PolymerNG - Xbox One and Windows 10
#961 Posted 03 July 2016 - 01:40 AM
Some notes:
0:11 - noisey textures on the cinema doors.
0:23 - z-fighting issues on the graffiti texture on the dumpster.
0:44 - weird bright line on the base of the crate.
0:51 - sawtooth pixelation on the shadows against the wall.
1: 15 - Venetian blind effect on the calendar sprite (Z-fighting?).
1:50 - Light leakage from something. Maybe one of the adjoining sectors?
2:01 - Light leakage from around the doors.
2:26/2:30 - The door texture on the right seems to have it's normal map reversed.
3:15 - More z-fighting with the cinema poster.
3:39 - Wrong texture - this should be the large health case. It could be that it just wasn't packaged in the release, but just noting it.
3:55 - Missing texture (sidedness issue?) - The grate on the entrance to the ventilator shaft should be visible from here.
This post has been edited by Tea Monster: 03 July 2016 - 01:41 AM
#962 Posted 03 July 2016 - 01:43 AM
icecoldduke, on 01 July 2016 - 09:39 PM, said:
The sprites on the hud are duplicate, 26-32 sprites all the time on the hud and updating
It doesn't seem efficient
This post has been edited by TON: 03 July 2016 - 01:48 AM
#963 Posted 03 July 2016 - 03:00 AM
icecoldduke, on 02 July 2016 - 01:26 PM, said:
You haven't the def file, you can try this in the console:
Plagman, on 28 September 2009 - 12:21 PM, said:
Plagman, on 03 March 2012 - 05:08 PM, said:
To find the right values for a given texture, set r_pr_overrideparallax to 1 to enable manual tweaking of the values, then find the right value for r_pr_parallaxscale. You'll basically want to find the highest value that doesn't cause artifacts. Once you have that, set r_pr_parallaxbias if necessary (if the texture didn't move around, leave it at 0) and then just copy the right values to your DEF file.
This post has been edited by TON: 03 July 2016 - 03:01 AM
#964 Posted 03 July 2016 - 04:31 AM
#965 Posted 03 July 2016 - 04:38 AM
PBR would require a whole bunch of extra set up in the maps though, would need to put a screen capture sphere in some of the sectors
#966 Posted 03 July 2016 - 07:57 AM
Tea Monster, on 03 July 2016 - 01:40 AM, said:
This is known, I made the normal map for that door. I'll replace it with the old one in the next release.
Tea Monster, on 03 July 2016 - 01:40 AM, said:
Wall sprite issue, I disabled the depth offset for this release. It will be fixed in the next release
Tea Monster, on 03 July 2016 - 01:40 AM, said:
0:51 - sawtooth pixelation on the shadows against the wall.
This is caused by the bias in the shadow map buffer aka "Peter Panning", and the sawtooth pixelation is caused by the low res shadow buffer. Also will be fixed in the next release.
Tea Monster, on 03 July 2016 - 01:40 AM, said:
Wall sprite issue as described above.
Tea Monster, on 03 July 2016 - 01:40 AM, said:
2:01 - Light leakage from around the doors.
2:26/2:30 - The door texture on the right seems to have it's normal map reversed.
Unknown issue that I will investigate.
Tea Monster, on 03 July 2016 - 01:40 AM, said:
Again need to bias the wall sprites, will be fixed in the next release.
Tea Monster, on 03 July 2016 - 01:40 AM, said:
You are correct, it just wasn't packaged in the build, I probably won't fix this for the next release though.
Tea Monster, on 03 July 2016 - 01:40 AM, said:
Already fixed.
Great bug report!
#967 Posted 03 July 2016 - 08:06 AM
TON, on 03 July 2016 - 03:00 AM, said:
If you want me to try that in regular Polymer to see the results I'll do that but all Polymer Cvars are broken in PolymerNG.
Steveeeie, on 03 July 2016 - 04:38 AM, said:
PBR would require a whole bunch of extra set up in the maps though, would need to put a screen capture sphere in some of the sectors
The graphics side of things is no where close to being complete; I really want to emphasize that. This was designed to test performance only, and I not only got that but some great bug reports as well
This post has been edited by icecoldduke: 03 July 2016 - 08:09 AM
#968 Posted 03 July 2016 - 08:10 AM
icecoldduke, on 03 July 2016 - 08:06 AM, said:
The graphics side of things is no where close to being complete; I really want to emphasize that. This was designed to test performance only, and I not only got that but some great bug reports as well
LOL I'm just pipe dreaming and definitely not expecting it now that's for sure.
#969 Posted 03 July 2016 - 08:36 AM
Steveeeie, on 03 July 2016 - 08:10 AM, said:
I figured I just wanted to make it clear

