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PolymerNG - Xbox One and Windows 10

User is offline   Mblackwell 

  • Evil Overlord

#811

You're drawing the backside of the exit sign through a sector boundary
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User is offline   Mike Norvak 

  • Music Producer

#812

Oh my!!!!!
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User is offline   Micky C 

  • Honored Donor

#813

Holy moly that's unreal :)

View PostMblackwell, on 22 June 2016 - 06:24 PM, said:

You're drawing the backside of the exit sign through a sector boundary


While we're discussing flaws, I can't help but notice the level geometry flickering in all the videos. Any thoughts on what's causing it and on fixing it?
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#814

View PostMblackwell, on 22 June 2016 - 06:24 PM, said:

You're drawing the backside of the exit sign through a sector boundary

For all sprites I'm currently offseting the depth some to deal with wall sprites. This depth offset should only be applied to wall sprites, but its being applied to all sprites. Thats on my todo list to fix.

View PostMicky C, on 22 June 2016 - 07:01 PM, said:

While we're discussing flaws, I can't help but notice the level geometry flickering in all the videos. Any thoughts on what's causing it and on fixing it?

That is because of Polymost. That is my next thing I'm going to fix. I have a few ideas, but I'm going to investigate and see if I can get that fixed next.

This post has been edited by icecoldduke: 22 June 2016 - 07:38 PM

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User is offline   Lunick 

#815

View Posticecoldduke, on 22 June 2016 - 05:35 PM, said:

So I just tried out OBS to record this video tell me what you think. I got sprite lighting working, sprites now react to lighting and shadows.
<video>

...is that Trooper flying backwards and walking backwards...?
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#816

View PostLunick, on 22 June 2016 - 07:43 PM, said:

...is that Trooper flying backwards and walking backwards...?

That is also a known bug, there are some cases were I need to flip the sprite, that's also on my todo list.

Keep the bug reports coming. So far these are the bugs that are known, that I will be fixing next.
  • Sprite flip flag needs implementation.
  • Sprite depth offset should only be wall to wall sprites.
  • Geo flickering errors because of the polymost occlusion system.
  • Shadows need to take portals into account.


If you guys see any more bugs in the video I just posted on the other page let me know.

This post has been edited by icecoldduke: 22 June 2016 - 07:47 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#817

Probably not at this point yet, but I noticed when you shot the RPG at that trooper in the Arcade elevator the explosion was tinted red by the Arcade sign light. When explosions go off they should probably emit their own light because it is light. Shouldn't be tinted at all. That something you're planning for later on? Sorry if I'm jumping way ahead of the gun.

This post has been edited by MusicallyInspired: 22 June 2016 - 07:48 PM

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User is offline   Mblackwell 

  • Evil Overlord

#818

What about transparency sometimes not blitting properly?
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#819

View PostMusicallyInspired, on 22 June 2016 - 07:48 PM, said:

Probably not at this point yet, but I noticed when you shot the RPG at that trooper in the Arcade elevator the explosion was tinted red by the Arcade sign light. When explosions go off they should probably emit their own light because it is light. Shouldn't be tinted at all. That something you're planning for later on? Sorry if I'm jumping way ahead of the gun.

That is definitely on my todo list. I want to have the fire shit that comes from the liztroop, and the explosions and such have there own lighting, a long with some kind of glow pass(an actual glow pass), that makes that shit glow. Trust me I have awesome things planned for explosions and such :).

View PostMblackwell, on 22 June 2016 - 07:49 PM, said:

What about transparency sometimes not blitting properly?

Can you screen grab a example from the video?

Another thing you guys probably didn't notice, in that video all the shadows have PCF filtering. Basically the weakest implementation of soft shadows, but I haven't heard complaints about it yet :P. Someone e-mailed me and asked "what is the shadow map resolution" currently its 512x512. If you guys have questions please post them here. This is not the resolution I plan on keeping it at, this is just what it is right now.

This post has been edited by icecoldduke: 22 June 2016 - 08:02 PM

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User is offline   Mblackwell 

  • Evil Overlord

#820

Some of the shadows look like LEGO®... lots of stair stepping. :)
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#821

View PostMblackwell, on 22 June 2016 - 08:13 PM, said:

Some of the shadows look like LEGO®... lots of stair stepping. :)

That's the shadow map resolution. I shot this on my 2560x1440 monitor, so a 512x512 shadow map doesn't scale that well :P.

This post has been edited by icecoldduke: 22 June 2016 - 08:16 PM

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#822

Can you guys post how much VRAM you have? I have some performance solutions but this requires me to use more VRAM, so if you guys can post how much VRAM you have I know how much I have to work with.
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User is offline   Hank 

#823

View Posticecoldduke, on 23 June 2016 - 08:26 AM, said:

Can you guys post how much VRAM you have? I have some performance solutions but this requires me to use more VRAM, so if you guys can post how much VRAM you have I know how much I have to work with.

I could, but this would be one person out of thousands, and my comps are for commercial usages.


How about Steam's snapshot of systems in use?
http://store.steampo...rvey/videocard/
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#824

View PostHank, on 23 June 2016 - 08:37 AM, said:

I could, but this would be one person out of thousands, and my comps are for commercial usages.


