Experimental release based on GZDoom 4.6.0 and GLES branch

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Re: Experimental release based on GZDoom 4.6.0 and GLES bran

Postby Wally0222 » Sat May 29, 2021 10:23 am

I tried it once and it works great.
By the way, when I picked up an Invulnerability Sphere or any powerups with fixed colormap in GLES renderer, the HUD and menu are also affected and color is same as the powerup effect. Guess I have "color blind mode" when I picked up a powerup with fixed colormap in GLES renderer.
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Re: Experimental release based on GZDoom 4.6.0 and GLES bran

Postby BerserkerNoir » Sat Jun 05, 2021 10:19 am

This is great, Intel no longers Crashes when theres an intense usage of effects.
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Re: Experimental release based on GZDoom 4.6.0 and GLES bran

Postby Redneckerz » Thu Jun 10, 2021 2:14 pm

Should i mention the errors i encountered in the seperate thread also here, Emile?
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Re: Experimental release based on GZDoom 4.6.0 and GLES bran

Postby emile_b » Fri Jun 11, 2021 12:51 am

Redneckerz wrote:Should i mention the errors i encountered in the seperate thread also here, Emile?


Sorry just re-read what you typed, yeah can mentioned them here, I will be more likely to see it
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Re: Experimental release based on GZDoom 4.6.0 and GLES bran

Postby Redneckerz » Fri Jun 11, 2021 11:35 am

emile_b wrote:
Redneckerz wrote:Should i mention the errors i encountered in the seperate thread also here, Emile?


Sorry just re-read what you typed, yeah can mentioned them here, I will be more likely to see it


Ill recap them here:
EDIT:
Moved to seperate thread, here.
Last edited by Redneckerz on Sat Jun 12, 2021 12:10 pm, edited 1 time in total.
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Re: Experimental release based on GZDoom 4.6.0 and GLES bran

Postby vaa44 » Sat Jun 12, 2021 4:45 am

I noticed this bug. It seems to appear only in the Opengl renderer.
https://youtu.be/suSsk2US4gM
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Re: Experimental release based on GZDoom 4.6.0 and GLES bran

Postby Rachael » Sat Jun 12, 2021 4:47 am

Please make a new bug report topic for this. It's really hard to organize things when they appear on news threads.

viewforum.php?f=363
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Re: Experimental release based on GZDoom 4.6.0 and GLES bran

Postby Redneckerz » Sat Jun 12, 2021 5:25 am

Rachael wrote:Please make a new bug report topic for this. It's really hard to organize things when they appear on news threads.

viewforum.php?f=363

Was this addressed to me or to Vaa44, given the relative amount of time between that post and yours?
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Re: Experimental release based on GZDoom 4.6.0 and GLES bran

Postby Rachael » Sat Jun 12, 2021 5:54 am

vaa44
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Re: Experimental release based on GZDoom 4.6.0 and GLES bran

Postby Delfino Furioso » Tue Jun 15, 2021 6:19 am

hi emile/rachael

I've tried this build with HEXEN.WAD and noticed that some widescreen graphics seem to be missing (the fighter's punching arm, at least)
this does not happen when using the main gzdoom 4.6.0 release

is gles4.6.0 using an old version of nash's WidePix assets?






/edit: nevermind, I've found the reason..

I've recently downloaded the latest build artifact from here
https://github.com/drdteam/gzdoom-gles/ ... /887978752
and used to update my previous gles4.6.0b setup

this replaced the "game_widescreen_gfx.pk3" file with the one that came with the download, which is empty (22 bytes in size)

I'll stick to official github (pre)releases next time ;)
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Re: Experimental release based on GZDoom 4.6.0 and GLES bran

Postby Rachael » Tue Jun 15, 2021 7:07 am

The artifacts may not always the most reliable way to get a working build though you are welcome to use them if/when they work.

It appears the CI scripts do not checkout the submodules when building which is why the widescreen archive is empty. Seeing as how we are planning on eliminating the submodule anyhow and integrating the widepix project completely when it is completed, this isn't a pressing concern for us.
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