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

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Zen3001
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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Post by Zen3001 »

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

Post by Rachael »

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

Post by Jaxxoon R »

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!)

Post by ZZYZX »

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!)

Post by Caligari87 »

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

Post by Graf Zahl »

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!)

Post by Rachael »

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!)

Post by Graf Zahl »

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!)

Post by Armaetus »

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

Post by Rachael »

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!)

Post by _mental_ »

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

Post by Rachael »

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

Post by Rachael »

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

Post by ibm5155 »

Idk if I should post it here but here I go...
with QZDoom-q2.1pre-591-g1eff60cde-x64.7z
I got this error without playing with pwads, just doom2
"Script error, "qzdoom.pk3:zscript/menu/optionmenuitems.txt" line 153:
Unknown identifier 'mCloseOnSelect' "
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Rachael
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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Post by Rachael »

Usually such things should go to the bugs forum. QZDoom bugs are accepted there.
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