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Old 04-01-2009, 08:22 PM   #81
DeeperThought

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Re: New EDuke32 DirectX 10 renderer!
Quote:
Originally Posted by Rider View Post
I want to believe this is all coming... but the skeptic in me is nagging me about how this is all just VERY well orchestrated and it IS april fools... and it IS too good to be true...
By that logic, your skeptic should conclude that this is all an illusion and you are living in the Matrix. Uh, except for the last part about it being too good to be true.
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Old 04-01-2009, 08:27 PM   #82
William Gee

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Re: New EDuke32 DirectX 10 renderer!
So this means no more shading rite? how do lights work in this?
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Old 04-01-2009, 08:48 PM   #83
TerminX

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Re: New EDuke32 DirectX 10 renderer!
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Originally Posted by The Commander View Post
Idiotic. He didn't ask what a GPU is, he asked what the GPU line in the log is for. The big shader program used in the new renderer uses a bitfield to mark which graphical effects are enabled.
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Old 04-01-2009, 08:49 PM   #84
Tea Monster

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Re: New EDuke32 DirectX 10 renderer!
Quote:
Originally Posted by Daedolon View Post
Can't you make an option to enable the HRP normal maps for the classic tiles -- after all, they're based on them so most of them would have all the bumps and whatnot in the exact same spots.
No.

No they don't.

It will look horrific.
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Old 04-01-2009, 08:53 PM   #85
Steve

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Re: New EDuke32 DirectX 10 renderer!
Those shots are looking pretty sexy
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Old 04-01-2009, 09:37 PM   #86
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Re: New EDuke32 DirectX 10 renderer!
Just saw the video. Never noticed it. Looks niiiiice.
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Old 04-01-2009, 09:55 PM   #87
IceColdDuke
Re: New EDuke32 DirectX 10 renderer!
Interesting...can't wait to play it .
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Old 04-01-2009, 09:58 PM   #88
d3ad connection

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Re: New EDuke32 DirectX 10 renderer!
This is awesome!
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Old 04-01-2009, 10:54 PM   #89
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Re: New EDuke32 DirectX 10 renderer!
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Originally Posted by IceColdDuke View Post
Interesting...can't wait to play it .
I second that emotion...

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Old 04-01-2009, 11:58 PM   #90
Kalki

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Re: New EDuke32 renderer!
This thread gets a "Holy Shit!" from me.
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Old 04-02-2009, 12:20 AM   #91
IceColdDuke
Re: New EDuke32 renderer!
Im assuming by the topic change that its not DirectX 10 based, but are you guys using SM 4.0 features? That reflection while "too reflective" does looks bad ass...

That would be irriating if you guys were using OpenGL 3.0, sense win7 doesnt have decent drivers for OpenGL 3.0 yet :|.
Last edited by IceColdDuke; 04-02-2009 at 12:22 AM.
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Old 04-02-2009, 12:23 AM   #92
TerminX

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Re: New EDuke32 renderer!
I think it's all OpenGL 2.1 stuff.
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Old 04-02-2009, 12:27 AM   #93
IceColdDuke
Re: New EDuke32 renderer!
Thanks TerminX, so the next question is when is going to be released?
Last edited by IceColdDuke; 04-02-2009 at 12:33 AM.
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Old 04-02-2009, 01:21 AM   #94
Malgon

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Re: New EDuke32 renderer!
The shots look sweet.
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Old 04-02-2009, 01:40 AM   #95
Daedolon
Re: New EDuke32 renderer!
Hope you guys are working on lights that can be turned on/off with cyclers and sectoreffectors.

