PolymerNG will use Vulkan and D3D12
#241 Posted 14 April 2016 - 10:38 AM
#242 Posted 14 April 2016 - 11:07 AM
#243 Posted 14 April 2016 - 12:09 PM
Hendricks266, on 14 April 2016 - 11:07 AM, said:
I'm not at home at the moment, but I don't believe I have flac enabled right now. I'll try to get that enabled for the release. There *shouldn't* be any reason why it won't just work, do you have any FLAC content I could use for testing?
This post has been edited by icecoldduke: 14 April 2016 - 12:12 PM
#244 Posted 14 April 2016 - 12:24 PM
icecoldduke, on 14 April 2016 - 12:09 PM, said:
Yep, right here:
http://sc55.duke4.net/games.php#duke3d
Also, you still haven't answered this question. Do the metadata loop tags embedded in OGG and FLAC work? If you don't know what they are they are values in audio samples of points in the music tracks where the audio should loop. If you've got OGG working already, it would just be a matter of checking the first level to see where it loops. It should be seamless and not fade out. If it does fade out the metadata loop tags are being ignored. I guess that's something we'll find out with the first build anyway, but there you are.
This post has been edited by MusicallyInspired: 14 April 2016 - 12:26 PM
#245 Posted 14 April 2016 - 12:30 PM
MusicallyInspired, on 14 April 2016 - 12:24 PM, said:
http://sc55.duke4.net/games.php#duke3d
Also, you still haven't answered this question. Do the metadata loop tags embedded in OGG and FLAC work? If you don't know what they are they are values in audio samples of points in the music tracks where the audio should loop. If you've got OGG working already, it would just be a matter of checking the first level to see where it loops. It should be seamless and not fade out. If it does fade out the metadata loop tags are being ignored. I guess that's something we'll find out with the first build anyway, but there you are.
I'm using the AudioLib from vanilla EDuke32, if the audiolib supported metadata loop tags, then the release should support it as well. I'm not that versed in audio development, when I do a release if you find metadata loop tags are not working, or another audiolib feature that worked in vanilla EDuke32(besides midi's) that doesn't in PolymerNG please let me know. I'll do my best to track it down.
EDIT:
Hendricks do you know off hand how much memory each FLAC file takes when its loaded into memory? The file sizes for your flac pack are pretty big(1gb for all sounds?). That's 5x the size of the ogg pack.Remember I only have 1 gb of ram to play with on the consoles.
This post has been edited by icecoldduke: 14 April 2016 - 12:36 PM
#246 Posted 14 April 2016 - 12:40 PM
icecoldduke, on 14 April 2016 - 12:30 PM, said:
Hendricks do you know off hand how much memory each FLAC file takes when its loaded into memory? The file sizes for your flac pack are pretty big(1gb for all sounds?). That's 5x the size of the ogg pack.Remember I only have 1 gb of ram to play with on the consoles.
The full decompressed stream. My FLAC packs are for music, so only one file will ever be in memory at a time, not the whole gigabyte.
Somewhere you mentioned wanting to work on input, but that's something else SDL gives you for free. (SDL gives you just about everything for free. That's why it's so great.) Granted, our controller support is sub-par at the moment, but if you plug a keyboard and mouse into your XB1 I would hope you have no troubles.
#247 Posted 14 April 2016 - 12:45 PM
Hendricks266, on 14 April 2016 - 12:40 PM, said:
Somewhere you mentioned wanting to work on input, but that's something else SDL gives you for free. (SDL gives you just about everything for free. That's why it's so great.) Granted, our controller support is sub-par at the moment, but if you plug a keyboard and mouse into your XB1 I would hope you have no troubles.
I'll try that when I get home. As long as FLAC files are only used for music it should be ok. I'll deal with FLAC after I get input working. I want to go around and find all the different render fuckage I can, and get those bugs ironed out.
This post has been edited by icecoldduke: 14 April 2016 - 12:46 PM
#248 Posted 14 April 2016 - 01:30 PM
Hendricks266, on 14 April 2016 - 12:40 PM, said:
I was going to mention something about controller issues earlier when icd (can we call you icd icecoldduke?) mentioned XB1. I will volunteer to help testing on any controller work being done. It's always been a bit of a let down for me that my very common xbox controller doesn't work well in Duke3D.
