Soundless Mound: Demo Version [Update 11]

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Soundless Mound: Demo Version [Update 9]

Post by Marisa the Magician »

Warp to 1344, 7776. You should see two windows with the texture.
User avatar
drfrag
Vintage GZDoom Developer
Posts: 3141
Joined: Fri Apr 23, 2004 3:51 am
Location: Spain
Contact:

Re: Soundless Mound: Demo Version [Update 9]

Post by drfrag »

Thanks, it's working in the vintage build as expected, it requires render buffers.
However is it supposed to bleed upwards and thru the UI?
Do you know of any other mod using this feature?

Also i've ported this to the old legacy build (LZDoom) and it sorta works but gets screwed after a few seconds and i get coutinuous black bands like if the texture was ending (the old GL renderer uses the old shaders). No idea of what's going on.
I know you certainly have better and more important things to do than helping with any of "my ports". But hey at least now it won't give an error when trying to compile the shader so the mod runs. I don't know if i should revert this, can't fix it myself.
The merge looks good. I didn't try the usernameak version.
https://github.com/drfrag666/gzdoom/commits/g3.3mgw
Screenshot_Doom_20180820_134440.png
User avatar
drfrag
Vintage GZDoom Developer
Posts: 3141
Joined: Fri Apr 23, 2004 3:51 am
Location: Spain
Contact:

Re: Soundless Mound: Demo Version [Update 9]

Post by drfrag »

The effect works properly on the ceiling of the crash room (x=7500,y=9500). I guess it's pretty much the same shader, isn't it?
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Soundless Mound: Demo Version [Update 9]

Post by Marisa the Magician »

it's exactly the same shader
User avatar
drfrag
Vintage GZDoom Developer
Posts: 3141
Joined: Fri Apr 23, 2004 3:51 am
Location: Spain
Contact:

Re: Soundless Mound: Demo Version [Update 9]

Post by drfrag »

I see it's the bleedredtex shader but with a different direction and speed (the effect on the ceiling is slower).
The problem must be somewhere else, no idea of what's going on. Could you please post a link to update 8 to check?
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Soundless Mound: Demo Version [Update 9]

Post by Marisa the Magician »

Unfortunately, I don't have old versions saved.

From what I'm seeing in the screenshot, the bleeding shader looks more or less like it did back in update 8, actually, where it depended on tone mapping to work because it needed floating point color (the effect works by doing some pretty harsh blending that often goes into negatives). The stretchiness at the bottom may be because you're missing graf's commit for making user shader textures have GL_REPEAT wrapping.
User avatar
drfrag
Vintage GZDoom Developer
Posts: 3141
Joined: Fri Apr 23, 2004 3:51 am
Location: Spain
Contact:

Re: Soundless Mound: Demo Version [Update 9]

Post by drfrag »

Thanks, to me the shader looks the same in all versions on my shitty ati card. The effect looks right in the old version for less than a minute then patches are replaced by continuous bands. Where's that commit? I can't find it.
Edit: it's fixed. BTW old materials still work, i haven't tried the new syntax yet.
https://github.com/drfrag666/gzdoom/com ... acdbb07468
User avatar
Tormentor667
Posts: 13530
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: Soundless Mound: Demo Version [Update 9]

Post by Tormentor667 »

Commented to keep this on my list of "mods I want to play if I have ever time again besides work"
Scottvrakis
Posts: 15
Joined: Thu Jul 14, 2016 6:27 am

Re: Soundless Mound: Demo Version [Update 9]

Post by Scottvrakis »

Fantastic mod, I eagerly await the next updates!
User avatar
luigiman0640
Posts: 100
Joined: Mon Apr 28, 2014 6:18 pm
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: Soundless Mound: Demo Version [Update 9]

Post by luigiman0640 »

I think my favorite part of this, at least technically, is the low resolution filter. It's spot on to the old school PC/PS1 look. I personally care for the film grain, but that's just when paired with the low res filter. I'm glad it's an option. Hope you get at least top 3 in the contest! ^-^
User avatar
Jekyll Grim Payne
 
 
Posts: 1065
Joined: Mon Jul 21, 2008 4:08 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: Soundless Mound: Demo Version [Update 9]

Post by Jekyll Grim Payne »

Did it in one sitting. As a huge SH nerd I'm blown away. Amazing work!
User avatar
Namelessdeity
Posts: 51
Joined: Tue Apr 10, 2012 7:10 am
Location: Canada

Re: Soundless Mound: Demo Version [Update 9]

Post by Namelessdeity »

Anyone got a mirror for the files? I wanna try this out but the download is down.
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Soundless Mound: Demo Version [Update 9]

Post by Marisa the Magician »

Try again. I had to restart nginx.
User avatar
Namelessdeity
Posts: 51
Joined: Tue Apr 10, 2012 7:10 am
Location: Canada

Re: Soundless Mound: Demo Version [Update 9]

Post by Namelessdeity »

thanks!
User avatar
Misery
Posts: 157
Joined: Sun Nov 04, 2018 4:57 pm

Re: Soundless Mound: Demo Version [Update 9]

Post by Misery »

Could you show the script you used to open the doors? I have something similar, but I can't get the sound to work.
Locked

Return to “Abandoned/Dead Projects”