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

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Re: QZDoom - ZDoom with True-Color (WIP)

Postby YukiHerz » Tue Oct 11, 2016 4:45 pm

A crashdump, probably only on my crappy laptop that happens to be an intel.
https://www.dropbox.com/s/wg8cs3yoculvy98/CrashReportQZ.zip?dl=0
Happens when the program switches from the startup console to displaying the game.

I believe this might be because of the new OpenGL canvas, since for gzdoom i have to use a patcher (wtfi.exe) to prevent OpenGL not Accelerated error, which i get with the x64 build of QZDoom even when it's set to Software Rendering.
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Re: QZDoom - ZDoom with True-Color (WIP)

Postby dpJudas » Tue Oct 11, 2016 9:02 pm

There's an experimental OpenGL based 'vid_hw2d' active in the latest build that makes even the software rendering use OpenGL. This is just to test if there's compatibility issues with using Direct3D and OpenGL in the same process or not. If there isn't, then it will switch back to defaulting to Direct3D again in a future build. :)
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Re: QZDoom - ZDoom with True-Color (WIP)

Postby Nash » Thu Oct 13, 2016 4:04 am

Bug report, latest devbuild:

Blood decals seem to be fullbright depending on which angle you're looking at them from.

To test:

Warp to Map25 of Doom 2
In the starting room (it's really dark), ise console command "spray bloodsplat" on the walls and place several bloodsplats
View the painted wall from all angles. In some angles, the blood turns black, in some other angles, they are drawn fullbright

This is with the true colour software renderer BTW
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Re: QZDoom - ZDoom with True-Color (WIP)

Postby Rachael » Thu Oct 13, 2016 6:48 pm

More work done on both the Software renderer and SSAO. Both have been pushed.

The decal SSAO problem has been addressed, it may need additional testing.

Some fixes for the software renderer:

  • Some of the more odd crashes (access violation errors) have been addressed.
  • Renderer crashes are now reported to the console as a fatal error and will exit the game. Some basic debug information is provided. This should hopefully be helpful for tracking down any further issues.
  • The multi-layer sky bug has been addressed. (This bug mostly affects Hexen but possibly some custom maps as well)
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Re: QZDoom - ZDoom with True-Color (WIP)

Postby armymen12002003 » Fri Oct 14, 2016 4:17 pm

ive been trying to get this to run but it won't even boot up any ideas?
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Re: QZDoom - ZDoom with True-Color (WIP)

Postby Rachael » Fri Oct 14, 2016 4:32 pm

Why isn't it booting? What happens?

Nobody can ever help you if all you post is "it's not working" and you don't give any details.
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Re: QZDoom - ZDoom with True-Color (WIP)

Postby armymen12002003 » Fri Oct 14, 2016 4:34 pm

Im not sure I'll click on the . exe it will just load repeatedly and nothing happens
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Re: QZDoom - ZDoom with True-Color (WIP)

Postby Rachael » Fri Oct 14, 2016 4:35 pm

Are you using the 32-bit or 64-bit version?

Does GZDoom work?

Does the startup window even appear?
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Re: QZDoom - ZDoom with True-Color (WIP)

Postby armymen12002003 » Fri Oct 14, 2016 4:40 pm

Im using the 32bit x86 the startup window doesn't even appear
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Re: QZDoom - ZDoom with True-Color (WIP)

Postby Rachael » Fri Oct 14, 2016 4:43 pm

What version of Windows are you using?
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Re: QZDoom - ZDoom with True-Color (WIP)

Postby armymen12002003 » Fri Oct 14, 2016 4:46 pm

windows 10
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Re: QZDoom - ZDoom with True-Color (WIP)

Postby Rachael » Fri Oct 14, 2016 4:51 pm

I can't help you, then, sorry. This is way too vague, and there's no way to know what is interfering with what's causing it to start. All I can say is it works fine for other people.
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Re: QZDoom - ZDoom with True-Color (WIP)

Postby armymen12002003 » Fri Oct 14, 2016 4:55 pm

actually lol it was my antivirus blocking the file lol
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Re: QZDoom - ZDoom with True-Color (WIP)

Postby Rachael » Fri Oct 14, 2016 5:48 pm

New build posting soon.

This project is now nearing its first release (which tentatively will be labeled "0.1").

- Sky viewpoints now fixed (Bug report)
- Project Brutality crash fixed (Bug report)
- Added an option (defaults to on) which shows fullbright sprites in the default white palette - like GZDoom - instead of being filtered by sector color.
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Re: QZDoom - ZDoom with True-Color (WIP)

Postby unRyker » Fri Oct 14, 2016 7:26 pm

Eruanna wrote:
  • Too many sprites on-screen will crash the game.


Do all programs not have a certain threshold that they can only carry before crashing? This is a problem for all sourceports that is unsolved to this day if I remember correctly--- or is the renderer inadvertently more limited in some way compared to regular Software and OpenGL?

Anyways, I'll give feedback on it and keep an eye on it for a long time. As someone who uses GZDoom almost exclusively I can definitely agree that this is a viable alternative to GZDoom/ZDoom. It does more than fuse two renderers together seamlessly, it makes Doom and its other child games look alluring- I can say that Heretic benefits the most out of this renderer (and will continue doing so during development)- while sustaining the little things that many people care about such as how sprites are rendered in its world.

Despite this, I will personally continue using GZDoom because of how accurate sprites are rendered for me for aiming purposes even if it comes with its own special- yet annoying bugs. But regardless, I don't know enough about how programs and how exactly things are rendered I do appreciate this work that both you and dpJudas have put into this project. Oh, and another question which I probably obviously missed: Will there be any plans to merge it with ZDoom/GZDoom?

Anyways this is astonishing work and I love it even if I may not use it for now. I hope to see it completed- we all do!
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