Author Topic: Duke Nukem Overkill - A new Episode  (Read 1612 times)

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Offline Dan G

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Re: Duke Nukem Overkill - A new Episode
« Reply #45 on: May 22, 2011, 05:39:25 PM »
What about the obvious drawback? It looked so stupid when I tried it with Eternity.

That was Muelsa's code, this is my code.  Is it better than his?  I have no idea, because I haven't tried his.  It may be better, it may be worse, it may be about the same.  All I can tell you is it didn't look too bad with Overkill, and the boost to frame rate made it worthwhile for me.

I suppose there is a certain performance threshold that your computer must reach for this approach to be worthwhile.  I mean, if every light in the map has to be turned off before the target frame rate is reached, then you might as well play using Polymost.  In my case, nearby lights were able to stay on most of the time.
« Last Edit: May 22, 2011, 05:42:03 PM by Dan G »

Offline Mikko_Sandt

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Re: Duke Nukem Overkill - A new Episode
« Reply #46 on: May 22, 2011, 06:27:03 PM »
No noticeable difference, except some lights were turning off when I entered the sectors they were in and turning on when I left the area.

Then I got another Polymer-related crash. After ten minutes my computer still had not recovered. Task manager showed EDuke32.exe consuming 2 gigabytes of memory. So I had to manually restart the computer.

That's it for me as far as Polymer is concerned. I've got better things to do with my life than watch slide shows.

Edit: I'll put these Polymer-related projects (this one, Eternity; are there others?) in the back of my memory so that I'll give them a proper try & review once these compatibility issues have been resolved.
« Last Edit: May 22, 2011, 06:31:45 PM by Mikko_Sandt »
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Offline Dan G

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Re: Duke Nukem Overkill - A new Episode
« Reply #47 on: May 22, 2011, 06:30:01 PM »
Sorry to hear that.  I haven't had crashes in Polymer for a long time.  I found a bug in the code and fixed it, but nothing so big that it would make it worth it for you to give it another try.

Offline Forge

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Re: Duke Nukem Overkill - A new Episode
« Reply #48 on: May 24, 2011, 07:12:05 PM »
Finished the third level. The layout was fine, but the design was a little less ambitious than the first two. Linear subterranean tunnels with only a few breaks in the scenery were a bit dull. Played smooth, had a little bit too much health, but the ammo/alien ratio was alright.
"Silflay hraka, u embleer rah!" - Thlayi

Offline Forge

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Re: Duke Nukem Overkill - A new Episode
« Reply #49 on: May 25, 2011, 05:22:43 PM »
Finished the fourth map. I liked the layout; the architecture and detailing were well above the previous three maps. The design was good except some of the indoor areas towards the end were too cramped.

Like the second and fourth levels the most. Quite enjoyable game play, and looking forward to the final version.
"Silflay hraka, u embleer rah!" - Thlayi