#250 Posted 14 April 2016 - 05:12 PM
MusicallyInspired, on 14 April 2016 - 08:57 AM, said:
Er, while that might be nice for us fans it has nothing to do with vanilla Duke since no one was hearing the game that way when it was released, or even now without modification.
Sure, it's cool but it's not vanilla assets unless someone is duping one of the sound systems as a canvas.
And in the end the game should always be able to just load DUKE3D.GRP and go.
#251 Posted 14 April 2016 - 05:21 PM
This post has been edited by Mark.: 14 April 2016 - 05:23 PM
#252 Posted 14 April 2016 - 06:10 PM
This post has been edited by icecoldduke: 14 April 2016 - 06:11 PM
#253 Posted 14 April 2016 - 07:04 PM
#254 Posted 14 April 2016 - 07:41 PM
Mblackwell, on 14 April 2016 - 05:12 PM, said:
Sure, it's cool but it's not vanilla assets unless someone is duping one of the sound systems as a canvas.
And in the end the game should always be able to just load DUKE3D.GRP and go.
That's why I threw in the line about using High Treason's OPL music pack (Adlib FM Synth). And again, there's nothing vanilla about listening to the game MIDIs on a computer from 2016 seeing as it sounds even less like what you heard back in 1996.
As for having the game just work with the GRP file and nothing else, sure I agree with that. But it's not exactly the vanilla "experience". I see what you're saying about playing "vanilla" being just the GRP but that doesn't necessarily mean authentic. I realize they're two different things. Just saying that's all I meant.....anyway....
Mark., on 14 April 2016 - 05:21 PM, said:
FLAC isn't really used for sound effects. FLAC is extremely popular in music, though. It's the best way to losslessly back up your music in full quality without destroying the original audio (something OGG and MP3 do, unfortunately, that's why they're so small). For a lot of people as long as it sounds more or less the same it's good enough, but for people who can hear the difference and can't stand losing any information in the transition, FLACs are golden. It's like settling for JPEG textures in a next gen game engine. It's obviously not good enough.
#256 Posted 15 April 2016 - 01:37 AM
Why is the sky blue? I know it isn't rendering the skybox yet, but does it default to a blue colour from the original BUILD engine, or is that something new you set up?
If it's a new sky, is it providing any lighting information to the scene?
This post has been edited by Tea Monster: 15 April 2016 - 01:41 AM
#257 Posted 15 April 2016 - 05:17 AM
Tea Monster, on 15 April 2016 - 01:37 AM, said:
Why is the sky blue? I know it isn't rendering the skybox yet, but does it default to a blue colour from the original BUILD engine, or is that something new you set up?
If it's a new sky, is it providing any lighting information to the scene?
Actually, I think it looks cool. It paints Hollywood Holocaust in a whole new light. I was always bothered that Duke Nukem 3D never had any "daytime" sky textures.
#258 Posted 15 April 2016 - 05:27 AM
This post has been edited by TON: 15 April 2016 - 06:07 AM
#259 Posted 15 April 2016 - 06:08 AM
Inspector Lagomorf, on 15 April 2016 - 05:17 AM, said:
It's not new at all. Duke64 used it first.
#260 Posted 15 April 2016 - 09:38 AM
MusicallyInspired, on 15 April 2016 - 06:08 AM, said:
Obviously it means I've never played that game, and that I am referring to the original PC version microcosm.
#261 Posted 15 April 2016 - 12:31 PM
Anyway, I agree with the abhorence of a lack of day sky texture in Duke3D...
#262 Posted 15 April 2016 - 04:57 PM
Tea Monster, on 15 April 2016 - 01:37 AM, said:
When I created the project, it came with a simple rotating cube. I have obviously removed the cube, but the clear code cleared the color buffer to "CornflowerBlue", and I just haven't changed it.
#263 Posted 17 April 2016 - 05:08 PM
- Occlusion Culling(Only portal culling, no frustum or proper occlusion culling yet).
- Sprites Work(some are animated, others are not).
- More controller buttons are hooked up(main menu, opening doors, jumping, fire, switch weapons, moving, look up and down).
- Performance(will be at framerate when culling code is complete)
In this demo I start from the main menu, adjust the music volume, play through(you will see geo popping in and out, this is the portal culling code not working right), then I die and have Jesse play through once.
This post has been edited by icecoldduke: 17 April 2016 - 05:08 PM
#265 Posted 17 April 2016 - 06:27 PM
Micky C, on 17 April 2016 - 05:30 PM, said:
Yes