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HRP Issues Thread  "Post your HRP Problems/Issues here"

User is offline   Bubbles 

#181

lighting problem with ploymer: Sometimes the area will be brighter than it should be and/or posters will be lit up more than they should be.

Attached Image: LightsOff.jpg Here the lighting is normal with the lights off except those behind the counter which are on when you first enter.
Attached Image: LightsOn.jpgNow the lights are on still normal.
Attached Image: LightsOffcash.jpg But if the lights are off and I activate the cash register the poster is lit as though the lights were on.
Attached Image: LightsOncash.jpgNow if I turn the lights on first then activate the cash register the posters are lit up even more. To reset things to normal just turn off the lights.

Attached Image: LightBug.jpgHowever this same effect sometimes occurs on its own brightening up the whole area as though you had cranked up the gamma or something thus becoming the err... the base lighting. This can't be fixed by flipping a light switch. This may have something to do with Duke Plus I'm not sure if I have had it happen with out Duke Plus. Seems to me like ploymer and DP are conflicting with each other or something. Also notice the poster is dark as it should be.

edit:The lighting problem in the last screenshot does occur without Duke Plus.

This post has been edited by Bubbles: 12 May 2011 - 12:13 AM

0

User is offline   Trooper Dan 

  • Duke Plus Developer

#182

View PostBubbles, on 10 May 2011 - 01:21 PM, said:

Attachment LightBug.jpgHowever this same effect sometimes occurs on its own brightening up the whole area as though you had cranked up the gamma or something thus becoming the err... the base lighting. This can't be fixed by flipping a light switch. This may have something to do with Duke Plus I'm not sure if I have had it happen with out Duke Plus. Seems to me like ploymer and DP are conflicting with each other or something. Also notice the poster is dark as it should be.


DukePlus does not change Polymer lighting per se, but it does come with an autoexec.cfg that adjusts the shadescale, which may be what you are noticing (you can change it yourself any time, of course).. Something else that will be tweaked in the next DP release. That shotgun in the screenshot needs some work to look good in Polymer.
0

User is offline   Bubbles 

#183

I tried to reproduce this problem again. I think it only occurs with Duke Plus and after you restart the level if you get killed. First I ran around the map a few times to see if it would happen but it did not so I blew myself to bits to restart the level. The problem was present after restarting here are some comparisons.
Attached Image: Normal.jpgHere everything is normal.
Attached Image: TooBright.jpgNow after restarting the level it is too bright.
Attached Image: TooBrightFliplightswitch.jpgThis is after turning the lights on and back off. The poster is now normal but not the area lighting.

The poster having the wrong light is a problem with the polymer hrp though as it still occurs even without Duke Plus. I will see if I can produce the lighting problem without duke Plus.
0

User is offline   Trooper Dan 

  • Duke Plus Developer

#184

Hmm, I see the frame rate is a lot lower, too. It's like the lights are doubling up -- as if the lights are not cleared from memory and are still there, and new lights get spawned on top of them when you restart the level. I don't see how it could be DukePlus related.
0

User is offline   Bubbles 

#185

Huzzah indeed you are right it is not Duke Plus causing the lighting problem. I just tested the same way without Duke plus and the result was exactly the same. I also notice that the blood stains have shadows making them appear to float.
The screenshots here were taken without Duke plus.
Attached Image: NoDPnormal.jpgEverything here is normal.
Attached Image: NoDPtoobright.jpgNow after dying and restarting it is too bright. And as Deeperthought notice the frame rate has dropped here as well.
Attached Image: FloatingBlood.jpgAnd here is the floating blood I mentioned.

