The WIP Thread

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Lex Safonov
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Re: The WIP Thread

Post by Lex Safonov »

I think it will be interesting to view)
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Kinsie
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Re: The WIP Thread

Post by Kinsie »

Image
(click the pic to view)
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comet1337
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Re: The WIP Thread

Post by comet1337 »

have you made a mod that DOESN'T have dogs in one form or another?
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DoomKrakken
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Re: The WIP Thread

Post by DoomKrakken »

I lub da doge. :D

Was that mapset assembled using Wadsmoosh?
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jazzmaster9
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Re: The WIP Thread

Post by jazzmaster9 »

Here's some gameplay of my Wolfenstein TC.
This recording was hastily put together so the video quality isn't very good.
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Looks very flawless and promising!
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DrPyspy
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Re: The WIP Thread

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DoomKrakken
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Re: The WIP Thread

Post by DoomKrakken »

You can do that with ZScript?!

I need to know how to do that! This would be useful for the Options menu! :D
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comet1337
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Re: The WIP Thread

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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Because of possiblity of future doom modding, i guess. Well, without memes of course.
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Rachael
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Re: The WIP Thread

Post by Rachael »

If I do my math right ... the software renderer may soon have full skycube support.
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DoomKrakken
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Re: The WIP Thread

Post by DoomKrakken »

Will there be a point where it won't matter as much whether or not one uses the Software Renderer?
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Rachael
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Re: The WIP Thread

Post by Rachael »

It's probably already getting to that point. The OpenGL renderer gets more and more software renderer features, and the software renderer gets more and more OpenGL features.

Things that used to be exclusive to the software renderer:
- 8-bit emulation, including the "banding" on the sector diminishing lights
- The "software" light mode, which emulates the actual gradients in OpenGL (I've noticed actually that it's brighter than its software varient, but that's neither here nor there for now :P)

Things that used to be exclusive to OpenGL:
- True-color, including smooth fading in the sector's diminishing lights
- Proper alpha textures (that was only exclusive for a short time though, relative to other features)
- 3D floors (QZDoom can't take credit for that, though, that was done more than half a decade ago, but the code is still slowly being improved upon)
- Dynamic Lights
- True Freelook (which is admittedly still only half done, in SoftPoly, but is still quite impressive - in regular software though, the range limit has been expanded, though)
- Non-power-2 flats (just got added to software today, but only for non-slopes)

Things that are still exclusive to software:
- Proper sprite/"swimming midtex" handling, including being able to "push" into floors and walls (this is really important for proper Strife support)

Things that are still exclusive to OpenGL:
- Model support
- Skycube support (though that is being worked on right now)
- Sloped 3D floors
- Real Z-Depth handling (you'll notice this with voxels, in particular)
- Real brightmaps (The palette Software renderer can handle the Strife COLORMAP hacks just fine, though)
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Re: The WIP Thread

Post by dpJudas »

Rachael wrote:- The "software" light mode, which emulates the actual gradients in OpenGL (I've noticed actually that it's brighter than its software varient, but that's neither here nor there for now :P)
That's actually due to the same bug that softpoly had (there was a bug report back in the day about it). I've been planning on making an adjustment for it, but want to do it as a final fix that also allows the visibility cvar to apply to all three renderers.
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Re: The WIP Thread

Post by DoomKrakken »

Is the Software Renderer any faster than the OpenGL Renderer?
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