dpJudas wrote:
As far as I know, UDB supports multiple BSP node generator options. ZDRay will probably just become another option there, next to ZDBSP.
That makes the most sense i reckon.
dpJudas wrote:
The LIGHTMAP lump format is not documented yet. Mostly because I want to still be able to change it as I see fit until the feature actually lands in GZDoom. The light probe part of the lump is still being improved upon.
Yes, this is the part i was referring to - the LIGHTMAP lump. Ill hold off things until this stuff is any finalized but whenever the LIGHTMAP lump spec is ready, consider me ready to put it wherever you want it to.
PS: I know of the spec. Its where the current article replies upon, haha.
dpJudas wrote:
Those are unsupported versions of both zdray and gzdoom as far as I'm concerned. What will probably happen here is that first Nash will build a proof of concept (his quake in 10 days project). That will show internally to us that it works. Then that will become a PR for GZDoom. If that is merged in then there will be a zdray 1.0 released with documentation of the lightmap lump.
Yes it is an unsupported build, made out of 2018 source code. Atleast it runs the supplied lightmap test just fine (and looking great whilst doing so) and i happen to have earlier, unlit versions of said test which aren't supplied there. Nash just told me the lightmap format changed so the testmap won't work any longer, but at the very least it serves as a nice proof-of-concept.
I also just realized that i wrote the ZDRay part but never bothered to write up DLight.
dpJudas wrote:
I know you're really want to get started on the documentation part of this, but keep in mind I'm the only active C++ developer on this project for both GZDoom and ZDRay. Nash is the one doing active testing of the feature (with some C++ patches, too), creating maps and such required to see if stuff works as intended or need adjustments. The more time I spend on "informing the public" the less I'll actually be working on this feature. Hopefully soon Nash will offer you a demo. His map looks really cool!
Never mind me babbling then! Leave the public part to me or Nash and you just do what you do best
dpJudas wrote:
The indirect bounce thing is actually pretty old. What's new since Nash resurrected the thing (by porting the lightmap branch to current GZD) are the light probes. Then there's also a fix in the GZD branch for lightmaps on walls with 3d floors. Both have to be in perfect sync right now or all bets are off. That's because if I need a change to the lump format I update both at the same time.
I noticed indeed, although the latest ZDRay build Nash provided does now have an option for indirect bounces - The build that is in the directory from 2018-12-30 does not list it in the console, although it should be there. So i assumed it was not yet enabled.
TLDR variant; Ill hold off stuff till things become more stable and ill only update that what makes a lick of sense relative to this project.
Graf Zahl wrote:@Redneckerz:
Please don't jump the gun here. It's still a WIP feature and one important thing is that both the feature set and the way it can be accessed will be subject to change until several people agree that it's ready.
We've had serious problems with this in the past - unfinished features getting documented, people using them and then having to deal with the fallout of having to continue support poorly developed crutches because they were already out in the wild.
I am aware of its issues in the past, just happy that it gets a work on now. I won't jump the gun here, just that the development of this inspired me enough to actually document its direct inspiration, DLight. It is far more limited compared to what ZDRay attempts to do, but - in theory - should support more ports, due to relying on GL-nodes/GLBSP. ZDRay circumvents that problem entirely as far as i can understand.
Graf Zahl wrote:
Until this gets merged into the mainline, please stay away from documenting it!
No worries. The only thing i will add are the following:
* The indirect light bounce option, since that already existed back in 2018.
* Current 2021 progress. Nothing special.