This post has been edited by Bubbles: 12 May 2011 - 12:06 AM

0

User is online   Micky C 

  • Honored Donor

#186

The 'floating blood' isn't a HRP bug as far as I'm aware. And you wouldn't even notice it if there wasn't a spotlight in the area making it cast a shadow, so most of the time it's not even noticeable. In fact I'm guessing that's intentional so that the floor aligned sprite doesn't clip through the floor and cause nasty visual flickering as was a problem when polymer was initially released.
0

User is offline   Bubbles 

#187

It's not a big deal just something I noticed. But the blood splats on the walls and floor added by Duke Plus still flicker. Though I hope for a way too turn that added blood off.
0

User is offline   Massacher 

#188

i got the latest HRP (v5) today. i am using it with Duke 3D Atomic Edition.

it works fine, but one thing, why is the frame rate so low? at the start of E1M1 it's around 60-70fps. but when i drop down to the street level the fps drops to 30 or under and stutters. like the textures are trying to load on the fly or something.
besides lowering the resolution is there anything else i can do to improve performance? i am running it @ 1920x1080 32bpp.

i have tried running it without the Polymer turned on but then textures and models don't appear completely. i have turned 'on disk texture cache' to on. but when i exit and re-enter the game to try running at lower AF it's off. why won't it stay on?

http://img842.imageshack.us/img842/5269/eduke322011051422030351.jpg

running Windows 7 64 bit with SP1

specs are:

Core i7-860
Gigabyte P55A-UD5
G.Skill-Trident 4GB DDR3-1600
Sapphire HD5870 1GB
LG Flatron W2261VP (2ms)
ViewSonic VX1932wm WS (2ms)
WD SATA 1TB HDD x2
LG SATA 18x DVDRW x2
Pioneer 206BK Blu ray burner
Thermaltake Evo_Blue 750Watt PSU
Noctua NH-C12P-SE14
Logitech G15 v refresh
Logitech G9x

i have the latest ATi drivers, 11.5 and my system is completely up to date.

edit: i tried running with resolution @ 1024x768 32bpp and turned off AF completely. the fps still drops too low making it pretty much unplayable.

edit again: i tried running it with Vsync on. made no difference. fps still drops to unplayable levels.

oops almost forgot to add log file, here it is:

Quote

EDuke32 2.0.0devel r1876
Compiled May 2 2011 14:40:48
Using C:/Duke3D/ for game data
Windows 7 (build 6.1.7601) Service Pack 1
Initializing DirectDraw...
Searching for game data...
Using 'duke3d.grp' as main game data file.
Using file 'autoload/polymer_hrp.zip' as game data.
Using file 'autoload/polymer_mhk.zip' as game data.
Using file 'autoload/polymer_mus.zip' as game data.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3967: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5890: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16187*4 bytes
Script compiled in 51ms, 16179*4b, version 1.4+
1918/11264 labels, 321/2048 variables
125 quotes, 207 actors
Initialized 24.0M cache
Loading 'duke3d.def'
Warning: defined hightile replacement for empty tile 9000. Maybe some tilesXXX.art are not loaded?
Warning: defined hightile replacement for empty tile 9001.
Definitions file 'duke3d.def' loaded.
Using .RTS file 'DUKE.RTS'
Initializing OSD...
Initializing DirectInput...
- Enumerating attached game controllers
- No game controllers found
Uninitializing DirectInput...
Executing "settings.cfg"
Disabling desktop composition...
Setting video mode 1920x1080 (32-bit fullscreen)
Enabling ATI FBO color attachment workaround.
OpenGL Information:
Version: 4.1.10750 Compatibility Profile Context
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon HD 5800 Series
Initializing Polymer subsystem...
PR : Initialization complete.
Initializing music...
Initializing sound...
Warning: the GL driver lacks necessary functions to use caching
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PR : Board loaded.
Loaded map hack file '/E1L1.mhk'
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Cache time: 16625ms
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E1L1: HOLLYWOOD HOLOCAUST
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AMMO FOR PISTOL!
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LARGE MEDKIT: +30
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AMMO FOR PISTOL!
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A SECRET PLACE!
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AMMO FOR RPG!
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A SECRET PLACE!
RPG!
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PRESS OPEN TO RESTART LEVEL

Wrote eduke32.cfg
Wrote settings.cfg
Uninitializing DirectDraw...


this line has me a little concerned:

Quote

Warning: the GL driver lacks necessary functions to use caching


am i right in saying that my card doesn't support OpenGL caching?
if so it could be why it is stuttering.

