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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

PostPosted: Fri Jun 03, 2016 10:00 am
by Alekv
Thank you very much for your answers.

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

PostPosted: Mon Jun 06, 2016 12:24 am
by Alekv
I found a bug in gloome. A_PlaySound function () it does not work correctly the volume. If you write a volume of 0.1 or 0.2, etc. the game will be played at maximum volume, and if the game is in the sound settings slider to twist in any direction, the sound is played normally (ie with the volume which is written in a function!)

Please tell me I should wait for fixes this bug?

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

PostPosted: Mon Jun 06, 2016 2:52 am
by Alekv
AmbientSound does not work as it should work !!!
when the player moves away from AmbientSound, the sound is still playing at full volume, and all over the map
In gzdoom-gpl works fine.

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

PostPosted: Mon Jun 06, 2016 4:14 am
by TerminusEst13
Alekv wrote:Please tell me I should wait for fixes this bug?


Marrub is no longer working on the engine.
Also your issues have already been addressed:

Marrub wrote:
rosymaple wrote:I'm using an .ogg file if that makes a difference. It still just keeps playing at full volume. Am I doing something wrong? Heeeelp!

If your sound is stereo, change it to mono. Stereo sounds will always play at full volume due to an OpenAL bug that can't be fixed.
This error is also present in GZDoom when using the OpenAL sound renderer.

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

PostPosted: Mon Jun 06, 2016 4:42 am
by Nash
Chris fixed that very recently with GZDoom / GZDoom-GPL: stereo sounds in the 3D world are downmixed to mono in real-time with OpenAL

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

PostPosted: Mon Jun 06, 2016 6:21 am
by Alekv
Thanks for answers. very sorry that GLOOME abandoned, not everyone has the OpenGL v 3+
I put the mono volume is now regulated, it seems to me .. But in ambientSound GLOOME still does not work.

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

PostPosted: Mon Jun 06, 2016 6:35 am
by The Zombie Killer
From what I've heard, Graf is working on adding a fallback renderer to GZDoom for users that lack GL3, so I'd say hold out for that and then use GZDoom-GPL, instead of attempting to use a long-since abandoned engine.

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

PostPosted: Sat Jul 09, 2016 2:51 am
by Skwirl
I heard that GLOOME lost its ongoing support. Sorry to hear it; I really liked that something forked away to make a completely independent and GPL-friendly rebrand.

Even then, I'm actually curious to explore these engines now; specifically both this and Zandronum (for the net stuff anyway).

I can look up tutorials on things like DECORATE and ACS, but I don't know where to look on like, editing the sourceport itself. How did you figure out how everything is put together, what each file/directory does? Etc.

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

PostPosted: Sat Jul 09, 2016 7:57 am
by Agentbromsnor
Skwirl: you should take a look at GZDoom-GPL. It's a GPL friendly fork of GZDoom. The main difference between GZDoom-GPL and GLOOME is the fact that GZDoom-GPL doesn't add any new features and sticks close to mainline GZDoom development.

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

PostPosted: Wed Oct 19, 2016 11:52 am
by Nash
Yo marrub I'm trying to port INPUT scripts into my game but it's a little unclear to me, can you explain how was its intended use case?

Code: Select allExpand view

Script 
"Blah" ENTER
{
    
SetInputLock(TRUE);
}

// I have to make INPUT scripts for every known key to mankind??????

Script "A" INPUT (void)
{
    
Log(s:"User pressed A");
}

Script "B" INPUT (void)
{
    
Log(s:"User pressed B");
}

Script "C" INPUT (void)
{
    
Log(s:"User pressed C");
}

Script "D" INPUT (void)
{
    
Log(s:"User pressed D");
}

// etc etc etc etc
 

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

PostPosted: Thu Oct 20, 2016 6:36 pm
by Marrub
Nash wrote:Yo marrub I'm trying to port INPUT scripts into my game but it's a little unclear to me, can you explain how was its intended use case?

Uh, I can't remember anymore. But I do remember that their implementation was Really Bad and that you should look for a better solution (like implementing them better than I did).

EDIT: Also, this is how they worked:
Code: Select allExpand view
script "whatever" INPUT (int ch)
{
   Print(s:"You pressed: ", c:ch);
}

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

PostPosted: Wed Jan 09, 2019 10:10 pm
by TDRR
I know this thing is pretty much dead by now but i got three questions:

What happened to Project 67? I always wanted to play that, it looks pretty cool.

What happened to GLOOME itself? I suppose it just died when GZDoom itself became GPL, or was it because it was deemed complete?

Could anyone send me a pre-compiled GLOOME? preferably have it load as an iwad "data.pk3" but if not then anything will work.