A little more color quality.

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by Lexus Alyus » Wed Aug 24, 2005 10:49 am

Well, I'm sure a new version of Zdoom will be coming out shortly... I know of some people that have got a beta version of the latest build... so I'm assuming its almost done. I'd say Patience is the best thing here :D. I'm certainly not in any rush for all your spiffy features as I can get by with what Zdoom currently has... plus, it will probably take me longer to find the skill and time to create a mod that would utilise the good features of Grafs port :D.

:twisted:

by Graf Zahl » Tue Aug 23, 2005 12:11 pm

Just too bad that the fp_test release it too unstable. That means I will have to do a .96x version first. I hate to maintain 2 code bases for the foreseeable future but considering Randy's way of doing things I don't have much hope that this will change any time soon... :(

by Lexus Alyus » Tue Aug 23, 2005 11:50 am

Dude, you rock :rock:

:twisted:

by Graf Zahl » Mon Aug 22, 2005 4:31 pm

Enjay wrote: I've seen you mention it in quite a few posts - but apparently I missed some crucial information because I thought it was primarily something you were doing as a personal amusement thing. I.
For a long time it was. But I have managed to get to a state where I'd like to share it with others. Half a year ago I wouldn't have thought that I'd get to the point where I am now. That was the time when I seriously started thinking about a public release.

by Nmn » Mon Aug 22, 2005 3:40 pm

( X ) _ ( X )

I can't believe my own eyes as I read Graf's post, but enough awe.

Grubber uses ICQ. Contact him. His number is:

178130220

I deeply suggest a chatter via ICQ and not mails/private messaging


He can code You a site that uses the D-R-D domain's boards to post new things, like files and news :)

We eagerly await You Graf to join us.

by Enjay » Mon Aug 22, 2005 3:27 pm

Graf Zahl wrote:Haven't you read anything I wrote about this? I already had some discussions about hosting this somewhere.
I was aware you were doing something like this - I've seen you mention it in quite a few posts - but apparently I missed some crucial information because I thought it was primarily something you were doing as a personal amusement thing and I had misinterpreted the mentions of PRBoom. I didn't realise you were so far along with it or that you planned a release. Thanks for the info. I look forward to trying it as and when you feel you have something to put out.

by Graf Zahl » Mon Aug 22, 2005 3:04 pm

solarsnowfall wrote:I think you've got more than a couple of doomers captivated by this Graf.

EDIT: So that melee radius thing for decorate we spoke of some time back, is that making the cut?

All of the latest .96x features will be in there, including this one.

by Graf Zahl » Mon Aug 22, 2005 3:03 pm

Enjay wrote:Cool, sounds very interesting. I suspected it was Zdoom, but the reference to PRBoom threw me. Is this something you plan on releasing? If so, do you have any idea of timescale (more than a "when it's done" I mean)?

Haven't you read anything I wrote about this? I already had some discussions about hosting this somewhere. As for a release I can say this:

- Since Randy apparently doesn't get anywhere near a new release I decided to release the .96x based version after all. I ported the code to the fp_test souce code this weekend and there are several issues with that that prohibit a release.
- There are 3 crucial issues still to do before I can release it.
1. Loading .GWA files crashes the game because the nodes aren't properly initialized.
2. I want to add ZDoomGL's light definitions parser for the first version. Most of that is in but it isn't finished yet.
3. ZDBSP likes to throw out lines out of the BSP which overlap with other lines in the same position. Since I can't fix the node builder but ultimately have to rely on it I have to do something about this or maps like Eternal's Timeslip would look like crap.

Other things to do (but these will have to wait until after a release):

- sloped 3D-floors with different light settings above and below don't work
- translucent sloped 3D-floors don't work
- mixing translucent 3D-floors and translucent sloped walls can create problems.

All these are caused by the way I am handling translucent stuff (this could be so much easier if Doom was able to process things in order as opposed to per sector)
Fixing these requires a complete rewrite of the rendering of translucent stuff which will definitely take some time so I keep pushing it back

by solarsnowfall » Mon Aug 22, 2005 2:46 pm

I think you've got more than a couple of doomers captivated by this Graf.

EDIT: So that melee radius thing for decorate we spoke of some time back, is that making the cut?

by Enjay » Mon Aug 22, 2005 2:45 pm

Cool, sounds very interesting. I suspected it was Zdoom, but the reference to PRBoom threw me. Is this something you plan on releasing? If so, do you have any idea of timescale (more than a "when it's done" I mean)?

by Graf Zahl » Mon Aug 22, 2005 2:40 pm

Enjay wrote:Which port have you based your engine on? Zdoom?

What do you think? ;)


Seriously, what else? Is there any point in creating a source port that supports less?

Although the renderer started out with PrBoom. First I added all the things I wanted and then I rewrote nearly everything from scratch to optimize it. That was 2001 and I worked sporadically on this thing to improve it. After Nimrod's release I added 3D floors to my engine but that was a rather crude and buggy implementation. Then I discovered ZDoom (don't laugh, it was really that late!) and the thing went to sleep for some time. Eventually I fixed most of the issues with the 3D floors and in January 2005 I had something that could render Nimrod quite well (but not play due to lack of FraggleScript.)
At that point I decided to port all this work to ZDoom so it would be of some use to me again. So for the last 7 1/2 months I have been gradually merging my code with ZDoom.

by solarsnowfall » Mon Aug 22, 2005 2:19 pm

LOL WTF???

by LK873 » Mon Aug 22, 2005 2:08 pm

Graf Zahl you win the internet.

by Enjay » Mon Aug 22, 2005 1:49 pm

Which port have you based your engine on? Zdoom?

by Graf Zahl » Mon Aug 22, 2005 1:26 pm

Lexus Alyus wrote:I still want model support :D. I just wanna throw in the Quake monsters... it'll be fun I tells ye! :D
I never said I wouldn't add models. It's just not the most important thing for me. Don't forget that I am about to release a first version. Up until now my main focus was to get the important stuff right.

Some examples about GL ports that always drove me mad and which I didn't want to replicate:

1. The invulnerability colormap is a shitty hack that uses some cheap blending effect.
2. Spectres are just a demon with low alpha. PrBoom is the only one which did it right and so I copied its drawing mode.
3. Badly supported Boom effects.

and of course:

4. Focus on neat GL effects is more important than getting the game you want to play to a stable state.

As such dynamic lights are the latest thing I added. Such stuff has to wait until the basics are complete.

And there are still more issues I have to resolve before I even think about adding some usable model support.

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