This post has been edited by Massacher: 14 May 2011 - 05:03 AM

0

User is offline   Bubbles 

#189

Attached Image: LightingProblem.jpgThe lighting problem I brought up earlier seems to have gotten worse with the latest eduke32 release (r1885). The scene flickers around with normal lighting and lighting that is too bright almost going in a circular motion.
Attached Image: NoDukeShadow.jpgDuke has no shadow.:(

This post has been edited by Bubbles: 15 May 2011 - 01:03 AM

0

User is offline   Plagman 

  • Former VP of Media Operations

#190

The problems with the lights adding up sound like an EDuke32 bug, I'll have to check the sanity of the light accounting on map reloads and such. The disappearing models and corrupt shadow maps look like something else, does it happen right away or do you have to reload the map a few times before it starts acting up like that?
0

User is online   Micky C 

  • Honored Donor

#191

View PostMassacher, on 14 May 2011 - 04:28 AM, said:

i got the latest HRP (v5) today. i am using it with Duke 3D Atomic Edition.

it works fine, but one thing, why is the frame rate so low? at the start of E1M1 it's around 60-70fps. but when i drop down to the street level the fps drops to 30 or under and stutters. like the textures are trying to load on the fly or something.
besides lowering the resolution is there anything else i can do to improve performance? i am running it @ 1920x1080 32bpp.

i have tried running it without the Polymer turned on but then textures and models don't appear completely. i have turned 'on disk texture cache' to on. but when i exit and re-enter the game to try running at lower AF it's off. why won't it stay on?



Omg did you just post about having a low framerate with polymer, when running it at 1080p, visual glitches in polymost AND directly posted a log file which makes the thread about 200 times longer than it needs to be? I almost broke my scroll wheel.

Why don't you read the article about HRP v5 that's at the very top of the main page of the HRP site? http://hrp.duke4.net/

In fact, let me post the part that you seem to have missed out on:

Quote

Also important is that you MUST use the Polymer renderer, even though it has rather elevated hardware requirements - if you try to play with the older Polymost renderer, you will experience display glitches that will make the game much less enjoyable. Possibly, there will be a Polymost version later for those who cannot play with top-notch graphics enabled.


What you're experiencing is perfectly normal, in fact, you're lucky you're getting as high as 30 fps, or 60-70 in some cases. And please in future if you're going to post a log file, can you not post it directly into the thread? It tends to get on people's nerves when they have to do a ridiculous amount of unnecessary scrolling. Either post it up as an attachment in a zip, or paste it here: http://pastebin.com/ then post up the link.

In the future, polymer will be optimized for speed, but in the meantime either lower the resolution, or move the texture quality slider to the left, or both.
0

User is offline   Massacher 

#192

View PostMicky C, on 16 May 2011 - 12:18 AM, said:

Why don't you read the article about HRP v5 that's at the very top of the main page of the HRP site? http://hrp.duke4.net/

In fact, let me post the part that you seem to have missed out on:

Quote

Also important is that you MUST use the Polymer renderer, even though it has rather elevated hardware requirements - if you try to play with the older Polymost renderer, you will experience display glitches that will make the game much less enjoyable. Possibly, there will be a Polymost version later for those who cannot play with top-notch graphics enabled.

What you're experiencing is perfectly normal, in fact, you're lucky you're getting as high as 30 fps, or 60-70 in some cases. And please in future if you're going to post a log file, can you not post it directly into the thread? It tends to get on people's nerves when they have to do a ridiculous amount of unnecessary scrolling. Either post it up as an attachment in a zip, or paste it here: http://pastebin.com/ then post up the link.

In the future, polymer will be optimized for speed, but in the meantime either lower the resolution, or move the texture quality slider to the left, or both.


i did read about the HRP v5 on the main page and i am using the Polymer renderer. i have no idea what Polymost is and haven't used it.
i have lowered the resolution and it didn't really make much difference. plus it looks so ugly at such a low res. i tried it on 1024x768. if i have to lower the res or texture detail it defeats the entire purpose of using the HRP. may as well go back to vanilla Duke 3D with sprites.
0

User is offline   Bubbles 

#193

View PostPlagman, on 15 May 2011 - 04:07 PM, said:

The disappearing models and corrupt shadow maps look like something else, does it happen right away or do you have to reload the map a few times before it starts acting up like that?


