HRP Issues Thread "Post your HRP Problems/Issues here"
#181 Posted 10 May 2011 - 01:21 PM
Here the lighting is normal with the lights off except those behind the counter which are on when you first enter.
Now the lights are on still normal.
But if the lights are off and I activate the cash register the poster is lit as though the lights were on.
Now 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.
However 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
#182 Posted 11 May 2011 - 04:46 PM
Bubbles, on 10 May 2011 - 01:21 PM, said:
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.
#183 Posted 11 May 2011 - 11:39 PM
Here everything is normal.
Now after restarting the level it is too bright.
This 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.
#184 Posted 11 May 2011 - 11:49 PM
#185 Posted 12 May 2011 - 12:00 AM
The screenshots here were taken without Duke plus.
Everything here is normal.
Now after dying and restarting it is too bright. And as Deeperthought notice the frame rate has dropped here as well.
And here is the floating blood I mentioned.
This post has been edited by Bubbles: 12 May 2011 - 12:06 AM
#186 Posted 12 May 2011 - 01:17 AM
#187 Posted 12 May 2011 - 01:37 PM
#188 Posted 14 May 2011 - 04:28 AM
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?
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
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
Load skin: p0-e0 "highres/sprites/characters/1405_duke.png"... 133 ms
Load tile 3240: p0-m4-e0 highres/screen/menu/3240.jpg... 28 ms
Load skin: p0-e0 "highres/sprites/effects/2390_scrap1.png"... 20 ms
AMMO FOR PISTOL!
Load skin: p0-e0 "highres/sprites/signs/1211_innocent.png"... 7 ms
LARGE MEDKIT: +30
Load skin: p0-e0 "highres/sprites/monsters/1680_trooper_dead.png"... 58 ms
LARGE MEDKIT: +30
AMMO FOR PISTOL!
Load skin: p0-e0 "highres/sprites/characters/1405_duke.png"... 21 ms
A SECRET PLACE!
AMMO FOR PISTOL!
AMMO FOR RPG!
Load skin: p0-e0 "highres/sprites/jibs/1520_duketorso.png"... 7 ms
A SECRET PLACE!
RPG!
Load skin: p0-e0 "highres/sprites/firstperson/muzzle_flash_01.png"... 19 ms
Load skin: p0-e0 "highres/sprites/jibs/1536_dukeleg.png"... 11 ms
PRESS OPEN TO RESTART LEVEL
Wrote eduke32.cfg
Wrote settings.cfg
Uninitializing DirectDraw...
this line has me a little concerned:
Quote
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
#189 Posted 14 May 2011 - 08:56 PM
Duke has no shadow.
This post has been edited by Bubbles: 15 May 2011 - 01:03 AM
#190 Posted 15 May 2011 - 04:07 PM
#191 Posted 16 May 2011 - 12:18 AM
Massacher, on 14 May 2011 - 04:28 AM, said:
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
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.
#192 Posted 16 May 2011 - 12:37 AM
Micky C, on 16 May 2011 - 12:18 AM, said:
In fact, let me post the part that you seem to have missed out on:
Quote
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.
#193 Posted 16 May 2011 - 12:57 AM
Plagman, on 15 May 2011 - 04:07 PM, 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. eduke32.crashlog.txt (1.08K)
Number of downloads: 900
Thanks for the help.
#194 Posted 16 May 2011 - 01:24 AM
Massacher, on 16 May 2011 - 12:37 AM, said:
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
#195 Posted 18 May 2011 - 01:04 AM
#196 Posted 18 May 2011 - 01:27 AM
Massacher, on 18 May 2011 - 01:04 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.
#197 Posted 18 May 2011 - 05:09 PM
There was no crash log but here is the main log. eduke32.log (19.73K)
Number of downloads: 1017
#198 Posted 18 May 2011 - 05:31 PM
Bubbles, on 18 May 2011 - 05:09 PM, said:
There was no crash log but here is the main log. eduke32.log
Sounds like you need to delete your cache files whenever get a new version.
#199 Posted 19 May 2011 - 04:16 AM
Micky 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?
#200 Posted 19 May 2011 - 08:26 PM
Bubbles, on 16 May 2011 - 12:57 AM, said:
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. 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.
#201 Posted 20 May 2011 - 12:45 AM
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
#202 Posted 20 May 2011 - 11:16 PM
#203 Posted 21 May 2011 - 08:42 PM
#204 Posted 21 May 2011 - 09:50 PM
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
#205 Posted 21 May 2011 - 11:14 PM
#206 Posted 02 June 2011 - 02:27 AM
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?
#207 Posted 02 June 2011 - 03:35 AM
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
#208 Posted 02 June 2011 - 04:02 AM
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
#209 Posted 02 June 2011 - 10:43 AM
#210 Posted 02 June 2011 - 01:42 PM
The Commander, on 02 June 2011 - 10:43 AM, said:
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