Duke4.net Forums: Polymer lives again - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

  • 7 Pages +
  • « First
  • 5
  • 6
  • 7
  • You cannot start a new topic
  • You cannot reply to this topic

Polymer lives again

User is offline   deuxsonic 

  • 275

#181

Is there a way for Polymer to do Polymost-type shadows? I use Polymost (aside from certain problems I've talked about before I feel it offers the best experience) but with the lighting stuff unique to it disabled which means not even the old type of shadows show up.

On a related note, has there ever been any ideas for when invalid geometry is encountered how Polymer should respond in terms of trying to stitch these holes shut rather than leaving them as-is?
1

User is offline   Plagman 

  • VP of Media Operations
  • 350

  #182

It could store the geometry of the initial state of the map in some sort of Polymer-specific portion of the save file I guess?

Or try to find the original map on disk or just store into the save to pull it from that.

EDuke32 - "The corrupt doctrine of terror has begun."
1

User is offline   deuxsonic 

  • 275

#183

Sounds good to me.
0

User is online   Hendricks266 

  • EDuke32 Senior Developer
  • 5,031

#184

View PostDrek, on 28 May 2016 - 01:54 PM, said:

I went to mapping on an old dell inspiron 6400 (in the AC :) ), shit was glitchy as all hell till I reverted way back to 4200, I skipped over a lot of revisions, I'll use my craptop to see where my first issues came to be.

OK, it's a mapster thing, renders shade lines and skies weird, starting rev 5001, good at 4980.

4980;
Posted Image

5001;
Posted Image

^doesn't look so bad in the pic, but it's horrid to look at in real time while moving the camera.

(not a bug report, I'm fine mapping in an older version on this old laptop. I only posted in the small hope my issue helps track down the others)

Which renderer is this?
0

User is offline   Drek 

  • 1,132

#185

That laptop is dead and dusted, just tested using both of those revisions on my pc, it renders properly in both 8bit and the two 32 bit renderers. From looking at the screenshots I am sure it's 32bit mapster, %99 sure it's Polymost. I never don't usually map in Polymer if it's not a TROR or HRP project.

This post has been edited by Drek: 25 October 2016 - 04:30 AM

1

User is offline   Tea Monster 

  • Polymancer
  • 1,650

#186

*BUMP*

Any progress on getting the render issues sorted out?

This:
Posted Image

And the Alpha issues.

This post has been edited by Tea Monster: 10 January 2017 - 06:24 AM

0

User is offline   Mblackwell 

  • Evil Overlord
  • 767

#187

Alpha issues?

Music: The Rejected Applications (listen now)
EDuke32 || EDuke32 Wiki || Latest EDuke32 Snapshots
I'm getting too old for this shit...
0

User is offline   Tea Monster 

  • Polymancer
  • 1,650

#188

Transparent surfaces glitching out. Polymer wont render any faces after the transparent surface.
1

User is online   Hendricks266 

  • EDuke32 Senior Developer
  • 5,031

#189

View PostTea Monster, on 10 January 2017 - 06:24 AM, said:

*BUMP*

Any progress on getting the render issues sorted out?

This:
Posted Image

And the Alpha issues.

I narrowed this down to r4600 but have not had a chance to investigate further.
2

User is offline   Tea Monster 

  • Polymancer
  • 1,650

#190

OK, thanks for getting back.
0

User is offline   Tea Monster 

  • Polymancer
  • 1,650

#191

We have found what looks like yet another bug. Certain models within a sector will stop reacting to specular or gloss highlights. Characters will react and other models will, but certain ones won't.
0

User is offline   Trooper Dan 

  • Duke Plus Developer
  • 2,046

#192

View PostTea Monster, on 06 April 2017 - 03:29 PM, said:

We have found what looks like yet another bug. Certain models within a sector will stop reacting to specular or gloss highlights. Characters will react and other models will, but certain ones won't.


This will be far more likely to be looked into if you could provide what's needed to replicate the problem (the map, models and defs). From your description, it sounds like specular and gloss highlights are working correctly on the problem models when in other sectors. That makes me wonder if it's a lighting priority issue. EDIT: Have you checked to see whether the problem is sensitive to the max number of lit surfaces setting?


