PolymerNG will use Vulkan and D3D12
#212 Posted 13 April 2016 - 02:42 PM
MusicallyInspired, on 13 April 2016 - 02:10 PM, said:
As I said I will make a Win32 project so I can support 64-bit Win7. I will probably do that after I get the albedo pass, sound and input all working properly. I'm simply saying the code I am in the depot at this time only supports Windows 8, 10, and XB1. This is only because I only have UWP projects at the moment. As soon as I make some small code changes and the Win32 projects, everything will just work on 7.
This post has been edited by icecoldduke: 13 April 2016 - 02:45 PM
#213 Posted 13 April 2016 - 03:51 PM
icecoldduke, on 13 April 2016 - 05:26 AM, said:
You're showing a remarkable lack of understanding. You don't need to ditch AudioLib. In fact, it is essential to the game sounding right. All you need to do is change the driver that connects the library to the OS subsystem.
Or, you know, not, because we use SDL extensively and SDL supports UWP. Why are you not using SDL?
You're gutting ten years of systems engineering because you don't understand our codebase. Inb4 your renderer crashes and burns in any of BUILD's odd use cases like overlapping sectors.
#214 Posted 13 April 2016 - 04:30 PM
Hendricks266, on 13 April 2016 - 03:51 PM, said:
Or, you know, not, because we use SDL extensively and SDL supports UWP. Why are you not using SDL?
You're gutting ten years of systems engineering because you don't understand our codebase. Inb4 your renderer crashes and burns in any of BUILD's odd use cases like overlapping sectors.
I wasn't aware that SDL supported UWP. That solves the issue then. I am all for the fastest way to do something, you don't need to get defensive. I was in no way knocking the AudioLib. I just had no interest in writing a XAudio2 code and I definitely had no interest in writing my own midi synthesizer. Therefore it was a solid plan to ditch the AudioLib, and go with FMOD. Not because of bad coding, but because it would have been the fastest way to ship. I believe I could have got the sound sounding just like the original. I'm going to shelve my fmod work, and try the UWP SDL_Mixer. If that works, I'll do another video with sound working tonight.
I have a feeling though I going to have to do more work to get MIDI stuff to work(since at least on Windows its going through mmsystem, but that could just be the way I have the projects setup). As long as SDL_Mixer can handle MIDI, I'm good.
To top that off Evan, give me a map that has sector over sector that you think will crash PolymerNG, I'll take your map rendering challenge
This post has been edited by icecoldduke: 14 April 2016 - 05:59 AM
#217 Posted 13 April 2016 - 04:46 PM
Mblackwell, on 13 April 2016 - 04:36 PM, said:
Tea Monster, on 13 April 2016 - 04:37 PM, said:
I just wanted to clarify that I wasn't knocking any part of the eduke32 codebase. My goal here is to ship. Ditching the audiolib was a calculated decision so I could ship. I'm going to try what Hendricks suggested with the UWP SDL2. Hopefully it just works I'll post back with the results.
This post has been edited by icecoldduke: 13 April 2016 - 05:06 PM
#218 Posted 13 April 2016 - 05:44 PM
This post has been edited by icecoldduke: 13 April 2016 - 05:52 PM
#219 Posted 13 April 2016 - 05:56 PM
#220 Posted 13 April 2016 - 06:02 PM
This post has been edited by HiPolyBash: 13 April 2016 - 06:02 PM
#221 Posted 13 April 2016 - 06:40 PM
Hendricks266, on 13 April 2016 - 03:51 PM, said:
It might be an idea to sort out the many problems with our current renderer, or to address the multiplayer issues, before taking this attitude with others. Glass houses, etc.
#222 Posted 13 April 2016 - 06:45 PM
#223 Posted 13 April 2016 - 07:34 PM
icecoldduke, on 13 April 2016 - 05:44 PM, said:
You want Timidity.
#224 Posted 13 April 2016 - 08:13 PM
Mblackwell, on 13 April 2016 - 07:34 PM, said:
This might be a disappointment to some people, but midi won't make it for the first release. HQ music works and for now, and imo midi isn't high enough of a priority to hold back the first release.
Items holding back the first release:
1) Input!
2) Hidden Wall rendering bugs.
3) Dynamic Sectors
4) Sprite rendering
This post has been edited by icecoldduke: 13 April 2016 - 08:15 PM
#226 Posted 13 April 2016 - 08:18 PM
Mblackwell, on 13 April 2016 - 08:16 PM, said:
It will play the vanilla game with HQ music rather then midi.
