EDuke32, Polymer: Shadows and specular effects disabling after reloading a game
#32 Posted 17 July 2020 - 03:31 AM
I'll try to investigate about maphacks, this moment they are inside the zip duke3DHRP (I made this time ago). I would put them outside...
This problem has to be resolved 🤔
#33 Posted 17 July 2020 - 03:36 AM
I'll try to investigate about maphacks, this moment they are inside the zip duke3DHRP (I made this time ago). I would put them outside.
This problem has to be resolved 🤔
#34 Posted 17 July 2020 - 03:39 AM
I'll try to investigate about maphacks, this moment they are inside the zip duke3DHRP (I made this time ago). I would put them outside.
This problem has to be resolved 🤔
#35 Posted 17 July 2020 - 03:40 AM
I'll try to investigate about maphacks, this moment they are inside the zip duke3DHRP (I made this time ago). I would put them outside.
This problem has to be resolved 🤔
#38 Posted 17 July 2020 - 05:30 PM
At this stage I’d rather see any effort go into putting dynamic spot lights into polymost.
#39 Posted 17 July 2020 - 08:58 PM
#40 Posted 17 July 2020 - 09:24 PM
In this way I don't believe for example to the revisiting of Duke throught Serious Sam. It's not the right way to make immortal the game, on the contrary: because You can't made yours own levels.
I don't even like modding except for DukePlus, because this One enhances the characteristics and possibilities, but does not distort the previous ones 🤷
#41 Posted 17 July 2020 - 09:27 PM
#42 Posted 17 July 2020 - 09:53 PM
Polymer was a fantastic renderer when the lights were turned off, it was even quite quick with them disabled at one time. No matter what people try to tell me, I don't believe Polymost will ever look right and will never be fully capable of drawing certain 'advanced architecture' correctly, but hey, I'm only some guy who had to constantly try to work around its bullshit to build levels (until I stopped supporting its use in my maps), so what would I know versus those who supposedly maintain it and don't have to build maps with the damn thing.
#43 Posted 17 July 2020 - 10:11 PM
#44 Posted 17 July 2020 - 10:23 PM
#45 Posted 17 July 2020 - 10:51 PM
FRVIND, on 17 July 2020 - 09:24 PM, said:
Do you have any evidence to back up that claim? Some of the biggest eduke32 releases; Ion Fury, WGRealms 2, AMC TC, Alien Armageddon, don't use polymer. DNF 2013 became quite famous and was targeted at the classic renderer. Compare that to Duke Nukem Eternity which tried to do something pretty similar with modern graphics, albeit with less trailer references, and ended up relatively obscure. When Trooper Dan announced WGRealm 2, he explicitly said something along the lines of "we're not trying to make a modern game here, we're going to do what eduke does best".
Modders who are interested in fancy graphics would prefer to work on more modern engines, and many people here who would have worked on polymer are long gone. There are still a few around like Mark, but they're the clear minority. Eduke32 is an old-school engine and attracts people who that appeals to. I'd very much like to have some basic modern features like dynamic coloured lights, but beyond a certain point there's diminishing returns in investment from implementing these modern features.
Edit: If there's anything that's going to bring new people into the Duke modding scene, it would be making mapster far more intuitive to new users, and possibly multiplayer.
This post has been edited by Micky C: 17 July 2020 - 11:00 PM
#46 Posted 17 July 2020 - 11:56 PM
#47 Posted 18 July 2020 - 12:19 AM
#48 Posted 18 July 2020 - 03:43 AM
#49 Posted 18 July 2020 - 05:28 AM
Having made a mod with it, we spent most of our time trying to get around performance bottlenecks, graphics issues, shader issues, alpha transparency issues and other BS. If it wasn't for all the broken, janky crap in Polymer, we would have finished in half the time. I really wish we'd just made our mod in Unreal. Thanks to the guy here who convinced everyone that Gearbox would C&D any non-EDuke32 mods!
I'd like to see some kind of ability to have lights and normal maps in EDuke. I don't know if it's more feasible to upgrade Polymost or gut and reconfigure Polymer. There are so many problems with Polymer. You would have to change everything about it. If you do have a next-gen renderer in Eduke, will anyone come back and use it? Can it repair all the damage done?
This post has been edited by Tea Monster: 18 July 2020 - 05:36 AM
#50 Posted 18 July 2020 - 05:55 AM
#51 Posted 18 July 2020 - 06:22 AM
#52 Posted 18 July 2020 - 06:50 AM
This post has been edited by R A D A Я: 18 July 2020 - 07:01 AM
#53 Posted 18 July 2020 - 06:57 AM
#54 Posted 18 July 2020 - 07:01 AM
R A D A Я, on 18 July 2020 - 06:50 AM, said:
Until you try to run it on AMD GPUs...
#55 Posted 18 July 2020 - 07:03 AM
This post has been edited by R A D A Я: 18 July 2020 - 07:04 AM
#56 Posted 18 July 2020 - 07:10 AM
This post has been edited by Mark: 18 July 2020 - 07:13 AM
#57 Posted 18 July 2020 - 07:22 AM
Mark, on 18 July 2020 - 06:57 AM, said:
I agree at all
#58 Posted 18 July 2020 - 07:24 AM
Mark, on 18 July 2020 - 07:10 AM, said:
😄😄😁👍
#59 Posted 18 July 2020 - 07:41 AM
#60 Posted 18 July 2020 - 07:45 AM
R A D A Я, on 18 July 2020 - 07:03 AM, said:
It's not just Polymer, it's pretty widely accepted that AMD is bad at OpenGL. Look at Doom 2016, once Vulkan support was added AMD GPUs got a massive performance boost while on nVidia GPUs it ran more or less the same as before.
Funny enough, the answer to the OpenGL on AMD woes may come from Microsoft