This post has been edited by Trooper Dan: 06 April 2017 - 05:42 PM

0

User is offline   HellFire 

  • 16

#193

I guess this is a little offtopic, but,i was wondering recently, It was interesting to follow the development of Polymer NG here, but its been a while since it has been talked about. Is it canceled or it's just on hold?

Amon Amarth - Live For The Kill | Disturbed - Torn | In Flames - Dead Eternity | Scar Symmetry - Deviate From The Norm | Throwdown - Godspeed
nDuke developer - nduke.dukenukem.com.br | www.dukenukem.com.br

This post has been edited by HellFire: 06 April 2017 - 08:17 PM

0

User is offline   Mark. 

  • Honored Donor
  • 1,767

#194

We have been told by the author of NG that he put it on hold to go job hunting. Then he put it on hold to do ports of other games to his new renderer and xbox1. I could be wrong but I consider it dead. Its been a year since his planned release.
2

User is offline   Tea Monster 

  • Polymancer
  • 1,650

#195

View PostTrooper Dan, on 06 April 2017 - 05:26 PM, said:

This will be far more likely to be looked into if you could provide what's needed to replicate the problem (the map, models and defs). From your description, it sounds like specular and gloss highlights are working correctly on the problem models when in other sectors. That makes me wonder if it's a lighting priority issue. EDIT: Have you checked to see whether the problem is sensitive to the max number of lit surfaces setting?


I'm loath to go through all that documentation of a problem again. For the normal and diffuse display issues, both myself and Mark spent a lot of time documenting the problem. Levels, defs and models were submitted and Mark went through every version of EDuke between the one we are using now and the latest SVN to determine where the problem first occured. After all that effort on everyone's part, nothing has been done to actually fix the problem. I personally don't want to go through the procedure again to come up with the same result. I'm wasting my time and the devs if nobody is going to do anything about it.

Re: NG: - As Mark said, ICD says it isn't dead, but for the purposes of this mod and EDuke in general, I am considering it deceased.

Re: LIghting limit - No I haven't, can you point me to the wiki page please?
0

User is offline   Trooper Dan 

  • Duke Plus Developer
  • 2,046

#196

View PostTea Monster, on 06 April 2017 - 11:56 PM, said:

Re: LIghting limit - No I haven't, can you point me to the wiki page please?


http://wiki.eduke32....onsole_commands

r_pr_maxlightpasses

"the maximal amount of lights a single object can by affected by"

The default value is 5. But you can open up the console and change it to a different number. For example, by typing:

r_pr_maxlightpasses 9

In the unlikely event that this helps, you can save that setting in a cfg or have it applied at startup in an autoexec.cfg
1

User is offline   Mark. 

  • Honored Donor
  • 1,767

#197

Thanks. But I bumped that setting up to 12 last year when Helix was helping us with a problem of certain lights not showing up elsewhere.
0

User is online   Micky C 

  • Honored Donor
  • 3,323

#198

View PostMark., on 06 April 2017 - 06:26 PM, said:

Its been a year since his planned release.



It had a planned release date?

It's possible ICD may being working on it again in 6 months or so, but feelings will be spared if it were simply assumed to never happen, and be pleasantly surprised if it does.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is offline   Mark. 

  • Honored Donor
  • 1,767

#199

Yep, about a year. The HH remake that TM and I are working on was supposed to be a smaller project done last spring to help show off the NG release.
0

User is offline   Mblackwell 

  • Evil Overlord
  • 767

#200

In Mapster32 if you force STATNUM (in the F8 menu) to be something other than 0 (try 1, 5, or 6 for example) does the problem disappear?

Music: The Rejected Applications (listen now)
EDuke32 || EDuke32 Wiki || Latest EDuke32 Snapshots
I'm getting too old for this shit...
0

Share this topic:


  • 7 Pages +
  • « First
  • 5
  • 6
  • 7
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks are property of their respective owners and all comments are owned by their posters. Yes, our forum uses cookies. © 2004-2017 Duke4.net and Voidpoint, LLC

Enter your sign in name and password


Sign in options