Awww, I wanted to unjustly insult someone again.wildweasel wrote:We are not having this argument in here yet again.
The WIP Thread
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- Project Shadowcat
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Re: The WIP Thread
- Captain J
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Re: The WIP Thread
Impressive and aesthetic ambient colors, city map and weapon sprites even. All are so new to me! Keep going, Ravager.
- leileilol
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Re: The WIP Thread
Thank you!InsanityBringer wrote:taking a stab at making a sdl 2 descent port that's focused on software rendering, since that's a hole that's sorta been missing in the descent world.
That was a hole that was only briefly filled in the early d1x/d2x days and then there was this silly GL fork arms race and no chocolate descent effort to be found since. XL had an obvious ego problem that should need no elaboration, and Rebirth's kind of Legacy-ish and I got frustrated trying to get the music to sound right (the "OPL music pack" are inaccurate recordings that claim to be true) or having the lasers be opaque instead of forced additive. While I could snag the source and fix some of the stuff for myself, it's still not a complete authentic representative experience to the end user.
Maybe you could later on make some separate software renderer for a 's3 virge' mode, being slow and all that to recreate the 1996 Stealth 3D 2000 Descent II experience.
- YukesVonFaust
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Re: The WIP Thread
wow, a proper sequel (or remake) of one of the worst fps games, angst?Nailz the Ravager wrote:
this i should look at.
- InsanityBringer
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Re: The WIP Thread
looking pretty good so far. Finally squashed some memory corruption bugs with the C version of the texture mapper, by comparing it to the ASM version, so views without the status bar are now usable, especially the high resolution modes.
Things left to do involve fixing up the mission loading code (it's going to be fun having to write portable directory iteration code that doesn't cause the game to choke if it gets a filename greater than 12 characters...), get sound and music working, get some sort of configuration system working so you can specify the size of the window, which of my two scaling modes to use, fullscreen or not, and so on. Music and Sound is worrying me a little in particular. Sound, I can probably whip up something reasonable with OpenAL, but I have no idea what to with MIDI music at all.
Hah, that'd be pretty fun, tbh. I don't think I've ever played with that version, but I know my dad had the Voodoo version at some point. I remember him being disappointed with the performance of it.Maybe you could later on make some separate software renderer for a 's3 virge' mode, being slow and all that to recreate the 1996 Stealth 3D 2000 Descent II experience.
- leileilol
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Re: The WIP Thread
IIRC what slowed down the Voodoo version a lot were the excess pixel buffer writes (The cockpit/hud stuff). Voodoos were notoriously slow when dealing with that, and is even worse on a Voodoo2 SLI. Later on there's been releases of a few DirectDraw games that allow blitting to a Voodoo card - which sometimes lead to PSAs urging to NOT use the Voodoo for those games (like Simcity 3000) since it'd be so slow.
Also if you make a "voodoo" software renderer in the future, you have my blessing to use my C-based Voodoo filter code from PCem to blur it up a bunch.
Also if you make a "voodoo" software renderer in the future, you have my blessing to use my C-based Voodoo filter code from PCem to blur it up a bunch.
- InsanityBringer
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Re: The WIP Thread
further progress video, this one demonstrating sound and demos and some janky gameplay on my end and yet another new bug i haven't seen before.
At this point, there's still a bunch of things left to do but it's basically playable which is nice. What's left to do:
Spoiler:
Re: The WIP Thread
You could just lift the MIDI code from GZDoom. It plays HMI just fine, and also GZDoom now comes bundled with a lightweight soundfont for FluidSynth that sounds reasonably close to SC-55. Sure, users should be allowed to set up their own if they prefer but it'd be good as a default option.InsanityBringer wrote:Add fluidsynth. The license should work out, but it'll require the user to find a soundfont. There's enough crappy sc-55 ones out there though that people probably won't have much trouble... It'll also require me to write a HMI decoder, but the third party documentations on the spec should be helpful there.
- InsanityBringer
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Re: The WIP Thread
I'd be fine with that, but isn't that code under the GPL? This project forces me to work with a relatively restrictive non-commercial license.
- Graf Zahl
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Re: The WIP Thread
You'd have to go back to an older version then, e.g. ZDoom 2.8.1. That contains no GPL code.
Re: The WIP Thread
It's under the three-point BSD license in ZDoom. I would have thought it'd still be under the same license in GZDoom since the relicensing only needed to apply to code that was previously under the Doom source license or under dual GPL/non-commercial license schemes like the MAME OPL stuff.
- InsanityBringer
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Re: The WIP Thread
Hmm, yeah, the old ZD source is a good point. How about the soundfont? Would it fall victim to similar licensing problems?
Also, hmm, I'm still looking for a OPL emulator, I guess since there's OPL emulators in these old versions in theory I should be able to find a core, but I wonder what the quality of them are.
Also, hmm, I'm still looking for a OPL emulator, I guess since there's OPL emulators in these old versions in theory I should be able to find a core, but I wonder what the quality of them are.
Re: The WIP Thread
NukedOPL is the most accurate I believe. It's the most recent, at least, and it was contributed to ZDoom so it's under the BSD.
- Morgondagen
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Re: The WIP Thread
Something simple.