This post has been edited by icecoldduke: 13 April 2016 - 08:19 PM
#227 Posted 13 April 2016 - 08:33 PM
#228 Posted 13 April 2016 - 08:38 PM
#229 Posted 13 April 2016 - 08:43 PM
Mblackwell, on 13 April 2016 - 08:33 PM, said:
You can just load the Duke3d.grp file, just you won't get any music. Once you download the HQ music assets you will get music. MIDI assets are not a high priority issue. I want to get a build in the public hands so people can start catching bugs. I have done a lot of modifications to the engine, not to mention PolymerNG is a completely redone renderer. The only tasks I care about going forward to first release is getting the build playable with everything operating properly minus midi's. Remember ogg music works, just midi music does not.
I want people to start loading mods on the XB1. I think it will be pretty awesome to see the Blood EDuke32 port running on the XB1.
I understand your annoyed. The fact is I am only one person, and my time has to be managed in such a way that we get something awesome in people's hands to start finding bugs. I doubt there are going to be people who would have played the build, who now aren't because they have to listen to HQ music rather then midi music. Therefore my decision is final.
This post has been edited by icecoldduke: 13 April 2016 - 08:47 PM
#230 Posted 13 April 2016 - 08:53 PM
#231 Posted 13 April 2016 - 08:54 PM
#233 Posted 13 April 2016 - 09:10 PM
Mblackwell, on 13 April 2016 - 08:53 PM, said:
EDuke32 vanilla doesn't use Timidity, at least not on Windows. If you look at mpu401.cpp, that entire module has to be redone since mmsystem isn't supported on UWP. I missed something very obvious today when I tried to redue the audio stack with FMOD rather then going with SDL. It's possible I missed something else with the midi code, and maybe there is another drag and drop fix to get midi to work. It's very possible Timidity doesn't work on the Xbox. The fact is there are two many unknowns for me to warrant spending time on the midi code right now.
When I release the source code to PolymerNG I will glady accept any changes that add midi support back into the code, that works on the console and PC. In the highly likely event that doesn't happen, I will add it in when I get time.
This post has been edited by icecoldduke: 13 April 2016 - 09:12 PM
#234 Posted 13 April 2016 - 09:23 PM
Mblackwell, on 13 April 2016 - 08:56 PM, said:
But he knows there are going to be renderer bugs and wants to make fixing them the immediate priority. The first release is going to have a long way to go in many respects so why does it matter whether it happens to have midi support? He has a development process that obviously is working well for him; it would be nice if everyone could be supportive without all the bitching.
#235 Posted 13 April 2016 - 09:25 PM
A renderer is the goal.
Not a sound system.
Oh, wait.
#236 Posted 13 April 2016 - 09:30 PM
Mblackwell, on 13 April 2016 - 09:25 PM, said:
A renderer is the goal.
Not a sound system.
Oh, wait.
Take a look at the code for yourself. The only code path I can find for midi's is MUSIC_PlaySong(music.cpp) calls into MIDI_PlaySong, from there the midi logic calls the core midi synthesizer, which seems to be all the MPU* calls that are located in mpu401.cpp. That entire module I can't use on UWP cause it makes calls into a unsupported set of functions. Mmsystem which is the foundation of the midi code that is in current EDuke32 doesn't work in UWP. The mpu401.cpp rewrite is simply outside the scope of the first release. I'm sorry.
If TerminX or Hendricks can point me to some code that already calls into SDL_Mixer for handling midi's that I can use to replace mpu401.cpp I would do it in a heartbeat. I can't find any code in the current SVN that does just that. Until I have time, the mpu401.cpp re-write will have to wait. Which means midi's won't work.
This post has been edited by icecoldduke: 13 April 2016 - 09:35 PM
#237 Posted 13 April 2016 - 09:47 PM
You'll have to look at the Makefile to see how it is built on non-Windows platforms.
#238 Posted 13 April 2016 - 09:59 PM
Hendricks266, on 13 April 2016 - 09:47 PM, said:
You'll have to look at the Makefile to see how it is built on non-Windows platforms.
Yeah this work is going to have to wait till after the first release. Sorry guys this is the last word on it.
#239 Posted 14 April 2016 - 08:57 AM
Will FLACs also work in this first build for the audiophiles we have here? For that matter, the metadata loop tags? I assume it would all work as EDuke32 currently functions anyway just without MIDI...?
This post has been edited by MusicallyInspired: 14 April 2016 - 08:59 AM
#240 Posted 14 April 2016 - 09:03 AM
MusicallyInspired, on 14 April 2016 - 08:57 AM, said:
Will FLACs also work in this first build for the audiophiles we have here? For that matter, the metadata loop tags? I assume it would all work as EDuke32 currently functions anyway just without MIDI...?
I can't remember which audio pack I used, I downloaded one from http://hrp.duke4.net/download.php, then copied all the ogg files to the same folder that the duke3d.grp is in. FLAC I'm not sure about.
This post has been edited by icecoldduke: 14 April 2016 - 12:19 PM

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