What my workflow is on this project is I fix a few bugs and I might add a few easy to implement features here and there. This isn't what I would do on a normal project, but this project is acting as a form of therapy for me at the moment
#973 Posted 03 July 2016 - 11:24 AM
#974 Posted 03 July 2016 - 12:17 PM
TerminX, on 03 July 2016 - 11:24 AM, said:
Can you point me to whatever con command moves the lights
This post has been edited by icecoldduke: 03 July 2016 - 12:23 PM
#975 Posted 03 July 2016 - 12:59 PM
Lights are just SE's, which are just actors/sprites, so any and all commands that can move those can and do move lights.
#976 Posted 03 July 2016 - 01:03 PM
This post has been edited by Mark.: 03 July 2016 - 01:04 PM
#977 Posted 03 July 2016 - 01:28 PM
Mblackwell, on 03 July 2016 - 12:59 PM, said:
Lights are just SE's, which are just actors/sprites, so any and all commands that can move those can and do move lights.
Makes sense.
Mark., on 03 July 2016 - 01:03 PM, said:
I actually modified code for that.
#978 Posted 03 July 2016 - 02:32 PM
#979 Posted 03 July 2016 - 08:41 PM
icecoldduke, on 03 July 2016 - 02:32 PM, said:
What load times? There weren't any load times. =)
#980 Posted 03 July 2016 - 09:34 PM
#981 Posted 03 July 2016 - 11:06 PM
Paul B, on 03 July 2016 - 08:41 PM, said:
Tea Monster, on 03 July 2016 - 09:34 PM, said:
Good
This post has been edited by icecoldduke: 04 July 2016 - 01:42 AM
#982 Posted 09 July 2016 - 05:00 PM

This post has been edited by icecoldduke: 09 July 2016 - 05:01 PM
#983 Posted 09 July 2016 - 05:22 PM
I know its being picky, but the HRP textures in SW were made with the shading built in because of no Polymer at the time. Ideally the diff texture should be remade. But I suppose to give you something to work with and show off its probably fine just to use whats there and add the normal and spec map textures for some.
This post has been edited by Mark.: 09 July 2016 - 05:28 PM
#984 Posted 09 July 2016 - 05:31 PM
Mark., on 09 July 2016 - 05:22 PM, said:
If we can get proper normal and spec maps and fixed albedo textures for just the first level that would be fantastic. Ideally we would have a one level demo with both SW and Duke3D to ensure everything works right.
#985 Posted 09 July 2016 - 05:53 PM
icecoldduke, on 09 July 2016 - 05:00 PM, said:
This post has been edited by Mblackwell: 09 July 2016 - 06:21 PM
Reason for edit: Please remove URL tags so we can expand the bastard images!
#987 Posted 11 July 2016 - 06:45 PM
icecoldduke, on 09 July 2016 - 05:00 PM, said:
A revised DNF Mod using PolymerNG would be the greatest thing ever. Loving the progress so far with PolymerNG. Looks gorgeous.
#988 Posted 12 July 2016 - 02:56 PM
This post has been edited by icecoldduke: 12 July 2016 - 02:58 PM
#989 Posted 12 July 2016 - 09:16 PM
Not the most useful response I'm sure
#990 Posted 13 July 2016 - 01:00 AM
So in these shots explosions create lights, and those lights have a callback that fades out the light and eventually deletes the light.



This post has been edited by icecoldduke: 13 July 2016 - 01:03 AM

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