Anyway, damn, this is great news. Looks almost too awesome.
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Old 04-02-2009, 01:53 AM   #96
Geoffrey
Re: New EDuke32 renderer!
Dude! This is insane - mappers and modders all over the world are going to be singing your praise. I'm not going to try to join the technobabble in this thread, just letting you know that you're doing something great and I'll be refreshing this thread vigourously
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Old 04-02-2009, 02:10 AM   #97
Daedolon
Re: New EDuke32 renderer!
Quote:
Originally Posted by Geoffrey View Post
Dude! This is insane - mappers and modders all over the world are going to be singing your praise. I'm not going to try to join the technobabble in this thread, just letting you know that you're doing something great and I'll be refreshing this thread vigourously
I know. Yet, I'm baffled about the lack of replies in this thread, you'd think all the modders all over the world would be drooling over this (I know they are), but then again, that's the Duke community to you.
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Old 04-02-2009, 02:20 AM   #98
Roma Loom

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Re: New EDuke32 renderer!
Marry me Plagman <3

I feel a hellawhack shiznit happening inside my brizzle ©_•
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Old 04-02-2009, 02:28 AM   #99
Cyrix

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Re: New EDuke32 renderer!
oooo purty and shiny *drools*
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Old 04-02-2009, 02:39 AM   #100
Iggy

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Re: New EDuke32 renderer!
Quote:
Originally Posted by Daedolon View Post
I know. Yet, I'm baffled about the lack of replies in this thread, you'd think all the modders all over the world would be drooling over this (I know they are), but then again, that's the Duke community to you.
Maybe the most reactions will start rolling in when players can play it and see it in motion. Of course it looks great and I'm curious to see what it does with existing maps and mods. Seeing your own maps with a graphic level of this kind should be quite a sight.

I'll try posting a newsmessage about this on D4E but I'm having some stupid problem with it. I can't use my own admin panel so I'll just have to insert it directly into the DB myself.
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Old 04-02-2009, 02:54 AM   #101
Daedolon
Re: New EDuke32 renderer!
Quote:
Originally Posted by Iggy View Post
Maybe the most reactions will start rolling in when players can play it and see it in motion.
Yeah, that's true.

I'm hoping this will help me release at least some of my mods since it totally eliminates having to manually do shading to textures.
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Old 04-02-2009, 03:46 AM   #102
moggimus

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Re: New EDuke32 renderer!
All I can say is it looks awesome, can't wait to play it. Looks like I'll actually be using the HRP for once.
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Old 04-02-2009, 04:16 AM   #103
supergoofy

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Re: New EDuke32 renderer!
Question: Is this renderer DirectX 10 or OpenGL 2.1 ?
Please don't force me moving to Vista. I hate them.
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Old 04-02-2009, 04:22 AM   #104
The Cool One

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Re: New EDuke32 renderer!
Quote:
Originally Posted by supergoofy View Post
Question: Is this renderer DirectX 10 or OpenGL 2.1 ?
Please don't force me moving to Vista. I hate them.
Eduke32 is for Windows AND Linux, what do you think?
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Old 04-02-2009, 04:38 AM   #105
moggimus

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Re: New EDuke32 renderer!
The DX10 requirement was the only part about this that was a joke.
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Old 04-02-2009, 04:39 AM   #106
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Re: New EDuke32 renderer!
Quote:
Originally Posted by Daedolon View Post
I know. Yet, I'm baffled about the lack of replies in this thread, you'd think all the modders all over the world would be drooling over this (I know they are), but then again, that's the Duke community to you.
Starting a topic such as this one on april 1'st doesn't exactly generate hordes of over-enthusiastic repliers...
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Old 04-02-2009, 04:46 AM   #107
foleyben
Re: New EDuke32 renderer!
I can really imagine all this stuff being created when Duke Nukem Forever comes out.
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Old 04-02-2009, 05:19 AM   #108
Bad Sector

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Re: New EDuke32 renderer!
I noticed there are dynamic shadows in the toiler, but not in from the light emitted by the rocket. Is this a technical limitation or its just a configuration thing?

Also which method do you use for the shadows?

I assume that it'll be possible to create "patches/hacks" for the existing maps to add proper dynamic lights, right? :-)
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Old 04-02-2009, 05:24 AM   #109
Parkar

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Re: New EDuke32 renderer!
Only spotlights cast shadows.

The shadow technique used is shadow mapping.

Statically placed lights can be added using maphacks.
Last edited by Parkar; 04-02-2009 at 05:28 AM.
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Old 04-02-2009, 05:32 AM   #110
Micki!

