Collecting all mods from the Projects forum .- Help needed
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Re: Collecting all mods from the Projects forum .- Help need
I just completed D of levels. I should have guessed that this would be the letter with the most files...
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Re: Collecting all mods from the Projects forum .- Help need
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.
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Re: Collecting all mods from the Projects forum .- Help need
I noticed that, too, lots and lots of dead links or vaporware threads.
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Re: Collecting all mods from the Projects forum .- Help need
I'm starting with TCs, from A to C.
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Re: Collecting all mods from the Projects forum .- Help need
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.
Upd: Done, everything's been uploaded.
Last edited by Player701 on Sat Dec 21, 2019 5:54 am, edited 1 time in total.
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Re: Collecting all mods from the Projects forum .- Help need
Done with 0ABC TCs, taking DEF.
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Re: Collecting all mods from the Projects forum .- Help need
Levels E-J are also done now.
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Re: Collecting all mods from the Projects forum .- Help need
Levels STU done, will do OPQR now, and that's probably enough for me for today.
Upd: Levels OPQR done, everything's been uploaded.
Upd: Levels OPQR done, everything's been uploaded.
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Re: Collecting all mods from the Projects forum .- Help need
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.
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Re: Collecting all mods from the Projects forum .- Help need
OK, though not sure if I'll have a lot of time tomorrow, but maybe there will be some in the morning.
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Re: Collecting all mods from the Projects forum .- Help need
Gameplay mods B is uploaded. Will do C tomorrow.
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Re: Collecting all mods from the Projects forum .- Help need
D to F TCs uploaded.
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Re: Collecting all mods from the Projects forum .- Help need
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.
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.
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Re: Collecting all mods from the Projects forum .- Help need
Can I get a bit of clarification on what's being said here?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.
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?
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Re: Collecting all mods from the Projects forum .- Help need
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.
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.