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Reputation: 690 My posts turn threads into gold
Super Moderator
Active Posts:
495 (0.15 per day)
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Everything EDuke32 (128 posts)
11-July 09
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User is online 23 minutes ago
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My Information

28 years old
October 21, 1989
Male Male

Contact Information

Skype  max.ylitalo

Posts I've Made

  1. In Topic: EDuke32 2.0 and Polymer!

    Yesterday, 09:45 AM

    A bit annoying but you get used to it, win + R -> explorer %appdata% - blam
  2. In Topic: EDuke32 2.0 and Polymer!

    Yesterday, 07:06 AM

    View PostGambini, on 15 October 2018 - 05:17 AM, said:

    Now that it is a shader, i guess it may be possible to apply the same effect to voxels and models (which skins are saveds as indexed duke palette png files)?

    Have you tried this recently ? I think I just saw something... ;)
    However I'm not sure about models in this case.

    Good to hear that you managed to fix it!
  3. In Topic: EDuke32 2.0 and Polymer!

    14 October 2018 - 11:46 PM

    Gotcha, will have to verify this at home as well.
  4. In Topic: EDuke32 2.0 and Polymer!

    14 October 2018 - 11:26 PM

    It looks as if some extra saturation is being applied on top, did you check that nvidia control panel isn't tapping in to this and adding some digital vibrance for instance ?

    But yeah, what was said, goal is to get software-like look going on with polymost.

    Also remember that eduke stores configs in %appdata% nowdays with newer versions.
  5. In Topic: EDuke32 2.0 and Polymer!

    14 October 2018 - 09:03 PM

    "Palette emulation" is missing since it was re-implemented via shaders, old method was a brute-force approach where it created duplicates of needed swaps in VRAM and that was very resource wasting and caused issues especially on lower end hardware. This was very intensive during scenes that did many palette swaps (i.e. explosions or flickering lights) and could cause major lag spikes even on systems with dedicated VRAM on the GPU.
    There is no need for this toggle as the performance penalty now is virtually zero. If there are accuracy concerns then I'm sure that those can be checked out if pointed out. As for the "off" method: It was never really correct and was just a quick & dirty approximation using basic functions to get something closer to it.

    There have been various adjustments like a smoother mouse movement in GL (no longer chained to fixed steps in Y axis) and I believe this was applied to X axis as well, giving a more true "free camera" instead of being bound to engine supported angles. Tons of perf improvements overall. Classic now supports pixel doubling / quadrupling etc.. Other major render work is being done by pogokeen. Most of it is way overdue so kudos to him :)

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