Voxel addons - 7 done

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Re: Voxel addons - 7 done

Postby seedzhao » Wed Oct 08, 2014 1:04 am

voxelbro, there´s something i would like to mention, voxels are slowing down my game, in some stages...
is there something i can do about it, or must i buy a new pc?

also, in zdoom voxels are floating in mid air, is that because of 3d floors?
this not happen in gzdoom...
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Re: Voxel addons - 7 done

Postby Captain J » Wed Oct 08, 2014 5:47 am

for me, i was tested it with ww_doomnukem with latest ver of gzdoom. and it did worked fine and without lags or glitches.
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Re: Voxel addons - 7 done

Postby seedzhao » Wed Oct 08, 2014 3:28 pm

i´m using Hellspawn + Voxelbro...
i suspect that is my old pc... except for voxels floating in mid air using zdoom...

but these voxels are excellent, i can imagine this with monsters models.
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Re: Voxel addons - 7 done

Postby Princess Viscra Maelstrom » Wed Oct 08, 2014 3:36 pm

voxels shouldn't be too resource-intensive, i think. i don't know how Zdoom handles them. GZDoom basically converts the voxels to a model when running, if memory serves me correctly.
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Re: Voxel addons - 7 done

Postby patrik » Wed Oct 08, 2014 3:45 pm

Nice voxels packs you have here, Voxelbro! I am using pack Hellspawn+Voxelbro, but I would like to ask, could you also release alternate variation of it without spinning animation of pickups? To me it just looks too arcad-ish and bit out of place in Doom. (Yeah, I know all succesors of Doom from iD Soft up to Quake III included them, but I still think it doesnt suit Doom.) Thanks. ;)

P.S. Sorry for bit off-topic, but have you maybe considered joining forces with Duke Nukem 3D voxel project for Eduke32? http://forums.duke4.net/topic/3322-duke-3d-voxel-pack/ It got bit stalled recently and I think your skills and style could easily fit in and be great asset to its efforts. And honestly I would like to see you tackle on other classic 2.5D FPS games. :D
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Re: Voxel addons - 7 done

Postby VGA » Wed Oct 08, 2014 6:46 pm

Don't you dare try to steal Voxelbro from us!

:-)
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Re: Voxel addons - 7 done

Postby Onar4241 » Thu Oct 09, 2014 1:44 pm

Viscra Maelstrom wrote:voxels shouldn't be too resource-intensive, i think. i don't know how Zdoom handles them. GZDoom basically converts the voxels to a model when running, if memory serves me correctly.


Since I have seen that GZDoom filters sprites, textures and MD2/MD3 models, I think it tries to filter the Voxels, yet Voxels have no support for that. You should NOT run Voxels under OpenGL renderer.
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Re: Voxel addons - 7 done

Postby xenoxols » Thu Oct 09, 2014 1:45 pm

Umm, what? Voxels work fine under filters in OpenGL.
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Re: Voxel addons - 7 done

Postby VGA » Thu Oct 09, 2014 7:05 pm

Voxels work perfectly in gzdoom, wtf.
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Re: Voxel addons - 7 done

Postby Onar4241 » Sat Oct 11, 2014 1:47 pm

xenoxols wrote:Umm, what? Voxels work fine under filters in OpenGL.


I didn't said they won't work, I said that you will get a decrease of performance.
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Re: Voxel addons - 7 done

Postby Skrell » Fri Dec 12, 2014 8:41 pm

here is probably a dumb question, but can i use voxels in Zandronum? I just tried the BrutalSE pack and got a weird error message. :(
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Re: Voxel addons - 7 done

Postby iSpook » Sun Dec 14, 2014 12:15 pm

Nope, you can not.
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Re: Voxel addons - 7 done

Postby Skrell » Sat Dec 20, 2014 12:24 pm

Any chance someone could finish translating all the weapons in BrutalSE to voxels? They look so great so far!
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Re: Voxel addons - 7 done

Postby Captain J » Sat Dec 20, 2014 12:36 pm

IF the creator also author; Voxelbro is still alive. otherwise the point is, let's lurk more for more news.
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Re: Voxel addons - 7 done

Postby Voxelbro » Sat Dec 20, 2014 1:58 pm

while I am slowly making more stuff for Brutal Doom SE, the remaining stuff is complex so it is kinda hard and takes some serious work

also being the mod with most chances to update and lose all work doesn't help
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