How about Steam's snapshot of systems in use?
http://store.steampo...rvey/videocard/

My use case right now is what people on this forum currently have, this specifically for the one level demo. Does anyone have less then 2gb of VRAM?

This post has been edited by icecoldduke: 23 June 2016 - 08:43 AM

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User is offline   Tea Monster 

  • Polymancer

#825

Ive got a 4 Gig card, but again it's for work. Normally cards have 2 Gb,but a lot of people here have ancient rigs with one Gig.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#826

My card is 1GB. But ever since Doom came out I've been seriously planning on getting an upgrade. Why do these things have to be so expensive....video cards were never this much back in the 90s if you wanted top-notch performance. You want a decent gaming experience nowadays with hardware that will keep up you've got to pay through the nose. And that's for only midrange hardware. Ridiculous. My only option probably will be to turn traitor and go with AMD's new card next month...but even then with the Canadian exchange, I'm still looking at around $300.

This post has been edited by MusicallyInspired: 23 June 2016 - 09:53 AM

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User is offline   Spiker 

#827

I have 2GB but I'm constantly thinking of getting a new rig.
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User is online   Mark 

#828

2gb for me
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User is offline   HiPolyBash 

#829

4GB here.
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User is offline   Striker 

  • Auramancer

#830

View PostMusicallyInspired, on 23 June 2016 - 09:51 AM, said:

My card is 1GB. But ever since Doom came out I've been seriously planning on getting an upgrade. Why do these things have to be so expensive....video cards were never this much back in the 90s if you wanted top-notch performance. You want a decent gaming experience nowadays with hardware that will keep up you've got to pay through the nose. And that's for only midrange hardware. Ridiculous. My only option probably will be to turn traitor and go with AMD's new card next month...but even then with the Canadian exchange, I'm still looking at around $300.


I only paid around $230 CAD for my GTX 960 4gb model. Then again, it was on sale at the time. It's more than enough to run Doom 4 well. It's $284 normally. http://www.newegg.ca...9275.1466724194

This post has been edited by StrikerMan780: 23 June 2016 - 03:24 PM

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User is offline   Micky C 

  • Honored Donor

#831

View Posticecoldduke, on 23 June 2016 - 08:26 AM, said:

Can you guys post how much VRAM you have? I have some performance solutions but this requires me to use more VRAM, so if you guys can post how much VRAM you have I know how much I have to work with.


I have 2GB and don't plan on updating any time soon, Doom or no Doom.
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User is offline   HiPolyBash 

#832

I assume people with higher spec PCs will be able to scale up their settings to make use of their hardware?
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#833

I have now integrated PolymerNG with Mapster. I currently have Mapster built into the main executable, and one can launch the editor with the "-editor" command line, otherwise it launches into Duke3D.

Posted Image

View PostHiPolyBash, on 23 June 2016 - 08:49 PM, said:

I assume people with higher spec PCs will be able to scale up their settings to make use of their hardware?

Correct
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User is offline   Hendricks266 

  • Weaponized Autism

  #834

View Posticecoldduke, on 25 June 2016 - 01:19 PM, said:

I currently have Mapster built into the main executable, and one can launch the editor with the "-editor" command line, otherwise it launches into Duke3D.

First multithreading, and now this? I hope your implementations are correct because it would kick ass to knock some stuff off my roadmap.
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#835

View PostHendricks266, on 25 June 2016 - 01:21 PM, said:

First multithreading, and now this? I hope your implementations are correct because it would kick ass to knock some stuff off my roadmap.

I'm sure you'll have fun code reviewing all the deltas when it goes over to main :).

This post has been edited by icecoldduke: 25 June 2016 - 01:34 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#836

It would be really cool to implement a console command to toggle between them back and forth. Start the editor, make some stuff, enter "game mode" (standing in the same spot you are in the editor, not necessarily the player start position), then bounce back into the editor to make changes. Of course, that would reset the map and any gameplay changes you made to it, but still. It'd be a nice quick way to test some things. I don't know what would be invovled in that, though.

This post has been edited by MusicallyInspired: 25 June 2016 - 01:35 PM

0

#837

View PostMusicallyInspired, on 25 June 2016 - 01:35 PM, said:

It would be really cool to implement a console command to toggle between them back and forth. Start the editor, make some stuff, enter "game mode" (standing in the same spot you are in the editor, not necessarily the player start position), then bounce back into the editor to make changes. Of course, that would reset the map and any gameplay changes you made to it, but still. It'd be a nice quick way to test some things. I don't know what would be invovled in that, though.

Yeah I'm not sure either how much effort it will take to be able to ctrl-g between live game and 3d mode. I would have to add a communication layer between the editor and the game. Changes you make in 3d mode would immediately apply to the live view. It's definitely not impossible, I just don't know how complicated it would be.
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User is offline   Hank 

#838

@ MusicallyInspired: You have this already in Mapster32, P+CTRL Posted Image

This post has been edited by Hank: 25 June 2016 - 01:45 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#839

No, I don't. I'm talking about a realtime instant toggle between editor and game modes. If I launch the game I can't press CTRL+P and enter editor mode.
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User is offline   Steveeeie 

#840

This is really starting to looks sweeeeeeeeeeeeeeeeeeeet.

When we going to see more from the 3d sprites and when will we start to see materials?

If you still plan to do PBR can we go with the metalness workflow as opposed to the specular workflow?
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