Search found 203 matches
- Tue Jun 18, 2019 7:09 pm
- Forum: General
- Topic: [Sigil] Romero's fifth Doom episode released
- Replies: 99
- Views: 10105
Re: [Sigil] Romero's fifth Doom episode released
It seems like it's taking an insanely long amount of time for the orders to be fulfilled. A friend got his a week and a half before I got mine. Thank you Rachael for restoring my confidence that the box might eventually arrive. Today I finally received it. WTF is it with you people?.. Thank you for...
- Sun Jun 16, 2019 8:55 am
- Forum: General
- Topic: [Sigil] Romero's fifth Doom episode released
- Replies: 99
- Views: 10105
Re: [Sigil] Romero's fifth Doom episode released
Did anyone else here order the beast box back in December? I still have not received mine.
- Tue Apr 16, 2019 7:08 pm
- Forum: General
- Topic: [Sigil] Romero's fifth Doom episode released
- Replies: 99
- Views: 10105
Re: Fifth Romero's Doom episode to be released
Update on SIGIL: https://twitter.com/romero/status/1115695794156396544 I pre-ordered the John Romero Sigil "Beast Box" back in 2018. Now April has arrived, and the release has been delayed. Again. I cannot claim that Romero did not give me ample ample advance warning that he would make me ...
- Fri Mar 29, 2019 2:30 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Hard to see wraithverge spirits (problems in lights.pk3)
- Replies: 16
- Views: 932
Re: Hard to see wraithverge spirits (problems in lights.pk3)
...Actually my biggest gripe with the Cleric is that he got nothing in his arsenal that makes fighting Centaurs not a chore. Wait... one thing I most like about playing Cleric is that there is a fairly simple one-flechette/one-kill approach to Centaurs. Or am I confused about which is the Cleric &a...
- Tue Mar 26, 2019 9:41 pm
- Forum: Code Submissions
- Topic: Support for LookingGlass autostereoscopic display
- Replies: 4
- Views: 4521
Re: Support for LookingGlass autostereoscopic display
The closest thing to a HID device in the gzdoom code might be the joystick detection, but I'm unsure exactly how the joystick stuff works, nor whether it would be a good example of what you need. Do I understand correctly that all 45 views are offset only horizontally, and there is no relative verti...
- Tue Mar 26, 2019 1:50 pm
- Forum: Code Submissions
- Topic: Support for LookingGlass autostereoscopic display
- Replies: 4
- Views: 4521
Re: Support for LookingGlass autostereoscopic display
That is a very interesting display! I wish I had one to test on. I compiled and ran your code. The business with the menus disappearing definitely needs to be fixed. The code here overlaps some of the changes in the vulkan branch, currently under development. It might be worth waiting until the vulk...
- Sun Mar 10, 2019 6:53 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Calibration for 3D Glasses
- Replies: 9
- Views: 780
Re: Calibration for 3D Glasses
It's hard to determine what settings are the best ones for you and your 3D glasses, whichever type they may be. So why not set up some sort of calibration in the options menu for 3D glasses, something like "Move slider until the two boxes become one" sort of thing. All the currently imple...
- Thu Feb 28, 2019 11:27 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Filter list of VR-modes [Added]
- Replies: 0
- Views: 244
Filter list of VR-modes [Added]
Dynamically remove "Quad-buffered" from list of VR-modes, if we know it won't work.
If this approach is acceptable, I'm planning to extend this when I finally get around to submitting openvr again.
https://github.com/coelckers/gzdoom/pull/763
If this approach is acceptable, I'm planning to extend this when I finally get around to submitting openvr again.
https://github.com/coelckers/gzdoom/pull/763
- Tue Feb 26, 2019 11:25 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Enable Menu Blur in stereo 3D [Added]
- Replies: 0
- Views: 223
Enable Menu Blur in stereo 3D [Added]
The menu blur effect was not working in stereo 3D modes. This pull request corrects that.
https://github.com/coelckers/gzdoom/pull/760
https://github.com/coelckers/gzdoom/pull/760
- Sun Feb 24, 2019 5:12 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Menu Dim Slider and Stereo 3D Opposite Day
- Replies: 6
- Views: 665
Re: Menu Dim Slider and Stereo 3D Opposite Day
OK. I pushed up a flag-based approach in place of the previous one. This take should have no performance impact.Graf Zahl wrote:A better fix would be to set a flag and do the swapping only once.
- Sun Feb 24, 2019 3:44 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Menu Dim Slider and Stereo 3D Opposite Day
- Replies: 6
- Views: 665
Re: Menu Dim Slider and Stereo 3D Opposite Day
Are the presentation textures being drawn as RGBA? If so, maybe the textures should be drawn as BGRA and use a post-process shader to swap them to RGBA, instead, that way everything stays in its native format until the very last step. It also begs the question, though: are post-process shaders bein...
- Sun Feb 24, 2019 2:10 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Menu Dim Slider and Stereo 3D Opposite Day
- Replies: 6
- Views: 665
Re: Menu Dim Slider and Stereo 3D Opposite Day
It appears this blue-right-eye issue arose during a major 2D Drawer refactoring on March 28-29 2018. The problem is probably here in hw_draw2d.cpp, in function Draw2D(): for (auto &v : vertices) { // Change from BGRA to RGBA std::swap(v.color0.r, v.color0.b); } This works fine when Draw2D() is c...
- Sat Feb 23, 2019 6:23 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Menu Dim Slider and Stereo 3D Opposite Day
- Replies: 6
- Views: 665
Re: Menu Dim Slider and Stereo 3D Opposite Day
The right eye menu dim color is not actually the exact opposite color; it's rather got the RED and BLUE channels swapped. So maybe there's a BGR vs RGB thing going on here. EDIT: And in addition to affecting the menu dim and map overlay, the color shift also affects the berserk pack effect [IDBEHOLD...
- Sat Feb 23, 2019 11:14 am
- Forum: Closed Bugs [GZDoom]
- Topic: Menu Dim Slider and Stereo 3D Opposite Day
- Replies: 6
- Views: 665
Menu Dim Slider and Stereo 3D Opposite Day
GZDoom has a feature where when you activate the menu by pressing [ESC], the scene below takes on a yellow cast. This effect can be controlled from the Display Options->"Menu Dim" and "Dim Color" controls. The first bug, is that the "Menu Dim" amount defaults to "-...
- Tue Aug 28, 2018 9:15 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Stereo 3D Strenght and Distance options (sliders)
- Replies: 7
- Views: 973
Re: Stereo 3D Strenght and Distance options (sliders)
I really think they should be. @biospud: If you are not comfortable doing this yourself, tell me the sane limits for such a slider and I'll put them in. Thank you @Rachael. I would appreciate that. A generous range for vr_ipd would be from 41 to 73 mm (0.041 to 0.073 m), which would cover the range...