Search found 21 matches

by landfill baby
Mon Apr 06, 2020 10:32 pm
Forum: General
Topic: If I use ambient occlusion do I need fake contrast?
Replies: 6
Views: 1012

Re: If I use ambient occlusion do I need fake contrast?

oh oops you're right lol
i had 8xSSAA on globally for textures with alpha in the nvidia control panel
no wonder ive been having framerate issues in q2rtx and doom eternal
i think i'll keep it for gzdoom though, it looks good. oops
by landfill baby
Mon Apr 06, 2020 5:07 pm
Forum: General
Topic: If I use ambient occlusion do I need fake contrast?
Replies: 6
Views: 1012

Re: If I use ambient occlusion do I need fake contrast?

I've tracked it down to something in {gl,vk}_renderbuffers.cpp, more info later.
I might post about this again later in either Feature Requests or Bugs, asking to make the Vulkan MSAA also affect textures.
Also maybe I'll ask about fixing gl_aalines too.
by landfill baby
Mon Apr 06, 2020 3:51 pm
Forum: General
Topic: If I use ambient occlusion do I need fake contrast?
Replies: 6
Views: 1012

Re: If I use ambient occlusion do I need fake contrast?

OK so, having looked a bit closer, the difference is the OpenGL antialiases the textures' pixels as well as the geometry, and Vulkan just does the geometry. Honestly I prefer the OpenGL way.
Spoiler: Screenshots (MSAA 8x, E1M1, most obvious on the pillar on the right and the blinkenlights above):
by landfill baby
Mon Apr 06, 2020 3:28 pm
Forum: General
Topic: If I use ambient occlusion do I need fake contrast?
Replies: 6
Views: 1012

Re: If I use ambient occlusion do I need fake contrast?

Alright thanks, I'll use SSAO and smooth fake contrast.
If the MSAA is implemented then why can I not see it unless I use OpenGL? Do I need to post a bug report? I have an RTX 2060 so I assume it isn't a Vulkan compatibility issue on my end.
by landfill baby
Mon Apr 06, 2020 2:40 pm
Forum: General
Topic: If I use ambient occlusion do I need fake contrast?
Replies: 6
Views: 1012

If I use ambient occlusion do I need fake contrast?

I don't know much about lighting stuff, and GZDoom has vanilla and smooth fake contrast, but it also has SSAO. Obviously I want the SSAO, but would it be better to use it with or without smooth fake contrast, or is it just a matter of taste for how close to vanilla I want things? (No need for worry ...
by landfill baby
Sun Apr 05, 2020 7:09 am
Forum: Developer Blog
Topic: Translating GZDoom's text content. Read if you want to help
Replies: 866
Views: 159729

Re: Translating GZDoom's text content. Read if you want to h

once PR#1066 is merged, line 1872 (GLTEXMNU_ENABLEHIRES) can be deleted
by landfill baby
Sun Oct 20, 2019 9:49 pm
Forum: ZDoom (and related) News
Topic: GZDoom 4.2.3 released
Replies: 9
Views: 8652

Re: GZDoom 4.2.3 released

nice, downloading now, although 4.2.3 isn't on a git branch
by landfill baby
Mon Aug 12, 2019 10:50 am
Forum: ZDoom (and related) News
Topic: GZDoom 4.2.0 released.
Replies: 45
Views: 20120

Re: GZDoom 4.2.0 released.

haha wee'd lol 😏😎
Spoiler: funy vido song
by landfill baby
Wed Jan 16, 2019 12:38 pm
Forum: TCs, Full Games, and Other Projects
Topic: Doom: The Golden Souls 2 Portable ( April Fools wad )
Replies: 21
Views: 7307

Re: Doom: The Golden Souls 2 Portable ( April Fools wad )

Minor bug with the fist: line 138 of DEC_WEPS says A_CustomPunch(8, FALSE, 0, 0, "BulletPuff", 64, 0, 0, "D_FISTE") but should be (I assume) A_CustomPunch(8, FALSE, 0, "BulletPuff", 64, 0, 0, "ArmorBonus", "D_FISTE") or, since everything except the damage and attack sound would be default that way ...
by landfill baby
Mon Nov 05, 2018 9:10 am
Forum: Closed Bugs [GZDoom]
Topic: Broken rendering on ATI GL 3.3 cards
Replies: 17
Views: 1599

Re: Broken rendering on ATI GL 3.3 cards

I'm not sure if this is related but for me everything works fine, except intermission screens don't render at all, the sounds are played but it stays on the last frame of the game until the next map loads. The save/load screens work from within a map, but if I try to load from the main menu, it ...
by landfill baby
Sat Sep 01, 2018 5:27 am
Forum: ZDoom (and related) News
Topic: The GZDoom 3.5.0 survey's results
Replies: 15
Views: 6193

Re: The GZDoom 3.5.0 survey's results

Since you asked, I'm one of the people using 32-bit OS on 64-bit hardware, and honestly, I have no idea why, it was like this when my school gave it to me 8 years ago, and I never bothered to change it. It's only just started to become a problem now that everyone's finally starting to drop support ...
by landfill baby
Sun Aug 26, 2018 2:44 pm
Forum: TCs, Full Games, and Other Projects
Topic: REKKR - V1.16
Replies: 223
Views: 83014

Re: REKKR - V1.14

ok so the "monster chaingun" thing, it seems zdoom says that it's where the soul gun was after you pick it up, it still happens on 1.14
by landfill baby
Sat Aug 25, 2018 6:01 am
Forum: TCs, Full Games, and Other Projects
Topic: REKKR - V1.16
Replies: 223
Views: 83014

Re: REKKR - V1.14

sorry, i should have clarified, the chaingunners show up in most maps with the gzdoom 3.5.0 "monster" command ("monster chaingun") on rekkr.wad 1.13, although it seems to be fixed in 1.14 i only checked on wrecker difficulty (side note: the 1.14 wad still says 1.13 on the title picture)
by landfill baby
Wed Aug 15, 2018 12:26 pm
Forum: TCs, Full Games, and Other Projects
Topic: REKKR - V1.16
Replies: 223
Views: 83014

Re: REKKR - V1.13

why is there a chaingunner at -1240,-7312,-128 in almost every map?
by landfill baby
Tue Aug 14, 2018 4:45 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: support REKKR standalone IWAD
Replies: 6
Views: 830

Re: support REKKR standalone IWAD

ROTWB is supported, why not REKKR?

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