I am not sure. I haven't been able to reproduce this since. It was like that at the start of the level and remained that way even after returning to the main menu and starting a new game.

Also the game crashes alot when using polymer. Seems to be the same cause every time too. Crashes the same with or without Duke Plus.

Load tile 6215: p29-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/BLOOD/dpblood2.png... 27 ms
Load tile 6273: p0-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/damages/scorch.png... 11 ms
Failed loading skin file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_G.png": error -1
OUT OF MEMORY in daskinloader!
Uninitializing DirectDraw...
Uninitializing DirectInput...
Uninitializing DirectInput...

It always says this when it crashes at the end of the eduke32 log. Here it crashed when I picked up the alien pistol. What does that line mean? I don't get how I could be out of memory.

And here is the crash log if you need it.Attached File  eduke32.crashlog.txt (1.08K)
Number of downloads: 428

Thanks for the help.
0

User is online   Micky C 

  • Honored Donor

#194

View PostMassacher, on 16 May 2011 - 12:37 AM, said:

i did read about the HRP v5 on the main page and i am using the Polymer renderer. i have no idea what Polymost is and haven't used it.
i have lowered the resolution and it didn't really make much difference. plus it looks so ugly at such a low res. i tried it on 1024x768. if i have to lower the res or texture detail it defeats the entire purpose of using the HRP. may as well go back to vanilla Duke 3D with sprites.


1024x768 should be ok. As for lowering the texture detail it's not as bad as you think. Even having the high res texture quality on the lowest setting the texture size would still be much higher than the original 8-bit art. If you put the slider in the middle, and make sure you have trillinear filtering on in the video setup menu, I bet you won't even notice any difference :)
0

User is offline   Massacher 

#195

i had a memory leak when running EDuke32 the other day. went from using 2.1GB to over 3GB and my system nearly froze. i managed to get the task manager up and end it or else i would have had to hard reboot.
0

User is online   Micky C 

  • Honored Donor

#196

View PostMassacher, on 18 May 2011 - 01:04 AM, said:

i had a memory leak when running EDuke32 the other day. went from using 2.1GB to over 3GB and my system nearly froze. i managed to get the task manager up and end it or else i would have had to hard reboot.


Vendor: ATI Technologies Inc.
Renderer: ATI Radeon HD 5800 Series


Your log says you're using an ATI card, and ATI are known to have dodgy drivers for openGL applications, including but not limited to eduke32. ATI are actually quite annoying, because the memory leak isn't the only problem we've had from them, and all sorts of other programs are affected as well.



The ultimate solution would be to get an nVidia card if you can afford to switch over, as from past experience their drivers are MUCH more stable. If that's not an option, see if the memory leak still happens in polymer (the 32 bit renderer that runs when the polymer checkbox isn't ticked.) It doesn't look quite as fancy as polymer, but it'll do. Sorry we can't be of more help.
0

User is offline   Bubbles 

#197

It seems when ever I update eduke32 the game acts weird the first time it runs the new version. When I first played with r1888 about half way through the level the textures on Dukes leg were all garbled when I was kicking but not in the mirror. Then the lighting started to behave kind of like in the last screenshot I posted and walls started to disappear and reappear as I moved or looked around. About 10 seconds later whole portions of the level were disappearing and reappearing with more and more disappearing each time. I tried to snap some screens of this but they were corrupted. The game then just stopped and I was at the desk top. There was no error message or anything the game just stopped. Maybe this is part of the other problems?