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Re: New EDuke32 renderer!
This looks really impressive..! You guys are doing a splendid job with all these effects, but make sure it's not being over-used once released...

I'd love to see advanced lighting in the original 8-bit classic graphics... I'm fond of the original sprites and pixelated look, but things such as light trails from rockets and energy weapons, and red/yellow'ish glows from explosions would be a great addition...
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Old 04-02-2009, 05:35 AM   #111
Kristian Joensen

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Re: New EDuke32 renderer!
"Only spotlights casts shadows."

Is this a technical limitation?

"The shadow technique used is shadow mapping."

Just plain Shadow Mapping or do you do some filtering or anything like that?

"Statically placed lights can be added using maphacks."

How about dynamic ones, or did I misunderstand this as supporting dynamic lights?

Edit:

In my rush to ask questions I completely forgot to tell you guys have awesome this is, I really appreciate all the hard work you guys(Parkar, Plagman, TerminX and all the HRP guys as well as EDuke32 modders) have put into the Duke3D community. Thank you.
Last edited by Kristian Joensen; 04-02-2009 at 05:40 AM.
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Old 04-02-2009, 05:44 AM   #112
Altered Reality

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Re: New EDuke32 renderer!
Assuming this is real, what are the requirements?
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Old 04-02-2009, 06:07 AM   #113
PimpUigi

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Re: New EDuke32 renderer!
First post updated with requirements.
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Old 04-02-2009, 06:25 AM   #114
Parkar

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Re: New EDuke32 renderer!
Quote:
Originally Posted by Kristian Joensen View Post
"Only spotlights casts shadows."

Is this a technical limitation?

"The shadow technique used is shadow mapping."

Just plain Shadow Mapping or do you do some filtering or anything like that?

"Statically placed lights can be added using maphacks."

How about dynamic ones, or did I misunderstand this as supporting dynamic lights?

Edit:

In my rush to ask questions I completely forgot to tell you guys have awesome this is, I really appreciate all the hard work you guys(Parkar, Plagman, TerminX and all the HRP guys as well as EDuke32 modders) have put into the Duke3D community. Thank you.
Plagman probably has good answers for those questions as to what is planned. Something to keep in mind though is that shadows only got added like a few days ago. A bunch of other eye candy stuff was added only recently. In other words I don't think anything is really final yet as far as details like this go. It's mostly just a matter of shader code.

With statically placed I only mean statically placed. They are in now way limited other then what the light hacks let them do yet. They could be made to move around turn on off etc.
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Old 04-02-2009, 06:30 AM   #115
Kristian Joensen

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Re: New EDuke32 renderer!
Okay, cool. Thanks for the answers.
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Old 04-02-2009, 06:36 AM   #116
Rider

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Re: New EDuke32 renderer!
YOU MEAN THIS IS REAL THEN????

Good sweet lord... oh my friggin' bob... this is just... wow... awesome... incredible... I can't believe this...

YOU GUYS RULE!!

Seriously, epic work guys!
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Old 04-02-2009, 06:52 AM   #117
Spiker

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Re: New EDuke32 renderer!
I pity those guys that want to use all these effects in classic mode. It's like putting the F1 engine into a bicycle = ridicuouls.

IMO if you can stand 8 bit pixelioze then you can stand having only improved lighting.

Making different textures for sprites wouldn't make it look much better anyway.
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Old 04-02-2009, 07:02 AM   #118
SyntaxN

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Re: New EDuke32 renderer!
Shiiiit
And i thought this was last years April Fools 2.0, this looks awesome!
Looks better than Forever
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Old 04-02-2009, 07:12 AM   #119
foleyben
Re: New EDuke32 renderer!
Quote:
Originally Posted by syntaxn View Post
shiiiit
And i thought this was last years april fools 2.0, this looks awesome!
Looks better than forever
dont say that! George may restart making dnf again!
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Old 04-02-2009, 07:19 AM   #120
gungriffon geona

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Re: New EDuke32 renderer!
Curiously, how is it you managed a brand new rendering system that goes past Polymost? for the longest time folks said 'that's never gonna happen, it'd take rebuilding the whole thing etc'. Just WHAT was going on that made this possible?
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