QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby Rachael » Wed Dec 21, 2016 5:38 am

There's a fine line between convenience and clutter.

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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby MaxED » Wed Dec 21, 2016 6:38 am

Does your IDE lack any kind of Form designer?..
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby Rachael » Wed Dec 21, 2016 9:47 am

No, but I haven't had any experience with creating forms and dialogs whatsoever and made that quite clear in the thread in which this originated. That being said, feel free to submit your form code or a pull request if you would rather see your layout in. I even requested Graf hold the pull request to give you a chance to do so before (if) it gets merged.

By the way - here's the form code in its current form:
Code: Select allExpand view
IDD_IWADDIALOG DIALOGEX 0, 0, 224, 246
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
EXSTYLE WS_EX_APPWINDOW
CAPTION "Welcome"
FONT 8, "MS Shell Dlg", 0, 0, 0x1
BEGIN
    ICON            IDI_ICON1,IDC_STATIC,7,7,21,20
    LTEXT           "Welcome to QZDoom!",IDC_STATIC,42,8,180,8
    LTEXT           "<Version info>",IDC_WELCOME_VERSION,42,18,180,8
    GROUPBOX        "IWAD selection",IDC_STATIC,8,32,208,102
    LTEXT           "Select which game file (IWAD) to run.",IDC_STATIC,12,44,190,8
    LISTBOX         IDC_IWADLIST,12,56,200,72,LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
    GROUPBOX        "Video settings",IDC_STATIC,8,138,208,48
    LTEXT           "Choose how QZDoom will render the game.",IDC_STATIC,12,148,190,8
    CONTROL         "Hardware (OpenGL)",IDC_WELCOME_OPENGL,"Button",BS_AUTORADIOBUTTON,12,170,93,10
    CONTROL         "Software (Doom)",IDC_WELCOME_SOFTWARE,"Button",BS_AUTORADIOBUTTON,12,160,93,10
    CONTROL         "Fullscreen",IDC_WELCOME_FULLSCREEN,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,124,160,48,10
    CONTROL         "Disable autoload",IDC_WELCOME_NOAUTOLOAD,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,148,39,65,10
    CONTROL         "Lights.pk3",IDC_WELCOME_LIGHTS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,46,192,51,10
    CONTROL         "Brightmaps.pk3",IDC_WELCOME_BRIGHTMAPS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,111,192,65,10
    CONTROL         "Don't ask me this again",IDC_DONTASKIWAD,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,73,211,87,10
    DEFPUSHBUTTON   "Play QZDoom",IDOK,8,228,90,14
    PUSHBUTTON      "Exit",IDCANCEL,166,228,50,14
END

Feel free to stick that into an RC file somewhere and then redesign the layout. You can then upload the changed RC file somewhere.
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby enderandrew » Wed Dec 21, 2016 11:00 am

Graf Zahl wrote:Concerning a merge, I could actually see GZDoom and QZDoom merge at some point in the future. But since there's so much experimentation going on right now, having it as a separate entity is certainly the better option for the time being.

So QZDoom is just improving the software renderer, and GZDoom-GPL is just making a fully GPL compliant vesion of GZDoom. I'm hoping both get merged into GZDoom proper in time.

Graf Zahl wrote:As for ZDoom, my prediction is, that this is not going to end well. Software cannot be developed like this with almost no active input by the project leader and survive long-term.

I'm out of the loop, but isn't GZDoom kept somewhat in sync with ZDoom? I thought the projects were closely related. Has GZDoom drifted away from ZDoom more than just the OpenGL rendering stuff?
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby Tapwave » Wed Dec 21, 2016 11:19 am

enderandrew wrote:
Graf Zahl wrote:Concerning a merge, I could actually see GZDoom and QZDoom merge at some point in the future. But since there's so much experimentation going on right now, having it as a separate entity is certainly the better option for the time being.

So QZDoom is just improving the software renderer, and GZDoom-GPL is just making a fully GPL compliant vesion of GZDoom. I'm hoping both get merged into GZDoom proper in time.

That won't ever happen for GPL, because GPL actually removes all non-GPL compliant code, which is a surprising amount of the codebase. Though with most of the BUILD code excised, it's mostly sound and GL-renderer related.
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby Gez » Wed Dec 21, 2016 12:00 pm

None of the GL-renderer-related code is GPL-noncompliant; otherwise GZDoom-GPL wouldn't exist.

The troublesome code is limited to some bits of the software renderer (reduced to just some voxel drawing code now, thanks largely to dpJudas' work) and parts of the OPL emulation code (the MAME core, which isn't too bad as it is largely redundant with other available cores, and MUSLIB which is more annoying).

Everything else is fine.
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby enderandrew » Wed Dec 21, 2016 12:53 pm

Gez wrote:None of the GL-renderer-related code is GPL-noncompliant; otherwise GZDoom-GPL wouldn't exist.

The troublesome code is limited to some bits of the software renderer (reduced to just some voxel drawing code now, thanks largely to dpJudas' work) and parts of the OPL emulation code (the MAME core, which isn't too bad as it is largely redundant with other available cores, and MUSLIB which is more annoying).

Everything else is fine.

My presumption was specifically that some of the new code QZDoom has created on the software renderer side can specifically bridge that gap to bring everything together. But it is entirely possible I can mistaken.
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby dpJudas » Wed Dec 21, 2016 1:26 pm

If we had a sw voxel renderer in QZDoom it would have been backported to ZDoom in an instance - to solve that license issue. :)
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby Rachael » Wed Dec 21, 2016 1:32 pm

I've been planning on a voxel renderer rewrite for some time now, but it keeps getting pushed down on my todo list.
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby Lud » Thu Dec 22, 2016 7:54 am

Dropping by to say that after months of ZDooming and hating on my eyes with the palette due to shit-tier laptop, I've finally moved on to QZDoom.

Eruanna? dpJudas? You got +1 fan.

When the source port is just right.
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby Rachael » Thu Dec 22, 2016 8:08 am

Thank you, Lud. :)
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby Lud » Thu Dec 22, 2016 9:20 am

For some reason, I am experiencing heavy slowdowns and sometimes crashes 3 seconds after starting gameplay. They seem to be caused by having too many particles. If I'm not looking at them there is no problem, but if I face the direction of the particles, bam. I have around 300 particle fountains (might be the reason), though they cause absolutely no issues on ZDoom. Tested on:

QZDoom q1.2pre-717-g62724c2
QZDoom q1.2pre-541-g40b68bf
QZDoom q1.1.0rc1

Issue is present on all 3.

There is, however, no issue on your official release. Keep in mind that all builds are x64.

EDIT: Well, I was wrong. I guess the issue is in my laptop. Intel HD Graphics integrated in Core i3 M370. Windows 10 x64.
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby Rachael » Thu Dec 22, 2016 9:31 am

Can you post the map with the particle fountains?
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby Lud » Thu Dec 22, 2016 10:28 am

PM'd.
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)

Postby Lud » Thu Dec 22, 2016 10:55 am

Oh, I want to note that the crash is a user error. I'm just dumb. Forgot to uncomment a line which removed the infinite 0-tic looping state.
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