Polymer lives again
#1 Posted 27 May 2016 - 06:27 PM
#2 Posted 27 May 2016 - 06:34 PM
#3 Posted 27 May 2016 - 06:38 PM
When I came back here, Polymost was 'dead'.
or read what the wiki writes about it.
http://wiki.eduke32.com/wiki/Polymost
People like LeoD still use it, or keep its HRP going
LUA scripting is on hold, I am using it right now.
And so on.
I think, for as long as you use something, it's alive.
This post has been edited by Hank: 27 May 2016 - 06:39 PM
#4 Posted 27 May 2016 - 06:39 PM
So I guess I'm just looking for closure. If its dead I'll deal with it by giving up hope, sticking to old versions and deal with it. ( until ICD's NG is ready to go )
This post has been edited by Mark.: 27 May 2016 - 06:46 PM
#5 Posted 27 May 2016 - 06:43 PM
Mark., on 27 May 2016 - 06:39 PM, said:
Thank you for identifying the revision that introduced the problem. For now I'll crawl the bug reports forum to see what other issues people or having.
If you all don't mind, reposting links to prior posts or threads here will also help me.
#6 Posted 27 May 2016 - 06:49 PM
https://forums.duke4...nt-and-polymer/
This post has been edited by Mark.: 27 May 2016 - 06:50 PM
#7 Posted 27 May 2016 - 07:29 PM
Im working hard to get PolymerNG in a state that will allow you guys to make awesome content with. Its not a easy undertaking, but it will be well worth it in the end.
I hope you guys stick around because it will be worth the wait.
#8 Posted 27 May 2016 - 07:31 PM
Hendricks266, on 27 May 2016 - 06:43 PM, said:
Thank you for identifying the revision that introduced the problem. For now I'll crawl the bug reports forum to see what other issues people or having.
If you all don't mind, reposting links to prior posts or threads here will also help me.
I would start around EDuke Synthesis Release 4254. That's when I noticed things starting to change and unfortunately not for the better. However, I primarily use Polymer for everything I do but I'm using Synthesis 4249 as it doesn't appear to be affected by all these drastic changes and visual problems.
This post has been edited by Paul B: 27 May 2016 - 07:40 PM
#9 Posted 27 May 2016 - 09:31 PM
deuxsonic, on 27 May 2016 - 06:34 PM, said:
What bugs do you mean for Polymost? I play Duke 3D and every community release almost exclusively on Polymost, I haven't run into many issues. The majority of user maps seem to play and display just fine on Polymost.
For me not having the oldschool style of faking looking up and down is the main appeal of a source port, so I don't go back to classic renderer much. Just for TROR maps etc.
This post has been edited by PsychoGoatee: 27 May 2016 - 09:33 PM
#10 Posted 27 May 2016 - 10:14 PM
icecoldduke, on 27 May 2016 - 07:29 PM, said:
I have a lot of personal and team projects started to keep me here for a couple of years yet. I have no intentions of migrating to any other engine.
#11 Posted 28 May 2016 - 12:30 AM
Hendricks266: Thanks for looking into this. I've already communicated a lot of this to Plagman.
The bug is that normal, gloss and spec maps are not displaying on models based on custom (user defined) tile numbers. Assets assigned to regular (already assigned to existing assets) tile numbers initially seemed to be OK, but we discovered another bug when doing this.
There is another issue with gloss maps only working on HUD models, but I'm not too fused with that as even when working, they don't render like other games and look strange. So we can't really use them anyway
There are two big considerations to take into account if you are rolling back to a previous version of EDuke:
1. There was a huge bug that was squashed shortly before 5395. In it, objects like the fire hydrant will appear hyper-glossy if viewed from one angle, and completely matt (flat) if you walk around the object and view it from the other side.
2. Certain objects had offset UVs, as if the uv map was being panned on the model when displayed, so you would see a few pixels of the adjoining UV island at the top of your model's face. This bug is fixed in the latest snapshot.
This is a shot of a test article I made. This is in Marmoset Toolbag, which is a model viewer. Granted, it's a cube only a mother could love, but it's just a test article.
and this is what it looks like in Polymer when assigned to a custom tile number:
This post has been edited by Tea Monster: 28 May 2016 - 01:14 AM
#13 Posted 28 May 2016 - 03:11 AM
PsychoGoatee, on 27 May 2016 - 09:31 PM, said:
For me not having the oldschool style of faking looking up and down is the main appeal of a source port, so I don't go back to classic renderer much. Just for TROR maps etc.
