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

PostPosted: Thu Sep 15, 2016 10:59 am
by Graf Zahl
Discuss GZDoom-related stuff here if your religion forbids you from using the official forums.

For a quick look at the latest posts, you may use this RSS feed, and even integrate it into your favorite RSS parser - that way you will always stay up-to-date the moment something happens.

Re: GZDoom discussion

PostPosted: Thu Sep 15, 2016 11:03 am
by Lud
To clarify, if anyone adds something to the OpenGL renderer that doesn't get recorded in the official forums, you should post the news here or make a thread there. Doesn't really matter as long as it is written somewhere that you've added something new. The whole reason for this thread is to prevent sneaky improvements that get noticed days and sometimes weeks later because nobody knows they're there.

Re: GZDoom discussion

PostPosted: Fri Sep 16, 2016 8:12 am
by Kinsie
OPs are hard, so here's some stuff that's happened recently that you should probably be aware of:

  • The OpenGL Renderer has changed license to LGPLv3, which doesn't change a vast amount unless you're forking from GZDoom and not providing the renderer source code for some dumb reason.
  • FLATSPRITE has been temporarily removed pending a rewrite that doesn't give Graf a migrane. If you have FLATSPRITEs in your mod, they simply won't render.
  • dpJudas is cool as shit and is working on SSAO for fancier shadowing, SSAA for less jaggies and viewport scaling for people who somehow can't run a 20 year old FPS at native resolution.

Re: GZDoom discussion

PostPosted: Fri Sep 16, 2016 8:15 am
by Lud
To add to dpJudas' list of kewl stuff, he also added Bloom and Tonemap, the former of which was the reason this thread now exists. Just sayin'.

Re: GZDoom discussion

PostPosted: Fri Sep 16, 2016 11:25 am
by Kinsie

Re: GZDoom discussion

PostPosted: Fri Sep 16, 2016 1:50 pm
by Rachael
Special Build - needs testing!
Eruanna wrote:Major Cooke has been working hard at bringing us FLATSPRITES into GZDoom. This still needs to be tested, so he has kindly provided us with a build (x32) (x64) for everyone to try it out.

Major Cooke wrote:
Notes for modders:
1. Flat sprites are now base upon pitch being 0 (completely horizontal) and +/-90 (completely vertical).
2. Roll property is always factored into account without requiring ROLLSPRITE.
3. DONTFLIP currently has no effect. This will be addressed shortly.

As such, anyone currently using flat sprites will need to adjust their code -- it may take more than just adding pitch to change it. If it doesn't appear correctly, change the angle and/or roll as well.

Re: GZDoom discussion

PostPosted: Fri Sep 16, 2016 2:32 pm
by wildweasel
I've just tested it on the last techdemo I had lying around of Metadoom, and it seems to run, at least, though the parameters do appear to have changed (blood splats now stand on end, so the numbers may need to get recalculated).

Re: GZDoom discussion

PostPosted: Fri Sep 16, 2016 2:36 pm
by Rachael
That's exactly one of the mods I was hoping to get tested with this build.

Re: GZDoom discussion

PostPosted: Fri Sep 16, 2016 2:58 pm
by Graf Zahl
wildweasel wrote: though the parameters do appear to have changed (blood splats now stand on end, so the numbers may need to get recalculated).


That was exactly what was wrong with the old implementation. It was merely a wall sprite witch pitch rotation enabled, and on top of that didn't even rotate correctly.

Re: GZDoom discussion

PostPosted: Fri Sep 16, 2016 3:11 pm
by Rachael
Updated. 32-bit build is now available.

Re: GZDoom discussion

PostPosted: Sat Sep 17, 2016 10:52 pm
by Kinsie
From another thread:
Major Cooke wrote:Heads up, another change to the sprites occurred. Tomorrow, a new GZDoom release is coming out. The flat sprites might be different, depending on how you used them, but chances are they won't be if you didn't do anything too complex with them.

But at long last, it's finished. Took a whole week, but it's done.

Re: GZDoom discussion

PostPosted: Sun Sep 18, 2016 1:23 am
by Lud
Sooo are the flags going to remain the same or has the system been simplified and cut down to FLATSPRITE and WALLSPRITE? I read Roll is now enabled by default. Does that mean ROLLSPRITE will be removed?

Re: GZDoom discussion

PostPosted: Sun Sep 18, 2016 7:27 am
by Rachael
The best way to answer that may be to grab the latest build (x32) (x64) and try it yourself.

But to directly answer that? Sorry I don't know.

Re: GZDoom discussion

PostPosted: Sun Sep 18, 2016 10:01 am
by Lud
From what I've tested, I had to change FLATSPRITE to WALLSPRITE for all the sprites that required only angle rotation, otherwise the sprites were flat on the ground. As for the ROLLSPRITE flag, it has to be there in order to use A_SetRoll. Could Major Cooke please add more detail regarding the fundamental changes of the feature? Also, how is WALLSPRITE different from FLATSPRITE, pitch aside, and when is it appropriate to use one instead of the other? I believe these are the main questions most people are probably asking themselves right now.

Re: GZDoom discussion

PostPosted: Sun Sep 18, 2016 11:37 am
by Graf Zahl
The difference is: A flat sprite is oriented horizontally, a wall sprite vertically. In the old code this was wrong and the default orientation for both was vertical, and to get it flat it had to be pitched by 90°.