Page 9 of 9

Re: DarkDoomZ [Finished]

PostPosted: Fri Sep 17, 2021 5:40 am
by ClessxAlghazanth
Rachael wrote:Spotlights do not work properly in GLES - period. I don't know what could or should be done about it, though.


I've noticed these commits on github

https://github.com/emileb/gzdoom/commits/master

Any chance these will be implemented in next stable release ?

Re: DarkDoomZ [Finished]

PostPosted: Tue Sep 28, 2021 7:14 am
by Pa9an
EDIT:
Even if it eventually turned out not to be related to DDZ...
The issue was that for weapons with a muzzle the brightmap of that muzzle was shown on a different part of the screen than the weapon itself.

When I installed DDZ, I had not played Doom for a while and in the meantime also updated GZDoom to 4.7.0. Which is why I first accused DDZ, then GZDoom - and eventually found that the brightmap file perk_enhanced_brightmaps.pk3 that I had installed for perk_enhanced.pk3 (Smooth Weapon Enhanced) caused the issue.

Re: DarkDoomZ [Finished]

PostPosted: Tue Sep 28, 2021 7:28 am
by Enjay
That looks like it is showing a brightmap image instead of the actual muzzle flash sprite.

Re: DarkDoomZ [Finished]

PostPosted: Tue Sep 28, 2021 8:14 am
by JohnnyTheWolf
I know Xim's Doom 3 features a version of DarkDoomZ that alerts the enemies when you shine a light on them.

Re: DarkDoomZ [Finished]

PostPosted: Tue Sep 28, 2021 8:28 am
by Enjay
Pa9an wrote:[deleted, no longer valid, my bad, sorry]


Please don't do that. It makes any posts that respond to your one make no sense and breaks up the conversation.

Re: DarkDoomZ [Finished]

PostPosted: Tue Sep 28, 2021 12:05 pm
by Pa9an
Enjay wrote:
Pa9an wrote:[deleted, no longer valid, my bad, sorry]


Please don't do that. It makes any posts that respond to your one make no sense and breaks up the conversation.

Sorry, I found it more confusing mentioning an issue that in the end had nothing to do at all with DDZ... :oops:
Do you think I still should put it back in to render your reply meaningful again?

Re: DarkDoomZ [Finished]

PostPosted: Tue Sep 28, 2021 12:32 pm
by Enjay
Given that the post itself wasn't that important to the topic under discussion, it's probably not worth it (though there would be no harm if you still have the pic and know what you said). As a general rule, however, we just prefer people to post again to say "never mind, I solved by [explanation]" (or add that to the original post they made - without blanking anything) or something along those lines, and leave the conversation intact so that it's easier to follow.

It's particularly bad when someone raises a genuine problem, there is a bit of discussion about it, the original poster eventually gets it sorted and then blanks their post. This means that someone with the same issue is much less likely to find the problem and/or solution by searching the forum.

Re: DarkDoomZ [Finished]

PostPosted: Tue Sep 28, 2021 1:56 pm
by Xim
JohnnyTheWolf wrote:I know Xim's Doom 3 features a version of DarkDoomZ that alerts the enemies when you shine a light on them.


I'll admit that I did that by mostly following what Enjay and Caligari87 showed off on the other page. Pretty simple addition. Also gave me the idea for some other tricks, such as limited battery life for the flashlight.

But the alert actually works as if you were firing a weapon constantly, rather than directly where the light is.

Re: DarkDoomZ [Finished] [LAST CALL]

PostPosted: Tue Nov 23, 2021 3:48 pm
by Caligari87
Announcement: Last call for feedback

As this project has been "finished" for a while now, I think it's time to make an official code freeze and do the /idgames dance for posterity. Thus, I'm putting out a last call for any outstanding issues, bug reports, complaints, or suggestions on DarkDoomZ. I want to make sure everything's ironed-out for a final upload. Issue tracker / idea board is here, if you prefer to use Github.

For guidance, here is a small list of suggestions that have already been turned down or are not in scope:
Spoiler:

I think a good target timeline for an upload to /idgames is 2022 so I'll set the feedback deadline at Christmas, a little more than a month from now. After that point only game-breaking-critical issues will be addressed. I don't imagine there's much of anything left to fix at this point, anyway. Thank you for your time!

8-)

Re: DarkDoomZ [Finished] [LAST CALL]

PostPosted: Tue Nov 23, 2021 4:49 pm
by Enjay
I've been using the mod - mostly for the flashlight - for really quite some time now in a lot of different maps. It has been working just fine for me and I'm really happy with it.

FWiW your list of turned down suggestions seems absolutely reasonable to me. Given that I have used the flashlight so extensively, I certainly agree that the range of options that you provide there do indeed cover just about everything - more than I have ever needed anyway. :yup:

Re: DarkDoomZ [Finished] [LAST CALL]

PostPosted: Sun Nov 28, 2021 3:30 pm
by Plasmazippo
Enjay wrote:I've been using the mod - mostly for the flashlight - for really quite some time now in a lot of different maps. It has been working just fine for me and I'm really happy with it.

FWiW your list of turned down suggestions seems absolutely reasonable to me. Given that I have used the flashlight so extensively, I certainly agree that the range of options that you provide there do indeed cover just about everything - more than I have ever needed anyway. :yup:

Agreed on pretty much all accounts, DDZ has been part of my standard lineup for everything I play, from normal mapsets to total conversions. The few times I don't use the built-in flashlight are when I want something less powerful or wide-angled than the Incandescent on Simple setting for atmosphere (Ashes is a good example), or in super detailed maps with looooots of linedefs where the range needs to be kept short unless I feel like playing GZDoom PowerPoint.