Alright I should have just said Polymer. Polymost still has some nitpicking issues but I had been using Polymer which seems to be where the concentration of rendering bugs are.
https://forums.duke4...act-weird-pics/
This I do still encounter, mostly with force fields in the official maps, and I'm curious about the scaling of parallaxed skies.
#14 Posted 28 May 2016 - 04:20 AM
#15 Posted 28 May 2016 - 04:36 AM
PsychoGoatee, on 27 May 2016 - 09:31 PM, said:
Paul B, on 27 May 2016 - 07:31 PM, said:
This post has been edited by LeoD: 28 May 2016 - 04:39 AM
#16 Posted 28 May 2016 - 05:16 AM
LeoD, on 28 May 2016 - 04:36 AM, said:
I have always used the same Eduke revision as the Mapster version I am using.
#17 Posted 28 May 2016 - 05:54 AM
Paul B, on 28 May 2016 - 05:16 AM, said:
#18 Posted 28 May 2016 - 08:52 AM
LeoD, on 28 May 2016 - 05:54 AM, said:
Oh sorry for misunderstanding. Personally I typically notice problems in Mapster since 99.9 percent of my time is spent in there.
#19 Posted 28 May 2016 - 01:54 PM
OK, it's a mapster thing, renders shade lines and skies weird, starting rev 5001, good at 4980.
4980;
5001;
^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)
This post has been edited by Drek: 28 May 2016 - 02:41 PM
#20 Posted 28 May 2016 - 02:18 PM
#21 Posted 28 May 2016 - 03:49 PM
Mark., on 28 May 2016 - 02:18 PM, said:
#22 Posted 28 May 2016 - 04:49 PM
#23 Posted 28 May 2016 - 07:33 PM
Mark., on 28 May 2016 - 04:49 PM, said:
I recall asking you bisect this issue and somehow we weren't able to actually identify which one changed it.
http://hendricks266....ct_4593_4777.7z
The first thing to test is that both 4593 from synthesis and 4593 from this work properly. After that, test 4594. Beyond that, the fastest way to find the problem is to repeatedly cut the list in half (literally "bisecting").
(4593 + 4777) / 2 = 4685
If 4685 has the problem, (4593 + 4685) / 2 = 4639.
If it does not have the problem, (4685 + 4777) / 2 = 4731.
And so on.
#24 Posted 29 May 2016 - 02:29 AM
It seems I still have our PMs from that time. As stated above I tested a bunch of versions you sent and it was narrowed down to between 4599 and 4639. You were going to install WGR2 and run my test map. That was the last PM concerning that.
IIRC It was from July of 2015 if you still have your PMs to check.
As important as I felt it was at the time, I'm actually more concerned now about the texture maps problem mentioned previously because its an integral part of the current project I'm helping with.
This post has been edited by Mark.: 29 May 2016 - 02:46 AM
#25 Posted 29 May 2016 - 08:28 AM
someone can check how looks my HRP pack with that?
Personally i can't test polymer by myself, neither 8-bit mode and i need some more informations for increase the compatibility and visual quality for those who can use it. Mostly becauase even the "Polymost" version need an update after addon compilation 2.0 since folders path is changed.
This post has been edited by Fantinaikos: 29 May 2016 - 08:29 AM
#26 Posted 29 May 2016 - 08:43 AM
Fantinaikos, on 29 May 2016 - 08:28 AM, said:
someone can check how looks my HRP pack with that?
Personally i can't test polymer by myself, neither 8-bit mode and i need some more informations for increase the compatibility and visual quality for those who can use it. Mostly becauase even the "Polymost" version need an update after addon compilation 2.0 since folders path is changed.
I haven't tried WGR at all yet. If you point me to all the assets you want me to use, I can try to do it tomorrow.
#27 Posted 29 May 2016 - 09:19 AM
#28 Posted 29 May 2016 - 09:30 AM
Mark., on 29 May 2016 - 09:19 AM, said:
Yeah, Filedrop has expired it from months. I still have the original pack, but it will take me a while to reupload all 314 MB.