Page 3 of 18

Re: GZDoom discussion

PostPosted: Tue Sep 20, 2016 5:27 pm
by Zanieon
Eruanna wrote:You're awfully grumpy about how other people choose to play a game.


I have to say that i am not this kind of person for many things but unfortunately this is one of the things that irks me alot, for gzdoom settings i mean, about how people plays their games is another stuff.

wildweasel wrote:Except for those unfortunate souls with crappy monitors that don't handle low lights very well.

Graf Zahl wrote:The ambient light level won't be removed, because, as WW said, it's one of the better options to adjust for extremely dark monitors.


Well i see people using more the Gamma Correction for such case instead of Ambient Light Level, i had to ask exactly because what i do see most is people using this to make dark maps look bright AF which entirely breaks the intention of the mapper, and not in the good way i mean because it's intentional to the mapper in darken the map to far things not appear obvious to the player whereas Ambient Light Level literally makes the entire environment bright pratically making that and the Light Amplification Goggles redudant (why use a temporary powerup when u have an option of a permanent one?).

Ok so, i understand this, but at least can the maximum value be lowered? I think put the entire range of 1~255 is a bit too much and becomes a cheat in fact.

Re: GZDoom discussion

PostPosted: Tue Sep 20, 2016 7:37 pm
by wildweasel
Zanieon wrote:Ok so, i understand this, but at least can the maximum value be lowered? I think put the entire range of 1~255 is a bit too much and becomes a cheat in fact.

If a person wants to use that to cheat, then it's only their own experience that they are ruining.

Re: GZDoom discussion

PostPosted: Tue Sep 20, 2016 7:41 pm
by Zanieon
Yes yes i know that but still i don't think it really needs that absurd value range for monitor brightness adjustment...
Image

Re: GZDoom discussion

PostPosted: Tue Sep 20, 2016 8:06 pm
by wildweasel
All I can really say is that we cannot predict 100% of all possible use cases. Maybe someone needs it for a reason we've never heard of before.

Re: GZDoom discussion

PostPosted: Tue Sep 20, 2016 11:55 pm
by Jaxxoon R
Image
dpJudas just posted this over on DRD Team, showing off a GZDoom test build with ambient occlusion (that works in fog!) and a new automatic adjustment system for bloom exposure. The SSAO, from my experience while toying with the earlier test builds, really makes urban-type environments pop. It might be a bit hard to notice in this shot, so here's another taken by Nash of abbuw's city map:
Spoiler:

Also of note is a new range of dynamic lighting quality. So that means specular highlights, amongst other things. Maybe. I'm just parroting most of this post from the development threads, but from what I've garnered these are sort of experimental and won't be added in until further changes are made to better accommodate them. Bit of a ramble, but I'm just so excited by these recent developments. dpJudas is quite the wizard, and I'm very thankful they've taken the time to do these things.

Re: GZDoom discussion

PostPosted: Wed Sep 21, 2016 10:12 am
by Caligari87
RE: Ambient light levels... aren't there brightness/contrast/gamma adjustments available already? The availability of a display-space brightness control should override the need for a map-space ambient light control, IMO. The former works within the users environment while the latter screws with the mapper's intention.

8-)

Re: GZDoom discussion

PostPosted: Wed Sep 21, 2016 1:30 pm
by Rachael
I personally do not feel too strongly one way or the other about the ambient light setting, but as with any user option it would kind of suck to see it go.

I do think, however, more mappers (who make ZDoom-specific maps) should start taking advantage of sector colors rather than relying on Doom's light-brighting system when this really is a concern. Sector colors can be used to reliably darken sectors a perfectly uniform amount, in both renderers, and they will not affect GL lights and they are also not affected by a user's preferences for gl_lightmode or gl_light_ambient. This allows you to pretty much set standard 128's and 192's for the good old fashioned sector fade while having more fine control over the actual brightness levels GZDoom emits.

Sector colors are also now the only way to reliably create a pitch black sector that will actually be pitch black. This allows you to light a level exclusively using point lights - something that's been done a lot with less ancient gaming engines.

Re: GZDoom discussion

PostPosted: Wed Sep 21, 2016 1:45 pm
by Caligari87
... I can't believe I never thought of doing that. :shock: Well, now I know what I'm gonna be trying out for the evanescent levelset I'll never make someday.

8-)

Re: GZDoom discussion

PostPosted: Wed Sep 21, 2016 2:46 pm
by Rachael
Added RSS feed to the OP, since it's something that can be easily imported to other sites quickly.

Re: GZDoom discussion

PostPosted: Wed Sep 21, 2016 4:54 pm
by Zanieon
Image

This method is not a bad idea, it actually can separe maps from mappers who don't care how people will play them and the others who wants a certain way to be played.

Re: GZDoom discussion

PostPosted: Sat Oct 08, 2016 3:50 am
by NGX
Any chance of seeing a TAS-demo recorder for GZDoom? :wub:

Re: GZDoom discussion

PostPosted: Sat Oct 08, 2016 4:00 am
by Rachael
A simple one can be compiled pretty easily simply by changing #define TICRATE in doomdefs.h. I don't know the full extent of sync issues you may encounter while doing that, but theoretically demos played back at a higher tic rate should work fine.

Last time I did it I was able to record a successful full Nightmare E1M1 run without dying and killing most things that were in the way, and it played back properly, but based on the movements you could tell very easily that it was recorded at a lower tic rate.

Re: GZDoom discussion

PostPosted: Sat Oct 08, 2016 10:13 am
by NGX
Playing in slow-motion, aye?

But I hope to see a proper "save+load TAS-demo recorder" :lol:

Re: GZDoom discussion

PostPosted: Sun Oct 16, 2016 4:24 am
by Jaxxoon R
Why does disabling viewbob with the menu slider disable weapon bobbing?

Re: GZDoom discussion

PostPosted: Tue Oct 18, 2016 9:17 pm
by Danfun64
NGX wrote:Any chance of seeing a TAS-demo recorder for GZDoom? :wub:


Extremely unlikely, and this has to be something that begins with ZDoom, not its forks. The reason being is that there is no point for such a feature until ZDoom standardizes things in such a way that demo playback with itself is backwards compatible... a process which I'd imagine would take a very long time...