News from 13 June 2003 (273 FPS!)

News about ZDoom

Postby Firebrand » Wed Jul 16, 2003 12:23 pm

WOW! :shock: I just can't wait to have 2.0.48!! It seems to be cool!
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Postby Enjay » Wed Jul 16, 2003 1:42 pm

randy wrote:Here is a screenshot illustrating the use of any texture anywhere and the wad it was made with:


Impressive, most impressive. I take it from the file that all you have to be able to do is specify the name of ANY graphics lump as a texture or a flat, regardless of whether the graphic is actually stored as a flat, or listed in the texture and patch definitions. From what I remember of Duke editing, that is very BUILD-like.
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Postby Kate » Wed Jul 16, 2003 3:12 pm

Now you can walk all over the icon of sin...

That's going to come in handy when building maps... Now I can finish that sideways room that I was building...
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Is that BLOOD?!?!?!

Postby UpsetK9 » Thu Jul 17, 2003 6:43 pm

Is that Blood Version 1? Is it possible to use zDoomGL to play it? If so please post instructions. Thanks.
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Re: Is that BLOOD?!?!?!

Postby Mighty Duck X-treme » Thu Jul 17, 2003 6:47 pm

GEE I GUESS I'M NOT VERY GOOD AT ANSWERING QUESTIONS
Last edited by Mighty Duck X-treme on Thu Jul 17, 2003 7:17 pm, edited 1 time in total.
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Re: Is that BLOOD?!?!?!

Postby Enjay » Thu Jul 17, 2003 7:02 pm

Mighty Duck X-treme wrote:That screenshot was taken from ZDoom 2.0.47i, so no you can't probably play Blood 1 yet (I believe)


You won't be able to PLAY blood anyway. Just load up the levels and have a look around.
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Postby Sphagne » Thu Jul 17, 2003 11:32 pm

Great news, really! :D

Now Randy, If we want to make some texture resources, what is your suggestion for the developements, do we make a universal patch list and use them for floors and walls or do we make regular floors and walls and use them interchangably? Universal please! :P

Can we use any picture for monster sprites, do they need to be the regular XYZTA#A#?

Thanx for the great feature!
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Postby randi » Thu Jul 17, 2003 11:49 pm

Sphagne wrote:Now Randy, If we want to make some texture resources, what is your suggestion for the developements, do we make a universal patch list and use them for floors and walls or do we make regular floors and walls and use them interchangably? Universal please! :P

You can use any texture anywhere, with one exception:
Can we use any picture for monster sprites, do they need to be the regular XYZTA#A#?

Textures used as sprites must still be within S_START/S_END markers and must follow the naming convention, because that's the only way to tell Doom what its animation frames and rotations are. For everything else, the way you define the texture doesn't matter, so a floor or wall could use any of the following source images:
  • A texture defined in a TEXTURE1/TEXTURE2 lump.
  • A flat between F_START/F_END markers.
  • A sprite between S_START/S_END markers.
  • A single patch listed in a PNAMES lump.
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Postby Sphagne » Fri Jul 18, 2003 5:20 am

Well, Now is the time to add the support for seperate patch placement over side-def textures that I described in another thread, and the Editors too.
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Postby Hirogen2 » Sat Jul 19, 2003 10:45 am

That screenshot shows the ZDoom engine, but what game is it? The symbols (HUD and inventory) look like Heretic/Hexen, but I have not seen that monster (actor in this case) in the "usual" IWADs. Which PWAD is loaded, if any?
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Postby Mighty Duck X-treme » Sat Jul 19, 2003 10:56 am

That's not a PWAD, IIRC.
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Postby randomlag » Sat Jul 19, 2003 11:08 am

randy wrote: so a floor or wall could use any of the following source images:
  • A texture defined in a TEXTURE1/TEXTURE2 lump.
  • A flat between F_START/F_END markers.
  • A sprite between S_START/S_END markers.
  • A single patch listed in a PNAMES lump.
I suggest you add code to figure out automatically if it's in a "texture" format (vs flat) and let it be open to any texture lump - without worrying about the markers or PNAMES. The code to detect if it's a valid texture is much the same way other formats are detected. IIRC I check max x/y, max offsets, and a check to see if the first y offset pointer makes sense.
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Postby Enjay » Sat Jul 19, 2003 11:08 am

Hirogen2 wrote:That screenshot shows the ZDoom engine, but what game is it?


If you mean the one from Randy's main news post, It's Zdoom running with Hexen.wad as the IWAD, but with a Level from Blood (E1M4 I think) loaded as if it were a PWAD.

The really cunning thing is not that the level loads (Zdoom has been able to load Build levels for a while) but that all the textures and palette have loaded as well. Randy has re written the texture system, hence the screenshot of texture fun later on.
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Postby zarcyb » Sat Jul 19, 2003 11:40 am

Randy, you're a genius. Even more reasons why ZDoom is my favourite port :) I'm really excited about the new texture stuff, it's going to make things so much easier. Thankyou!
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Re: Is that BLOOD?!?!?!

Postby Simon Brenderwell » Sat Jul 19, 2003 12:45 pm

Mighty Duck X-treme wrote:GEE I GUESS I'M NOT VERY GOOD AT ANSWERING QUESTIONS


Hmmm, I just re-read through the entire thread and saw nothing (again) that answered my question. Since, as an educator, I believe that the only stupid question is the unasked one, I asked.

Thank you for the misplaced sarcasm in response.

Thank you, Enjay, for explaining what we were seeing.

By the way, I have been looking for something that is as easy to use and as solid as zdoom is that will support games like Duke Nukem 3D and Blood for some time. If you make or know of something please let me know.

Thanks for a great experience playing classic games. I am very happy to have found zdoom.

UpsetK9
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