Search found 22 matches
- Sun Sep 25, 2022 4:09 am
- Forum: Assets (and other stuff)
- Topic: Util for Saving Videos in Suitable Format?
- Replies: 2
- Views: 629
Re: Util for Saving Videos in Suitable Format?
This was a recent topic about encoding IVF cutscenes with FFMPEG: viewtopic.php?p=1228695&hilit=video#p1228695 It is the only video format in the list of supported formats that supports more than 8 bits of color.
- Fri Sep 09, 2022 10:05 am
- Forum: Tutorials
- Topic: .BAT files for converting videos to .IVF for cutscenes (and a crappy old guide)
- Replies: 6
- Views: 6200
Re: How to make .IVF cutscenes in GZDoom
For extracting the audio as a separate file FFMPEG can also be used: ffmpeg -i <input> -vn -codec:a libvorbis -b:a 128k <output.ogg> That would output 128kbit/s OGG Vorbis audio. Use "libopus" instead of "libvorbis" for Opus audio, or "pcm_s16le" for regular uncompressed PCM audio.
- Wed Jul 27, 2022 2:28 pm
- Forum: Closed Bugs [GZDoom]
- Topic: New AMD driver and slow hardware accelerated OpenGL ES
- Replies: 11
- Views: 2143
Re: New AMD driver and slow hardware accelerated OpenGL ES
This isn't useful anymore, but out of curiosity I checked the differences for myself. I tested on modern hardware so the absolute OpenGL ES results mean nothing, but the relative results are still quite something; it is now unplayable. Vulkan is slightly slower, and OpenGL got a nice boost indeed ...
- Mon Feb 21, 2022 12:41 pm
- Forum: Script Library
- Topic: Zone tagging
- Replies: 0
- Views: 581
Zone tagging
Ever wanted to make manipulating groups of sectors easier? Or split a map up into zones to show enter\leave messages? Without having to resort to using lots of special linedefs and sector tags? I have, so I wrote a quick bit of ZScript and ACS to accomplish just that. The demo MAP01 in the attached ...
- Sat May 22, 2021 10:19 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.6.0 released
- Replies: 56
- Views: 54821
Re: GZDoom 4.6.0 released
Great work! The sprite shadows are my personal favourite new feature this release. And while its not listed in the changelog, LOOP_ comments for Opus audio are now also supported to bring it up to par with other audio formats.
- Fri Dec 11, 2020 10:41 am
- Forum: Mapping
- Topic: Elevator through multiple floors [SOLVED]
- Replies: 5
- Views: 2126
Re: Elevator through multiple floors [SOLVED]
I've done this exact thing in Verdant Citadel, and it also was rather painful. The solution I ended up with was having a 3D floor be the floor of the elevator, which is tagged (present) in every floor of the shaft. Then you can move the dummy sector's ceiling and floor around with ACS to wherever ...
- Sun Nov 01, 2020 5:19 am
- Forum: Closed Bugs [GZDoom]
- Topic: Opus loop comments not parsed
- Replies: 2
- Views: 1513
Re: Opus loop comments not parsed
I've posted a pull request that adds support for this feature: https://github.com/coelckers/ZMusic/pull/18
- Sat Oct 31, 2020 7:20 am
- Forum: Closed Bugs [GZDoom]
- Topic: Opus loop comments not parsed
- Replies: 2
- Views: 1513
Opus loop comments not parsed
In the 4.5.0 release Opus is finally supported. The LOOP_START, LOOP_END and LOOP_BIDI tags however are not parsed like they are for FLAC and Vorbis audio. Here is a pk3 that replaces the MAP01 and MAP02 music . The MAP01 track is a Vorbis file that has an intentionally awful loop start and end ...
- Sat Oct 31, 2020 6:39 am
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.5.0 released
- Replies: 44
- Views: 65234
Re: GZDoom 4.5.0 released
Awesome, a lot of new stuff. Great work as usual!
- Sun Oct 18, 2020 2:45 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Change music at end of loop point
- Replies: 8
- Views: 1324
Re: Change music at end of loop point
I've actually thought a lot about a feature like this, but have not yet made an attempt at adding it. It would have to be possible to specify multiple loop start and end points per music track, because there might be a brief delay when starting a completely new music track. For OGG and FLAC that ...
- Sat Jun 08, 2019 1:30 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [4.1.3] [Vulkan] Crash on Verdant Citadel
- Replies: 1
- Views: 253
[4.1.3] [Vulkan] Crash on Verdant Citadel
Sometimes (but the exact circumstances elude me) the game will simply crash. The earliest I've been able to reproduce this is at the end of the hallway with the key sockets, when you shoot the shotgunners that come out of hiding from the right. Though sometimes it happens without shooting anything ...
- Sun Apr 21, 2019 1:43 am
- Forum: Levels
- Topic: [Testing] Verdant Citadel
- Replies: 17
- Views: 5046
Re: [Testing] Verdant Citadel
I figured this thread had run it's course so didn't update it with test 4. There will be a test 5 at some nearby point.
- Sun Apr 14, 2019 12:49 pm
- Forum: Levels
- Topic: [Testing] Verdant Citadel
- Replies: 17
- Views: 5046
Re: [Testing] Verdant Citadel
Thanks for the test and extensive feedback Enjay! Other people have also reported not being able to find all secrets so I did a search in GZDoom Builder, turns out a fair number of them were things marked as secret that were just decoration! And even the player 1 start was marked as secret... After ...
- Sun Apr 14, 2019 11:30 am
- Forum: Levels
- Topic: [Testing] Verdant Citadel
- Replies: 17
- Views: 5046
Re: [Testing] Verdant Citadel
The climbable waterfall is probably a bug, isn't it? Yes, though I can't seem to find a way to prevent it. It isn't terribly important anyway, getting back up it doesn't lead anywhere special after all. Excellent map so far. I created an account to show you a moving ground texture: Thanks, fixed ...
- Sun Apr 14, 2019 8:45 am
- Forum: Levels
- Topic: [Testing] Verdant Citadel
- Replies: 17
- Views: 5046
Re: [Testing] Verdant Citadel
Thank you for the super detailed and thorough test! Glad you caught the shader bug too, fragment shaders are not my specialty. The silent barrels were something I missing entirely, I'm not sure how I never noticed that... The last platform part is intended to be some sort of a boss battle. Was it ...