Development Blah: Comments

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karx11erx
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Re: Development Blah: Comments

Postby karx11erx » Thu Apr 12, 2012 10:07 am

Well, it doesn't crawl for me, but I guess my hardware is way above the usual standard of most Descent fans.
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Re: Development Blah: Comments

Postby Weyrman » Thu Apr 12, 2012 12:19 pm

Your .349 fix:

Fixed: Removed a bug causing occasional crashes in the transparency renderer

may have been the issue causing my omp crashes. Didn't actually get to play with that version but .350 running x64-omp has been absolutely flawless over 1.5hrs of play. Previously it had been crashing every 5-10mins, so once again, well done sir! :joy: :joy: :joy:
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Re: Development Blah: Comments

Postby Alter-Fox » Thu Apr 12, 2012 12:32 pm

What? D2X-XL is working flawlessly for Weyrman? BLASPHEMY!
On a side note, though I haven't had much time to test it, version 350 works flawlessly for me too. It's the first in a while.
Last edited by Alter-Fox on Thu Apr 12, 2012 5:12 pm, edited 1 time in total.
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Re: Development Blah: Comments

Postby karx11erx » Thu Apr 12, 2012 12:47 pm

I think your crash was related to the transparency renderer issue I finally managed to reproduce and fix.
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Re: Development Blah: Comments

Postby Sirius » Thu Apr 12, 2012 3:58 pm

Huh. That's interesting. The only map I can find that really kills it (1-2 fps in DLE-XP in textured mode) is the original version of Anthology; even The Sphere and Boiling Point are at least quick enough that camera rotation is tolerably fast.

Back in the 90s, it started to slow down after only a few dozen cubes, and I had to spend most of the time in wireframe mode after that. Things have changed rather a lot since then :)
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Re: Development Blah: Comments

Postby Alter-Fox » Thu Apr 12, 2012 5:13 pm

Ooh...
That's what wireframe mode was for!
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Re: Development Blah: Comments

Postby Woodpecker » Fri Apr 13, 2012 8:38 am

karx11erx wrote:I think I will :coding: DLE-XP's renderer to use OpenGL. Fortunately I had already added an OpenGL renderer to DLE-XP once years ago, so I can build on what I did then. :sweat:

Ohhhhh! :drool: That is going to be so worth it. Square-based pyramids and triangle-based pyramids will be very useful. :)
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Re: Development Blah: Comments

Postby Woodpecker » Sat Apr 14, 2012 12:43 pm

karx11erx wrote:Back to the OpenGL based render ... the original software renderer does some things quite differently than OpenGL, and I was having a real hard time emulating it. On the other side did I find that the OpenGL based renderer creates a much better visual representation of a mine when viewing it from the inside (like in Descent). So I have decided that I will use the view parameters from Descent (D2X-XL) in DLE-XP, making the view appear exactly like you were in the game. Of course you will still be able to zoom out of the mine like in D2X-XL's textured automap to give a view similar to DLE-XP's software renderer. DLE-XP will also still start in the view mode its users are accustomed to. I will however add a switch allowing you to start in 1st person view mode and a function to quickly switch to first person view mode (e.g. by placing you in the currently selected segment).

The OpenGL based renderer will also render colored light when present, and it might even allow to render effects placed in a mine in a later stage ... it could probably also render 3D objects (at least the hires ones available in ASE). Creating an ASE exporter in D2X-XL for the low res models would also allow me to make it render robots in full 3D ... ideas and more ideas! :bounce:

:omg: :drool: :drool: :drool:

That is going to be FABULOUS! :bounce:

So when you are in that mode, will you be able to zoom up to a wall and click the texture you want straight onto it, as if you were using a paintbrush?

karx11erx wrote:Isn't it amazing how a problem (like the software renderer being incapable of easily rendering triangles) can instigate so much progress, innovation and great new deas? :cheers:

Indeed, and your implementation will make building spheres easier and more efficient too, I think. :cheers:
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Re: Development Blah: Comments

Postby Hawkins » Sat Apr 14, 2012 1:26 pm

Well, what can I say...
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EDIT: we need to stress test those optimizations for potential little sneaky squishy bugs...
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Re: Development Blah: Comments

Postby Sirius » Sat Apr 14, 2012 4:22 pm

Woodpecker wrote:So when you are in that mode, will you be able to zoom up to a wall and click the texture you want straight onto it, as if you were using a paintbrush?

That didn't sound like part of the deal, but it seems to me that it would potentially be faster.

On an unrelated note (well, okay, unrelated to texturing), this project is giving me ideas for something else I could try to put into DLE-XP: boolean operations. e.g. you mark a block, then pick from a menu "subtract from level" and it cuts the marked area away from the unmarked cubes, splitting them as necessary to make it fit. Intersect and add would complete the picture.
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Re: Development Blah: Comments

Postby Pumo » Sat Apr 14, 2012 4:42 pm

Oh yeah! Using the view parameters of the game inside DLE would be a gorgeous addition! :rock:

Also, I would LOVE to see ASE models rendered in the editor, for the custom object placement to be much better.
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Re: Development Blah: Comments

Postby Hawkins » Sat Apr 14, 2012 6:09 pm

1.9.18 comes with a pre-installed dle-xp.ini that has a player profile under the name Diedel.
:away:
In the end, it's there to solve the problem of first time running DLE, where the .ini is not generated yet.
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Re: Development Blah: Comments

Postby Pumo » Tue Apr 17, 2012 6:25 am

Yay! It sounds so good! :thumb:
Can't wait for the 1st person mode and .ASE model support (that will come VERY handy when positioning crates and stuff on Pumo Mines). :bounce:
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Re: Development Blah: Comments

Postby karx11erx » Tue Apr 17, 2012 9:08 am

I didn't say I will inevitably do ASE support. If I will, I will certainly not do it right away. It would be quite some effort to add it.
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Re: Development Blah: Comments

Postby Hawkins » Tue Apr 17, 2012 9:45 am

The openGL rendering and handling alone is neat stuff for DLE. Can't wait.
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