Search found 59 matches

by Monsterovich
Sun Jul 24, 2016 9:39 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: DECORATE RepeatFunction
Replies: 11
Views: 923

Re: DECORATE RepeatFunction

Better do: Repeat TNT1 A 10 // 10 times { A_SpawnItemEx("BFGImpactVapor",3,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),0,SXF_NOCHECKPOSITION,128); A_Something(...); } and Repeat TNT1 A 10 A_SpawnItemEx("BFGImpactVapor",3,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),0,SXF_NOCHECKPOSITION,128) or ...
by Monsterovich
Fri Jul 08, 2016 1:42 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: GZDoom ShadowMap for DynamicLight
Replies: 6
Views: 752

Re: GZDoom ShadowMap for DynamicLight

Graf Zahl wrote:but building such a thing for larger maps takes forever.
over 10 seconds..
by Monsterovich
Tue Feb 09, 2016 10:21 am
Forum: ZDoom (and related) News
Topic: ZDoom 2.8.0 and ACC 1.55 released
Replies: 75
Views: 22331

Re: ZDoom 2.8.0 and ACC 1.55 released

Csonicgo wrote:I never noticed any "framerate dips" or loss of performance - I saw an increase in performance.
I love these linux users who are saying: "all works for me!!!" But I don't believe in magic like this. Plus, not all of PCs have 4 core 3.2ghz processors.
by Monsterovich
Tue Feb 09, 2016 9:35 am
Forum: ZDoom (and related) News
Topic: ZDoom 2.8.0 and ACC 1.55 released
Replies: 75
Views: 22331

Re: ZDoom 2.8.0 and ACC 1.55 released

Graf Zahl wrote:Conclusion: Intelligent > Monsterovich
So tell us, smartass, how are we supposed to do anything about such a problem if you keep it secret?
Oh, yes. This will probably fix this issue!!!

You should've tested it before release.
by Monsterovich
Tue Feb 09, 2016 9:17 am
Forum: ZDoom (and related) News
Topic: ZDoom 2.8.0 and ACC 1.55 released
Replies: 75
Views: 22331

Re: ZDoom 2.8.0 and ACC 1.55 released

Edward-san wrote:Why didn't you do that earlier?
Because ZDoom has "great" quality control.
by Monsterovich
Tue Feb 09, 2016 8:48 am
Forum: ZDoom (and related) News
Topic: ZDoom 2.8.0 and ACC 1.55 released
Replies: 75
Views: 22331

Re: ZDoom 2.8.0 and ACC 1.55 released

Linux now uses SDL2 which can produce less frame jitter with high frame rates, has some vsync support, and fullscreen is now a "desktop fullscreen" mode. So.. - SDL_FULLSCREEN_DESKTOP is a crap that works 3x times slower than normal fullscreen. Feel the difference between zdoom 2.8 (SDL2.0) and ...
by Monsterovich
Tue Jan 12, 2016 11:06 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Bitmask exclude sectors from dynamic lights
Replies: 10
Views: 1830

Re: Bitmask exclude sectors from dynamic lights

So I'm not sure if this was ever addressed (I'm not around much), but a little over a year ago, there was a short discussion where Graf mentioned it might be possible to use bitmasking to exclude certain parts of a level from certain dynamic lights. SHADOWS! Please. https://iamjoe.files.wordpress ...
by Monsterovich
Sat Jan 09, 2016 10:15 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Actor collision rules
Replies: 9
Views: 1824

Re: Actor collision rules

An efficient alternative to this system that would allow to change collision types and groups of every actor during the game would be to store two bitfields in every actor: int CollisionTypes; int CollisionGroups; And use a->CollisionTypes & b->CollisionGroups to check whether these two actors may ...
by Monsterovich
Sat Jan 09, 2016 9:50 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Actor collision rules
Replies: 9
Views: 1824

Actor collision rules

This feature is a replacement for +GHOST +THRUGHOST in situations that are complex and need more than +GHOST and +THRUGHOST, but where actors don't change their collision rules over time. CollisionType <string> - actor that goes through actors with group <string>, an actor has only one collision ...
by Monsterovich
Wed Dec 09, 2015 6:55 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: New Hit detection boxes?
Replies: 10
Views: 1586

Re: New Hit detection boxes?

What about cylinders instead of shitboxes.
by Monsterovich
Tue Dec 23, 2014 8:35 am
Forum: General
Topic: Which mapping Editor do you use?
Replies: 16
Views: 1350

Re: Which mapping Editor do you use?

Slade 3, I'm waiting for slopes support and I still want to see 3D floors support there. 8-)
by Monsterovich
Tue Oct 21, 2014 6:34 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Wall portals
Replies: 429
Views: 37916

Re: Wall portals

Actors teleport
Hitscan teleports
Railgun teleports
Sweeeeeet. :)
by Monsterovich
Mon Oct 20, 2014 2:13 pm
Forum: General
Topic: crash with GZDoom 2.x or higher
Replies: 88
Views: 5688

Re: crash with GZDoom 2.x or higher

It's harder to implement and it's also not a free pass to better performance. But it is not an impossible way to render levels. Yes, but if you look at GZDoom benchmark output, you'll see that at least on NVidia, rendering polygons one by one is not a performance issue, even for a map like Frozen ...
by Monsterovich
Mon Oct 20, 2014 10:27 am
Forum: General
Topic: crash with GZDoom 2.x or higher
Replies: 88
Views: 5688

Re: crash with GZDoom 2.x or higher

Please do some investigation first, before making any further suggestions. What investigations should I make? I don't say "implement this in gzdoom right now". Even if some problems could be solved... What other problems are not solved? you'd still have to account for a lot of factors that would ...
by Monsterovich
Mon Oct 20, 2014 6:37 am
Forum: General
Topic: crash with GZDoom 2.x or higher
Replies: 88
Views: 5688

Re: crash with GZDoom 2.x or higher

LOL so much talk but not even a hint of his work. If you want to know how hard it is to implement: try implementing it yourself. Show your work. Where did I say I am going to implement this? I am not, but not because "IT'S IMPOSSIBLE!111", but because it's hard to implement. All I want is to stop ...

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