Originally posted by terminx
View Post
Announcement
Collapse
No announcement yet.
Duke is back !!
Collapse
X
-
IT LIVES! http://directq.blogspot.com/
-
Originally posted by turtlevan View PostOn the positive, the graphics are amazing. I played the original DUKE without mods and addons to see how improved the visual quality was, and it was impressive.
Now to see if it will run on my Intel Display Adapter.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Comment
-
Originally posted by mhquake View PostVertex arrays, vertex arrays, vertex arrays. Sort all of your surfaces by common states (e.g. by texture) then use 16-bit indexes (because 32-bit is not supported in hardware on all platforms) with glDrawElements (GL_TRIANGLES). Forget about strips or fans, this is the only way to go. Private message incoming!
Edit: it should run on Intel 8XX/9XX/Cantiga/"Mobile Intel(R) 4 Series Express Chipset Family" (whichever one that was). Note that this applies to Windows... not sure what the situation with the Intel drivers on Linux is right now.
Comment
-
Originally posted by terminx View Postnot sure what the situation with the Intel drivers on Linux is right now.
My Mac Mini has an Intel Display Adapter of some sort, ran the OS X version of eDuke32 (May 2010) just fine.
+1 Mac gamesQuakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Comment
-
Hmm... the current version of EDuke32 is supposed to allow GL renderer strings beginning with "Intel 8" (and "Intel 9" and the others I mentioned) to function. What's yours? You can try eduke32.exe -forcegl to bypass the check for bad GL drivers and see if your driver is actually capable of running EDuke32 in GL mode.
Comment
-
"Intel Brookdale-G"
-forcegl and it works just fine with OpenGL rendering.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Comment
-
I can't figure out how to get the high resolution pack installed in Ubuntu 9.10, I havent tried terribly hard or done a whole days worth of research, but since theres some "Dukeheads" in the crowd maybe someone can help me out? Thanks guys/gals!
Comment
-
Originally posted by terminx View PostI think most of our slowness currently comes from the fact that the planes used for drawing sprites are regenerated every frame and not retained like those used for sectors and walls... might have to do something about that tonight, actually.
Comment
-
Originally posted by Phenom View PostI can't figure out how to get the high resolution pack installed in Ubuntu 9.10, I havent tried terribly hard or done a whole days worth of research, but since theres some "Dukeheads" in the crowd maybe someone can help me out? Thanks guys/gals!
It's like quake -game ctf
TX: Any idea why Polymer is causing my memory to overflow and crash eduke32? Did you get a chance to check out that log? Here's the end of it:
Caching "highres/screen/fonts/redfont/2939.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/sprites/pickups/0057_jetpack.png"
Caching "highres/sprites/characters/1405_duke_16.png"
Caching "highres/sprites/pickups/0023_rpg.png"
Caching "highres/sprites/jibs/1520_duketorso_16.png"
Caching "highres/screen/fonts/redfont/2933.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/sprites/jibs/1528_dukearm.png"
A SECRET PLACE!
A SECRET PLACE!
A SECRET PLACE!
CONLOGVAR: L=1550 xydist (Global) =512
CONLOGVAR: L=1561 xydist (Global) =5401
Caching "highres/sprites/effects/1630.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/hud/2463_boots.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Fatal Signal caught: SIGSEGV. Bailing out.
78501: 6328 enda 20 0 0 0
78506: 6330 setvar 447 594
78509: 6330 state
78510: 76139 getincangle
78511: 6330 enda 5 0 0 0
78516: 6332 setvar 447 13
78519: 6332 state
78520: 76139 getincangle
78521: 6332 enda 5 0 0 0
78526: 6334 state
78527: 76139 getincangle
78528: 6334 enda 5 0 0 0
78533: 6336 setvar 447 596
78536: 6336 state
78537: 76139 getincangle
78538: 6336 enda 5 0
current actor: 181 (1060)
g_errorLineNum: 422, g_tw: 124
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_settings.cfg
Uninitializing DirectDraw...Last edited by turtlevan; 07-23-2010, 03:34 AM.Originally posted by MagnusApology accepted.
Comment
-
For those of you just checking out the eduke32 port, dont forget to check out the
HRP (hi resolution texture pack) mentioned above,
dukeplus (a mod that in my opinion goes hand in hand with eduke32) and
dukesterx for multiplayer to get the most out of the experience.
duke plus has a large feature set including akimbo pistols, mantling,
and meaner ai.
Comment
-
Originally posted by turtlevan View Postput the high res pack in an autoload folder inside Duke3d. When you start eduke32, select autoload folder on the startup dialog box.
It's like quake -game ctf
TX: Any idea why Polymer is causing my memory to overflow and crash eduke32? Did you get a chance to check out that log? Here's the end of it:
Comment
-
well i tried again to test it. i can sit on the first map at 180 fps and watch it slowly dip all the way to 40 fps until it crashes. If i don't move it dips down like it's doing as you say - not clearing some resources or something. I just leave the mouse still sitting in the same spot watching the fps go lower and lower... takes about 2-3 minutes to go all the way down and crash. ususally crashes at 20-40 fps. But i start off rendering the scene for the first minute or so at 180 fps...
Never seen any game do this. And it only does it with polymer. Windows 7. I tried different versions of eduke32 and different versions of the HDP and a couple different ATI drivers, all freeze. Only way to keep playing is to turn off polymer lighting.
I did as I saw you recommend in some threads on duke forums to do r_pr_shadowdetail and r_pr_maxlights, they helped with the overall performance, yet it's still freezing.Originally posted by MagnusApology accepted.
Comment
Comment