[REL/FINAL] GZDoom-GPL 2.4 - now with software renderer

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Re: GZDoom-GPL [software renderer coming soon...]

Postby zrrion the insect » Tue Dec 20, 2016 5:34 pm

Software returning is pretty cool, and the rest of the thing is good also. Hopefully voxels can be worked back in without much trouble.
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Re: GZDoom-GPL (game engine for indies)

Postby Nash » Thu Dec 22, 2016 12:19 pm

GZDoom-GPL with ZScript functionality has been pushed. Like (G)ZDoom, ZScript is currently opt-in only (you must run the program with the -zscript command line option). Feel free to experiment with ZScript but be aware that its implementation might be subject to change as ZScript is still in premature stages and you should not release ZScript-based projects yet.

Other noteworthy new features are a fancy IWAD picker for Windows, and SSAO shader!!! (Thanks to dpJudas and Eruanna)

Software renderer isn't ready yet, sorry!
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Re: GZDoom-GPL (game engine for indies)

Postby Rachael » Thu Dec 22, 2016 12:40 pm

Always brings a smile to my face when someone really likes my work and compliments it the way you do, thank you Nash. :)

However, I did notice one issue - the software renderer is still selectable in the IWAD picker, despite not being available in the game. XD

Nevertheless, the SSAO addition is a huge upgrade for indies who want to make use of some advanced rendering in their game. That adds an element of realism that core GZDoom never before had, so I am sure many people will like that. :)
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Re: GZDoom-GPL (game engine for indies)

Postby Alekv » Thu Dec 22, 2016 1:21 pm

Nash wrote:Other noteworthy new features are a fancy IWAD picker for Windows, and SSAO shader!!! (Thanks to dpJudas and Eruanna)

Already added to gzdoom-gpl?
If yes then where to find how to turn on? :)
" IWAD picker for Windows"
Where can I see?
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Re: GZDoom-GPL (game engine for indies)

Postby Nash » Thu Dec 22, 2016 1:33 pm

Eruanna wrote:However, I did notice one issue - the software renderer is still selectable in the IWAD picker, despite not being available in the game. XD


Woops! I've now disabled the radio button as a temporary fix. Thanks!

Alekv wrote:Where can I see?


I've re-uploaded the fixed builds now.
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Re: GZDoom-GPL (game engine for indies)

Postby Alekv » Thu Dec 22, 2016 2:07 pm

Nash wrote:
Eruanna wrote:However, I did notice one issue - the software renderer is still selectable in the IWAD picker, despite not being available in the game. XD


Woops! I've now disabled the radio button as a temporary fix. Thanks!

Alekv wrote:Where can I see?


I've re-uploaded the fixed builds now.

Many many thanks!! :)

and new build error
Code: Select allExpand view
Execution could not continue.

Script error, "gzdoom.pk3:compatibility.txt" line 460:
Expected '}', got 'setsectorspecial'.


Code: Select allExpand view
Script error, "gzdoom.pk3:mapinfo/common.txt" line 594:
DamageType: Unknown top level keyword
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Re: GZDoom-GPL (game engine for indies)

Postby Nash » Thu Dec 22, 2016 2:10 pm

Does not happen for me. What mods are you trying to load? And be sure to fully replace all files from the latest binary package.
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Re: GZDoom-GPL (game engine for indies)

Postby Alekv » Thu Dec 22, 2016 2:41 pm

Nash wrote:Does not happen for me. What mods are you trying to load? And be sure to fully replace all files from the latest binary package.

Sorry, I forgot to remove the .ini file.
Who I am able to run.

But I think the new version runs more slowly at times, as well as in my game ssao not worked or not, I do not notice :(
Spoiler:
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Re: GZDoom-GPL (game engine for indies)

Postby Rachael » Thu Dec 22, 2016 2:53 pm

I think the problem here is that you might be using real models - unfortunately, I think they are excluded from the SSAO pass. Here is a more extensive discussion about it.
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Re: GZDoom-GPL (game engine for indies)

Postby Alekv » Thu Dec 22, 2016 4:15 pm

Eruanna wrote:I think the problem here is that you might be using real models - unfortunately, I think they are excluded from the SSAO pass. Here is a more extensive discussion about it.

Thanks for answer

Tell me what happened to RenderStyle "subtract"?
This is a bug, or how it should be?
On the floor where there is a character (on the rocks) is flat sprite in a new version of the engine, the higher character is the more stones are filled with black.
Flat sprite which have subtractive style and alpha 0.2 (and this sprite have white color) but in different version gzdoom, this style different working
New version
Spoiler:


Old version

Spoiler:
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Re: GZDoom-GPL (game engine for indies)

Postby Rachael » Thu Dec 22, 2016 10:10 pm

How does it work in base GZDoom?
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Re: GZDoom-GPL (game engine for indies)

Postby agenten » Tue Jan 03, 2017 9:11 pm

I cannot see Sloped 3D Floors correctly in this version. It worked fine in GZDoom 2.1.1

new gzgpl http://imgur.com/a/BkI27
gzdoom211 http://imgur.com/a/OvtDZ

I haven't checked the latest gzdoom mainline yet.
EDIT: My apologies, they are also not working in GZDoom 2.2.0 or 2.3.0
But I'm wondering if there's just some rendering setting that is breaking it?
EDIT EDIT EDIT: Sorry, this was totally my fault for overlooking something, AKA I failed to isolate the issue properly while completely overlooking that I had left in a sector special I was testing, stupidly in the same sector.
Last edited by agenten on Wed Jan 04, 2017 1:42 pm, edited 1 time in total.
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Re: GZDoom-GPL (game engine for indies)

Postby Nash » Wed Jan 04, 2017 2:23 am

New builds uploaded, with official ZScript support!

agenten wrote:EDIT: My apologies, they are also not working in GZDoom 2.2.0 or 2.3.0


Please report this to the GZDoom bug tracker and please include a runnable example for Graf Zahl, to ensure fast fixes.
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Re: GZDoom-GPL (game engine for indies) - ZScript added!

Postby Alekv » Wed Jan 04, 2017 6:08 am

I found a bug. I do not know where to post it. I decided to write here, I hope gets to the right people.

Bug function A_SetSize()
The radius varies good! But the problem with the height.
The video shows I ordered function. and the height is changed to Available immediately.
Testing in gzdoom-g2.4pre-16-g96623b3.7z Jan 03 2017 03:34:34
and last GZDoom-GPL. bug here and there.

Last edited by Alekv on Wed Jan 04, 2017 9:25 am, edited 1 time in total.
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Re: GZDoom-GPL (game engine for indies)

Postby Alekv » Wed Jan 04, 2017 6:11 am

Eruanna wrote:How does it work in base GZDoom?

bug here and there.
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