
drfrag wrote:It works, why haven't you tested it yourself? It was not supported in LE.
You should install Git/TortoiseGit.
I've already done it, but there's a problem: you can't resize the window with the old GL renderer (works with D3D). I've ported some code and now it works but there are problems with some 2D stuff: automap background, load/save boxes, console bottom line. They are at the wrong position, what i wrote earlier. Seems some refactoring is required, that was when the F2DDrawer class was introduced. I suspect somehow that stuff is required, i don't know how to make it work without it. Changing video mode fixes it but i can't just do that. Unless someone wants to give some suggestion...
drfrag wrote:Of course, adding a full GL renderer would be easier.But there's actually an alternative branch with a more modern renderer from that period.
That's not acceptable but now i've noticed those things are actually adjusted, just it's wrong vertically.![]()
Thanks, what makes it so cool is that it has the original dpJudas TC renderer plus the latest stable ZDoom codebase plus the latest incarnation of the old fixed GL renderer.
drfrag wrote:ZDoom32 is based on the old Truecolor ZDoom by dpJudas
i considered adding full Decorate support but there was no interest
drfrag wrote:ZDoom32 predates LZDoom. Most DECORATE stuff is in but there are a few missing things (from the ZScript branch mainly) and i'd need to update the VM. I don't know to what extent Deco is still being used.
@TDRR: no you don't. Why do you think replacing the entire GL renderer is a "solution" to fix an offset?
When i reduced the window size the gap appeared below. It's fixed now after some investigation and trial and error.![]()
I confirm the weapon dissapeared after "Improved window handling on Windows", fixing it wouldn't be easy and dpJudas chose to remove it. I thought about taking the toscreen parameter to DrawPSprite but there's some code there that apparently doesn't do anything and i don't know how to adjust the position so i've removed it when the view is not maxed out.
https://github.com/drfrag666/gzdoom/commits/gzdoom32
TDRR wrote:just adding
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