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

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

Postby Zen3001 » Tue Apr 18, 2017 10:18 am

Rachael wrote:"Floor decals"

did i missed something or is this the first port to include it?
btw does it work yet? if yes how do i use it?
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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Postby Rachael » Tue Apr 18, 2017 10:24 am

It has not been done yet. That's a wishlist.
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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Postby Jaxxoon R » Thu Apr 20, 2017 1:52 am

Ah if only, to finally leave this dark age of shelf blood behind :p
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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Postby ZZYZX » Thu Apr 20, 2017 7:33 am

Floor decals aren't really needed anymore, since you have FLATSPRITE. All that's needed is rendering of flatsprites (at least non-tilted ones) in the software renderer, in order to say that you have floor decals :D
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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Postby Caligari87 » Thu Apr 20, 2017 10:49 am

Well, those still stick out over ledges. Real flat decals would be nice because they'd be able to wrap over from floors and ceilings onto walls, or vice-versa.

What are the technical limitations preventing those, by the way?

8-)
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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Postby Graf Zahl » Thu Apr 20, 2017 11:37 am

Aside from not being handled by the software renderer, lots and lots of groundwork in the decal system which has no facilities to properly place them.
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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Postby Rachael » Thu Apr 20, 2017 8:57 pm

I managed to compile a successful OpenAL QZDoom build (if you had anything to do with that, Graf, thank you). Devbuilds have resumed.
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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Postby Graf Zahl » Fri Apr 21, 2017 2:52 am

That's most likely because all dependencies are now part of the repo and all DLLs are loaded dynamically instead of linking to the import libraries.
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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Postby Glaice » Tue Apr 25, 2017 1:32 pm

Under Software mode, turning weapon light strength to 0 still shows lighting, or is that solely for OpenGL mode?
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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Postby Rachael » Sun May 07, 2017 8:45 pm

My devbuilds are now set up to include _mental_'s compiled libsndfile-1.dll from here.
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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Postby _mental_ » Mon May 08, 2017 1:11 am

Thanks, I still hope to get some feedback on this.
By the way, developer of libsndfile confirmed that released DLLs were built without optimization.
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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Postby Rachael » Sun May 28, 2017 6:46 am

Windows devbuilds are now including this pull request - testing is needed both with and without VR headsets.
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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Postby Rachael » Mon Jul 10, 2017 10:42 am

Since Biospud branched his VR project off, I went ahead and removed it from QZDoom until it is in a more finalized state.

For the most part, this is to fix the linker warnings and to clean up the master branch a bit. I'll merge it back again when he has something to submit.

(Also - I will talk to dpJudas later on today or this week about possibly switching to release prep mode - I would like to get the custom shader interface standardized and into an official release)
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