GZDoom discussion (Version 2.3.1 released 2016/jan/7)

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Re: GZDoom discussion

Postby Gez » Fri Nov 11, 2016 3:58 pm

There was an issue with aspect ratio correction, with the vertical stretching step done at the wrong time which distorted the view unnaturally (even if quite subtly) when not looking straight ahead. This has been fixed for a while now, though.
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Re: GZDoom discussion

Postby kodi » Fri Nov 11, 2016 4:05 pm

@Gez
Yes that was what I was refering to I believe.. Thanks for the clarification.

@Eruanna
I'm vague because my knowledge of the technical side of things is in itself very vague. The script translates a 2d screen coordinate to a vector in the game world. The guy who helped me with it ran into this issue, and we were both perplexed that zandro 3.x was fine but gzdoom 1.x had the vector come out wrong at a non-zero pitch.
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Re: GZDoom discussion

Postby Rachael » Fri Nov 11, 2016 4:18 pm

Ah. I see. I remember that. That was fixed right around the time "aspectratio" was added to MAPINFO for GZDoom.
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Re: GZDoom discussion

Postby Nevander » Sat Nov 12, 2016 6:52 pm

Can anyone explain what the deal is with this strange rendering behavior? This is on GZDoom 2.2.0:

Image

If you have just the right view angle, parts of sector sidedefs turn pitch black. I tested this on GZDoom 2.0.05 and it happens there too, but instead of pitch black it was normal HOM style (which blends a million times better and you're less likely to notice it). This happens anywhere, it's not limited to one spot. So what's up?

Please don't say you've never seen it before and don't know what it is. That's like my curse.
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Re: GZDoom discussion

Postby Graf Zahl » Sat Nov 12, 2016 6:56 pm

At some extreme angles it can happen that the calculated view angle is a bit off from what actually gets displayed. That can cause some isolated polygons in the edges of the screen not to get rendered. The difference between versions comes from 2.2.0 using offscreen buffers that need to get cleared before use.
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Re: GZDoom discussion

Postby Nevander » Sat Nov 12, 2016 7:20 pm

Is there a way to force the view angle to be more precise or is this something that cannot be changed? If it matters, the DECORATE code for the player in my mod modifies the viewheight. Would that cause more calculations to be off than normal viewheight?
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Re: GZDoom discussion

Postby Graf Zahl » Sun Nov 13, 2016 3:51 am

It requires fiddling with some math in the view setup calculations. So far I haven't found out the precise way to do it. View height does not matter. The resulting angle only depends on FOV and current pitch.
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Re: GZDoom discussion

Postby Danfun64 » Wed Nov 16, 2016 7:54 pm

NGX wrote:I believe there surely must come a time where drastic changes come to a halt and demo-compatibility becomes feasible.

But my main point was that I'd just really like to see a "tool assisted demo recorder" for GZDoom.

I went from Doom2.exe to Boom since that was like "the next official upgrade" but I always felt the gameplay i.e. the mouse-controls and hit-detections were terrible, but some 4-5 years ago GZDoom started to feel like a place to call home - with the popularity of playthroughs on Youtube I've felt a personal need for "TAS-demo software" to make as cool a playthrough as possible.


You know PrBoom-Plus exists right?
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Re: GZDoom discussion

Postby rileymartin » Wed Nov 16, 2016 7:57 pm

Hey, got a question. I've been always getting FPS drops in every version of GZDoom when being close to wall decals, such as blood like in Ketchup/BD, or particle effects (smoke etc.). Seems to be based on the player camera proximity since at a few meters away it's all good. Never got that in any Zandronum version for whatever reason.
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Re: GZDoom discussion

Postby Graf Zahl » Thu Nov 17, 2016 4:19 am

What's your graphics hardware? A larger number of decals can rather quickly cause some pixel fillrate issues on older cards.
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Re: GZDoom discussion

Postby Nash » Thu Nov 17, 2016 4:51 am

rileymartin wrote:Hey, got a question. I've been always getting FPS drops in every version of GZDoom when being close to wall decals, such as blood like in Ketchup/BD, or particle effects (smoke etc.). Seems to be based on the player camera proximity since at a few meters away it's all good. Never got that in any Zandronum version for whatever reason.


It's not just GZDoom that has this effect. Even the software renderer in ZDoom is affected by this (and worse actually). Try firing 600 plasma shots to the wall, all at the same spot, then walk close towards the big black decal and watch your framerate tank.
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Re: GZDoom discussion

Postby rileymartin » Thu Nov 17, 2016 9:57 pm

Graf Zahl wrote:What's your graphics hardware? A larger number of decals can rather quickly cause some pixel fillrate issues on older cards.


I'm running a top of the line Radeon 5000 series on a 6+ year old laptop. Makes sense then.
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Re: GZDoom discussion

Postby Nevander » Thu Nov 17, 2016 10:14 pm

Nash wrote:It's not just GZDoom that has this effect. Even the software renderer in ZDoom is affected by this (and worse actually). Try firing 600 plasma shots to the wall, all at the same spot, then walk close towards the big black decal and watch your framerate tank.

I get this too and always thought it was because my GPU/CPU sucks.
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Re: GZDoom discussion

Postby Agentbromsnor » Sun Nov 20, 2016 12:56 pm

Nevander wrote:
Nash wrote:It's not just GZDoom that has this effect. Even the software renderer in ZDoom is affected by this (and worse actually). Try firing 600 plasma shots to the wall, all at the same spot, then walk close towards the big black decal and watch your framerate tank.

I get this too and always thought it was because my GPU/CPU sucks.


Nope. It also kind of sucks that some of these decals don't really disappear. A few months ago I played A Furry Tale: Retold in ZDoom, which features billboards throughout the levels that explain the story. However, at one point after fighting some enemies, the story board got covered in explosion decals, and they wouldn't go away. This made reading the story almost impossible.

On an unrelated note: I've noticed that source-ports like 3DGE support (vertex?)shading on the models. Seeing as GZDoom had a great year in terms of new graphical features, courtesy of DPJudas, I wonder if this has opened the door to such features in GZDoom as well. This is not a feature suggestion; I'm just curious to what the future will bring.
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Re: GZDoom discussion

Postby Rachael » Sun Nov 20, 2016 1:16 pm

Vertex shading has been brought up before. It's definitely on the developer's minds but how the actual implementation will go is anyone's guess at this point.

Unfortunately (or perhaps mixed blessing, really), ZScript has become a bit of a priority at this point.
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