There was no crash log but here is the main log.Attached File  eduke32.log (19.73K)
Number of downloads: 549
0

User is offline   Trooper Dan 

  • Duke Plus Developer

#198

View PostBubbles, on 18 May 2011 - 05:09 PM, said:

It seems when ever I update eduke32 the game acts weird the first time it runs the new version. When I first played with r1888 about half way through the level the textures on Dukes leg were all garbled when I was kicking but not in the mirror. Then the lighting started to behave kind of like in the last screenshot I posted and walls started to disappear and reappear as I moved or looked around. About 10 seconds later whole portions of the level were disappearing and reappearing with more and more disappearing each time. I tried to snap some screens of this but they were corrupted. The game then just stopped and I was at the desk top. There was no error message or anything the game just stopped. Maybe this is part of the other problems?

There was no crash log but here is the main log.Attachment eduke32.log


Sounds like you need to delete your cache files whenever get a new version.
0

User is offline   Massacher 

#199

View PostMicky C, on 18 May 2011 - 01:27 AM, said:

Vendor: ATI Technologies Inc.
Renderer: ATI Radeon HD 5800 Series


Your log says you're using an ATI card, and ATI are known to have dodgy drivers for openGL applications, including but not limited to eduke32. ATI are actually quite annoying, because the memory leak isn't the only problem we've had from them, and all sorts of other programs are affected as well.



The ultimate solution would be to get an nVidia card if you can afford to switch over, as from past experience their drivers are MUCH more stable. If that's not an option, see if the memory leak still happens in polymer (the 32 bit renderer that runs when the polymer checkbox isn't ticked.) It doesn't look quite as fancy as polymer, but it'll do. Sorry we can't be of more help.


wait i thought the polymer renderer is the one that adds all the lighting effects and such? if i un-check, do the effects get turned off?
i have tried without the checkbox ticked but i didn't notice any difference...
i have been thinking of getting another card but can't really afford to at the moment. guess i'll just have to wait until ATi fix their OpenGL drivers and just go without playing until then.
or could i use an older build of eduke32? which one contains the 3D but not lighting effects?
0

User is offline   VinsaneOne 

#200

View PostBubbles, on 16 May 2011 - 12:57 AM, said:

I am not sure. I haven't been able to reproduce this since. It was like that at the start of the level and remained that way even after returning to the main menu and starting a new game.

Also the game crashes alot when using polymer. Seems to be the same cause every time too. Crashes the same with or without Duke Plus.

Load tile 6215: p29-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/BLOOD/dpblood2.png... 27 ms
Load tile 6273: p0-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/damages/scorch.png... 11 ms
Failed loading skin file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_G.png": error -1
OUT OF MEMORY in daskinloader!
Uninitializing DirectDraw...
Uninitializing DirectInput...
Uninitializing DirectInput...

It always says this when it crashes at the end of the eduke32 log. Here it crashed when I picked up the alien pistol. What does that line mean? I don't get how I could be out of memory.

And here is the crash log if you need it.Attachment eduke32.crashlog.txt

Thanks for the help.

Just saw the same in my log file after the game just quit on me and threw me back to my desk top!

Failed loading skin file "highres/sprites/firstperson/2536_chaingun_f.png": error -1
OUT OF MEMORY in daskinloader!
Syncing memcache to texcache
Uninitializing DirectDraw...
Uninitializing DirectInput...

This is a new one for me, never saw it before.
0

User is online   Micky C 

  • Honored Donor

#201

@ VisaneOne and Bubbles, if these are crashes, then it's the perfect situation to use the newly made crash thread: http://forums.duke4....e-crash-thread/ especially if it involves more than one person. This is the HRP issues thread, and it should really only be used to discuss problems with the artwork itself. Technically, even disappearing sectors while using polymer and the HRP shouldn't even be discussed here, but hey, it's a free forum :)

On the matter of HRP issues though, I feel like the polymer lighting looks different in the strip club in e1l2 Red Light District than what it did about a month or so ago, not as good, as if something's subtly different but I can't put my finger on it. I'm worried that I might have accidentally messed it up when I added spotlights and other things to that level :S

