[gizdoom] Lazy palette shader

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Re: [gizdoom] Lazy palette shader

Postby Rachael » Tue Sep 06, 2016 3:11 am

If you manage to get GZDoom running on a 486, more power to you. :P

I'm mostly targeting Pentium III computers, if even that low. If the first level loads in less than 6 seconds, that's good enough for me. And on that note, ZDoom's own V_Init cycle should take less than 2, since it's still doing rgb555 for that.
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Re: [gizdoom] Lazy palette shader

Postby dpJudas » Tue Sep 06, 2016 3:16 am

Can ZDoom even run on a P3 anymore? If Visual Studio 2015 is now the minimum compiler for ZDoom, then the minimum architecture is SSE 2 if I remember correctly. This means a Pentium 4 will be the oldest CPU that can run ZDoom now.
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Re: [gizdoom] Lazy palette shader

Postby Rachael » Tue Sep 06, 2016 3:18 am

In that case, i am not even worried, then. On my laptop CPU, the load times are pretty much instant.
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Re: [gizdoom] Lazy palette shader

Postby Oberron » Sat Sep 10, 2016 6:57 am

But hey... is it okay that can I edit the current build of Engoo and make it not suck?! Well... I can add fully working MIDI/MOD music, reduce the number of freezes in one preset, and add Saturn style coloured lightning FX, bilnear filtering (which would be tough!), light flare, multiple weather FX, with lens flare (Military levels only), voxels, destroyable level geometry, etc.
I'll redo some code, add some new, and then rename it as build 287 and just made it less crap if I only had some coding skill, which I should. But only MOD music, sadly.
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Re: [gizdoom] Lazy palette shader

Postby Gez » Sat Sep 10, 2016 7:31 am

Oberron wrote:But hey... is it okay that can I edit the current build of Engoo

it's free software, knock yourself out
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Re: [gizdoom] Lazy palette shader

Postby wildweasel » Sat Sep 10, 2016 4:42 pm

Oberron wrote:[...] and make it not suck?! [...] and just made it less crap [...]

This is probably not going to endear you towards the project's author.
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Re: [gizdoom] Lazy palette shader

Postby Tapwave » Sat Sep 10, 2016 5:11 pm

Oberron wrote:I'll redo some code, add some new, and then rename it as build 287 and just made it less crap if I only had some coding skill, which I should. But only MOD music, sadly.

...So you announced a bunch of things, only to say that you can't do any of this, all while calling the thing you' said you'd be working on to be a piece of crap? What are you trying to achieve, exactly?

Back on the subject, though, if that works well with custom PLAYPALs like Weasel's Film Noir, I definitely want to try this, could probably achieve a nice stylized theme that way.
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Re: [gizdoom] Lazy palette shader

Postby DaveCooper » Fri Mar 03, 2017 3:03 pm

Sadly it no longer works on the latest (pre 2.4) dev build of gzdoom. :(
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Re: [gizdoom] Lazy palette shader

Postby Nash » Fri Mar 03, 2017 3:40 pm

It's already built into GZDoom. Options -> Display Options -> OpenGL Options -> Preferences, set Tonemap Mode to Palette
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Re: [gizdoom] Lazy palette shader

Postby Rachael » Fri Mar 03, 2017 3:45 pm

Don't expect any custom shaders whatsoever to work once GZDoom goes through enough updates, unless they are defined through GLDEFS. This one clearly was not. As Nash said, GZDoom already picked this one up mainline.

Also, considering that this is pretty old news by now, and does not need updates, I'm graveyarding this.
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