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Posted: Thu Oct 06, 2005 9:06 am
by Tormentor667
@cutty - Was that necessary?

Posted: Thu Oct 06, 2005 9:12 am
by Toke
needs more detailse

Posted: Thu Oct 06, 2005 9:35 am
by Graf Zahl
needs less moronse.

Posted: Thu Oct 06, 2005 9:53 am
by Phobus
Needs a release! (pun :mrgreen: )

Anyway, I must say those vertical light gradients, with colour, are some of the most impressive things I've ever seen in doom. That or the almost perfect curve on one of thoe lights.

Posted: Thu Oct 06, 2005 11:01 am
by Nmn
Good luck to KDIZD :)

Nice to see You guys taking care of this project. I'll be playing this for sure :)

EDIT:
I'm a bit concerned about how those lens flares (aka "glows") work in Gzdoom with sprite billboarding... I don't think that works too well :?

Posted: Thu Oct 06, 2005 11:07 am
by kc32
Phobus wrote:Needs a release!

Posted: Thu Oct 06, 2005 12:08 pm
by Graf Zahl
Nmn wrote: EDIT:
I'm a bit concerned about how those lens flares (aka "glows") work in Gzdoom with sprite billboarding... I don't think that works too well :?

I warned you from the start but nobody wanted to listen.

Posted: Thu Oct 06, 2005 12:28 pm
by Tormentor667
@Zahl - Well, it would be more easy if the GZDoom OpenGL mode handles sprite clipping as the original ZDoom does that. Is this possible?

Posted: Thu Oct 06, 2005 12:32 pm
by Graf Zahl
No. The GL code requires the z-buffer which is responsible for this.

Posted: Thu Oct 06, 2005 12:44 pm
by Tormentor667
Err... well another thing: If you watch sprites from above or below, you get this "movable wall" effekt... can something be done about that?

Posted: Thu Oct 06, 2005 12:47 pm
by Graf Zahl
Not really. The sprite system was never designed to handle such glows. It is almost impossible to render 2D-sprites decently in a 3D environment.

Posted: Thu Oct 06, 2005 12:51 pm
by Tormentor667
Don't know if it is Legacy or Doomsday but one of them is capable of that...

Posted: Thu Oct 06, 2005 1:00 pm
by Nmn
Graf Zahl wrote: I warned you from the start but nobody wanted to listen.
Pardon me, nobody heard about GZdoom back then.

Plus, we were discussing possibilities about porting KDIZD to Zdoomgl (september 2004) when the dynamic lighting came out. That's why I resorted to a software-rednering based trick (i.e. flat sprite billboarding from every angle).
Tormentor667 wrote:Don't know if it is Legacy or Doomsday but one of them is capable of that...
They're not done with sprites (i.e. the same technique KDIZD used).

Posted: Thu Oct 06, 2005 1:38 pm
by killingblair
o_O!

Looks great! :D

Posted: Thu Oct 06, 2005 2:00 pm
by ace
Tormentor wrote:More screenshots
...
...

[insert insane amount of :surprise:'s here]

I wish I could map like that.