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Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Tue Apr 18, 2017 9:18 am
by Zen3001
Rachael wrote:"Floor decals"
did i missed something or is this the first port to include it?
btw does it work yet? if yes how do i use it?

Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Tue Apr 18, 2017 9:24 am
by Rachael
It has not been done yet. That's a wishlist.

Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Thu Apr 20, 2017 12:52 am
by Jaxxoon R
Ah if only, to finally leave this dark age of shelf blood behind :p

Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Thu Apr 20, 2017 6:33 am
by ZZYZX
Floor decals aren't really needed anymore, since you have FLATSPRITE. All that's needed is rendering of flatsprites (at least non-tilted ones) in the software renderer, in order to say that you have floor decals :D

Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Thu Apr 20, 2017 9:49 am
by Caligari87
Well, those still stick out over ledges. Real flat decals would be nice because they'd be able to wrap over from floors and ceilings onto walls, or vice-versa.

What are the technical limitations preventing those, by the way?

8-)

Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Thu Apr 20, 2017 10:37 am
by Graf Zahl
Aside from not being handled by the software renderer, lots and lots of groundwork in the decal system which has no facilities to properly place them.

Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Thu Apr 20, 2017 7:57 pm
by Rachael
I managed to compile a successful OpenAL QZDoom build (if you had anything to do with that, Graf, thank you). Devbuilds have resumed.

Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Fri Apr 21, 2017 1:52 am
by Graf Zahl
That's most likely because all dependencies are now part of the repo and all DLLs are loaded dynamically instead of linking to the import libraries.

Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Tue Apr 25, 2017 12:32 pm
by Armaetus
Under Software mode, turning weapon light strength to 0 still shows lighting, or is that solely for OpenGL mode?

Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Sun May 07, 2017 7:45 pm
by Rachael
My devbuilds are now set up to include _mental_'s compiled libsndfile-1.dll from here.

Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Mon May 08, 2017 12:11 am
by _mental_
Thanks, I still hope to get some feedback on this.
By the way, developer of libsndfile confirmed that released DLLs were built without optimization.

Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Sun May 28, 2017 5:46 am
by Rachael
Windows devbuilds are now including this pull request - testing is needed both with and without VR headsets.

Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Mon Jul 10, 2017 9:42 am
by Rachael
Since Biospud branched his VR project off, I went ahead and removed it from QZDoom until it is in a more finalized state.

For the most part, this is to fix the linker warnings and to clean up the master branch a bit. I'll merge it back again when he has something to submit.

(Also - I will talk to dpJudas later on today or this week about possibly switching to release prep mode - I would like to get the custom shader interface standardized and into an official release)

Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Sat Dec 23, 2017 6:25 pm
by ibm5155
Idk if I should post it here but here I go...
with QZDoom-q2.1pre-591-g1eff60cde-x64.7z
I got this error without playing with pwads, just doom2
"Script error, "qzdoom.pk3:zscript/menu/optionmenuitems.txt" line 153:
Unknown identifier 'mCloseOnSelect' "

Re: QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

Posted: Sat Dec 23, 2017 7:21 pm
by Rachael
Usually such things should go to the bugs forum. QZDoom bugs are accepted there.