This post has been edited by Micky C: 20 May 2011 - 12:45 AM

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User is offline   Bubbles 

#202

Thanks for the instruction. I will repost it in the crash thread.
0

User is offline   Massacher 

#203

i have been wondering, why isn't the renderer coded to use Direct3D instead of OpenGL? Direct3D is more widely used than the aging OpenGL render path.
0

User is online   Micky C 

  • Honored Donor

#204

There are several reasons. Firstly, OpenGL is not aging, it's very much alive and still in development.
Secondly, and more importantly, OpenGL works on ALL platforms. Linux, OSX, Windows, and even the Playstation 3 use openGL, so eduke32 should be able to work on any computer. If it used Direct3D, it would only be able to work on windows and maybe Xbox if anyone ever compiled it for that, so anyone who uses linux or mac would have to kiss eduke32 goodbye.

Edit: and come on, I doubt anyone can code a better looking renderer for Duke Nukem 3D than plagman's openGL based polymer :)

This post has been edited by Micky C: 21 May 2011 - 09:51 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#205

Yeah, Micky C stated the truth. A Direct3D path wouldn't work on most platforms that EDuke32 supports. OpenGL and Direct3D are really similar, in all cases you get access to all the features that the underlying hardware supports. OpenGL actually usually benefits from new features faster than Direct3D from extensions, you could do geometry shadders in OpenGL before DirectX10/Vista were released to the public.
0

User is offline   solopy567 

#206

I have a problem with making the High resolution to work

The read me said I need to enable 32 bit polymer in the video settings, but I don't have that option. It only shows software and 32 bit OpenGL.

What do I do here?
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User is offline   Bubbles 

#207

32 bit OpenGL. That is what you need to enable as Polymer uses OpenGL. Also make sure the polymer check box is checked when starting eduke32.

If you do not want to use polymer use HRP v4 and do not check polymer box at start up.

This post has been edited by Bubbles: 02 June 2011 - 03:41 AM

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User is offline   solopy567 

#208

They are both selected, and I'm still getting low resolution graphics.
It's not a problem with the computer since it worked before.

If it helps, I tried adding in the v5.0 patch by copying the v5.0 files into autoload and copied the new eduke32.exe, but I don't know if that caused a problem.

This post has been edited by solopy567: 02 June 2011 - 04:20 AM

0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#209

As is posted about a billion times in other threads post your "eduke32.log"
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User is offline   solopy567 

#210

View PostThe Commander, on 02 June 2011 - 10:43 AM, said:

As is posted about a billion times in other threads post your "eduke32.log"



Here:

EDuke32 2.0.0devel r1876
Compiled May  2 2011 14:40:48
Using C:/duke3d/ for game data
Windows XP (build 5.1.2600) Service Pack 3
Initializing DirectDraw...
Searching for game data...
Using 'duke3d.grp' as main game data file.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3967: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5890: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16187*4 bytes
Script compiled in 49ms, 16179*4b, version 1.4+
1918/11264 labels, 321/2048 variables
125 quotes, 207 actors
Initialized 24.0M cache
RTS file DUKE.RTS was not found
Initializing OSD...
Initializing DirectInput...
  - Enumerating attached game controllers
  - No game controllers found
Uninitializing DirectInput...
Executing "settings.cfg"
Setting video mode 800x600 (32-bit windowed)
OpenGL Information:
 Version:  1.5.0 - Build 6.14.10.4864
 Vendor:   Intel
 Renderer: Intel 965/963 Graphics Media Accelerator
Initializing Polymer subsystem...
PR : Your video card driver/combo doesn't support the necessary features!
PR : Disabling Polymer...
Initializing music...
Initializing sound...
Cache time: 93ms
E1L1: HOLLYWOOD HOLOCAUST
LARGE MEDKIT: +30
 
Wrote eduke32.cfg
Wrote settings.cfg
Uninitializing DirectDraw...


I noticed a very interesting line:

"PR : Your video card driver/combo doesn't support the necessary features!"

That's impossible. Duke 3d HRP worked on this computer perfectly before. I don't remember what version the HRP was, but it definitely worked.

This post has been edited by solopy567: 02 June 2011 - 01:44 PM

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