Collecting all mods from the Projects forum .- Help needed

Here, developers communicate stuff that does not go onto the main News section or the front page of the site.
[Dev Blog] [Development Builds] [Git Change Log] [GZDoom Github Repo]

Moderator: GZDoom Developers

User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49182
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Collecting all mods from the Projects forum .- Help need

Post by Graf Zahl »

I just completed D of levels. I should have guessed that this would be the letter with the most files... ;)
User avatar
Player701
 
 
Posts: 1682
Joined: Wed May 13, 2009 3:15 am
Graphics Processor: nVidia with Vulkan support

Re: Collecting all mods from the Projects forum .- Help need

Post by Player701 »

There are quite a few starting from W too, since a lot of threads are prefixed "WIP", but not all of them have download links.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49182
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Collecting all mods from the Projects forum .- Help need

Post by Graf Zahl »

I noticed that, too, lots and lots of dead links or vaporware threads.
_mental_
 
 
Posts: 3819
Joined: Sun Aug 07, 2011 4:32 am

Re: Collecting all mods from the Projects forum .- Help need

Post by _mental_ »

I'm starting with TCs, from A to C.
User avatar
Player701
 
 
Posts: 1682
Joined: Wed May 13, 2009 3:15 am
Graphics Processor: nVidia with Vulkan support

Re: Collecting all mods from the Projects forum .- Help need

Post by Player701 »

Levels VWXYZ is done, please update the first post (I edited my original post after I'd finished uploading everything). I have more free time now and I'll now do Levels S to U. I will edit this post as soon as I'm done.

Upd: Done, everything's been uploaded.
Last edited by Player701 on Sat Dec 21, 2019 5:54 am, edited 1 time in total.
_mental_
 
 
Posts: 3819
Joined: Sun Aug 07, 2011 4:32 am

Re: Collecting all mods from the Projects forum .- Help need

Post by _mental_ »

Done with 0ABC TCs, taking DEF.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49182
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Collecting all mods from the Projects forum .- Help need

Post by Graf Zahl »

Levels E-J are also done now.
User avatar
Player701
 
 
Posts: 1682
Joined: Wed May 13, 2009 3:15 am
Graphics Processor: nVidia with Vulkan support

Re: Collecting all mods from the Projects forum .- Help need

Post by Player701 »

Levels STU done, will do OPQR now, and that's probably enough for me for today.

Upd: Levels OPQR done, everything's been uploaded.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49182
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Collecting all mods from the Projects forum .- Help need

Post by Graf Zahl »

Thanks, I think you can start on the back of TCs then, tomorrow. I think I'll manage K-N today to finish the Levels subforum.
User avatar
Player701
 
 
Posts: 1682
Joined: Wed May 13, 2009 3:15 am
Graphics Processor: nVidia with Vulkan support

Re: Collecting all mods from the Projects forum .- Help need

Post by Player701 »

OK, though not sure if I'll have a lot of time tomorrow, but maybe there will be some in the morning.
User avatar
m8f
 
 
Posts: 1446
Joined: Fri Dec 29, 2017 4:15 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro Linux
Location: Siberia (UTC+7)

Re: Collecting all mods from the Projects forum .- Help need

Post by m8f »

Gameplay mods B is uploaded. Will do C tomorrow.
_mental_
 
 
Posts: 3819
Joined: Sun Aug 07, 2011 4:32 am

Re: Collecting all mods from the Projects forum .- Help need

Post by _mental_ »

D to F TCs uploaded.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49182
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Collecting all mods from the Projects forum .- Help need

Post by Graf Zahl »

Thanks.

I already started checking out the /idgames content. One thing I can already say is that the UDMF scaling options on linedefs will have to default to scaled size. Not only has this feature been used extensively, changing it would also break editors. But that's not really an issue because in this case the scale is a property of the map, not the texture. The scaling factor can just be applied on map load so that the renderer won't have to deal with it after loading the map. It just needs to be consistent, there is no need to alter the way this works. This this can only become an issue when being combined with hires textures, but considering that its purpose is to avoid defining hires textures, the number of maps combining both is probably very small.
User avatar
Enjay
 
 
Posts: 26571
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Collecting all mods from the Projects forum .- Help need

Post by Enjay »

Graf Zahl wrote:This this can only become an issue when being combined with hires textures, but considering that its purpose is to avoid defining hires textures, the number of maps combining both is probably very small.
Can I get a bit of clarification on what's being said here?

I have quite a few textures that are hi-res (defined via the old method using the TEXTURE1 lump and using world offsets). Many of these are logos and other signs that work well in hi-res because it makes them more readable. The textures are generally scaled to sensible Doom sizes (128x128, 64x64, 32x32 etc) but every now and then i need to put them somewhere that is a non standard size - e.g. on a 48x48 wall.

So, if I have a 256x256 graphic that is scaled to act like a 64x64 texture but I then place it inside a 48x48 alcove and scale it to fit using UDMF scale factors, will it still work as intended?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49182
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Collecting all mods from the Projects forum .- Help need

Post by Graf Zahl »

Problems will only occur if you use panning on top of the scaling. The combination of per-sidedef scaling, texture scaling and panning is really the biggest issue here. As long as there is no panning, there's nothing to worry.

The thing here is, the more special cases I need to preserve the less I can sanitize the code. However, if all your textures are explicitly defined to use world panning, they should continue to work, the real problems are those that happen if the panning mode is not explicit and inferred by secondary properties which mappers often tend to overlook because they are not obvious.

That's why I need to find as many maps as possible that use these toxic combinations that cause the processing problems in the renderer so that I can see how to compatibility-option this stuff and get it out of the render logic.

Return to “Developer Blog”