and not a peep from anyone. Someone else mentions the same thing (in the wrong thread even) and gets an immediate response.

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 =)
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User is offline   Forge 

  • Speaker of the Outhouse

#2218

 Dk2, on 02 April 2011 - 03:31 PM, said:

Well, this is not the focus of discussion here, but I think I am more beloved than you!

just kidding =)


;)
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User is offline   Danukem 

  • Duke Plus Developer

#2219

 Forge, on 02 April 2011 - 03:15 PM, said:

I mentioned this problem a week ago and not a peep from anyone. Someone else mentions the same thing (in the wrong thread even) and gets an immediate response.

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.
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User is offline   Plagman 

  • Former VP of Media Operations

#2220

I saw the report, but I'm pretty sure it's caused by the new feature that Helix added to the tile selector; I was just going to wait until he saw it as well. I try to stay away from the editor code if I can help it!
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