[QUESTION] Unofficial Build, and what's Graf's project?

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Ryan Cordell
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Post by Ryan Cordell »

Graf, all I can say for this port is:

THANK YOU. I've been waiting for such a thing for years.. And now it's finally true, you're a GOD. Thanks!
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Killer_Of_Doom
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Post by Killer_Of_Doom »

@ Graf Zahl. Sorry about that I ran it with +log logfile comand line, but no log file was made and I thought the .ini file was the file it should make.
What am I doing wrong?

Code: Select all

C:\gzdoom\gzdoom\GZDoom.exe -log logfile

Sorry if Im wasting your time.
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Phobus
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Post by Phobus »

you should make that +log, not -log
LK873
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Post by LK873 »

Can anybody post up a quick test map with 3D floors?
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Killer_Of_Doom
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Post by Killer_Of_Doom »

@Phobus. I tried that aswell and got nothing
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Enjay
 
 
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Post by Enjay »

+logfile not +log
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Killer_Of_Doom
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Post by Killer_Of_Doom »

Thanks Enjay, now it worked

God, that took awhile :oops:

Code: Select all

Log started: Tue Aug 30 21:41:20 2005

 adding zdoom.wad (137 lumps)
 adding ./doom2.wad (2919 lumps)
CPU Speed: 730.989453 MHz
CPU Vendor ID: GenuineIntel
  Family 6, Model 8, Stepping 6
  Features: MMX SSE
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded

**** DIED WITH FATAL ERROR:
Could not set resolution to 640 x 480 x 32
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Graf Zahl
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Post by Graf Zahl »

Enjay wrote: An item that I have set to "floatbob" bobs up, and down, but it doesn't get to the bottom of its bob. It just sits still on the ground for a few moments until it bobs up again. I *think* the sprite in question may be offset in such a way that it goes below the floor at the bottom of the sprite, especially when it is at the bottom of the bob. I am assuming you have done something to prevent the known clipping issue in OpenGL ports where the bottom of a sprite can get cut off by the floor, if the sprite is offset in such a way as the bottom pixels extend into the floor (as most Doom sprites do). My guess is that you have prevented the clipping problem by making a sprite's lowest pixel rest on the floor. That would at least explain the interrupted bobbing of my item. (I just noticed, the same thing happens in timmie's port)
Indeed. Although I only clip pickups and monsters most FLOATBOB things are pickups so it would apply. Unfortunately there is no perfect solution.
I also thought, whilst playing, that the Doomguy seemed a little short. Could this be due to the same thing? I *think* my relative position to the scenery felt OK but the bad guys seemed taller compared to me. Could it be that the Doom enemies and items have been shifted up by a few pixels to stop the pixels at the bottom being under the floor? I could be wrong with this one, it's just how it felt.
Same effect, different result. Monster sprites don't look right when they are cut off at the floor so I have to raise them. That's why they look a little taller.
Another sprite problem - clipping by the ceiling. Don't know if it's possible to sort this - I think it happens in every OpenGL port. Tall sprites which may extend into the ceiling a little in a low room display fully in software mode ports, but get clipped where they meet the ceiling in OpenGL (including your port).
Sorry, that's a technical limitation. If I could get around this one the other problems would disappear as well.
The weapon offset has a problem. With the status bar visible, I thought the weapon might be taking up a bit more screen real estate than it used to. However, on pressing the - button to decrease the screen size, the straight line at the bottom of the weapon graphic became visible, as did a gap between it and the bottom of the screen. The smaller the screen, the bigger the relative gap. Not sure how important that is (who plays with a reduced screen?) but the status bar only view should be checked. (I checked again, the weapon certainly sits high in status bar mode.)
I have to check this. Personally I never noticed something wrong. About the line below the status bar, that's a bug in ZDoom's positioning code. It places the status bar incorrectly.
I have a few sprites which show correctly normally. However, in a couple of levels I have used a translation to make them "wear" black uniforms. This works OK in Zdoom and ZdoomGL but in GZdoom, "holes" appear in the sprites. I presume this is because I'm mapping to palette index 0 or something, but like I said, it works fine elsewhere. Here's the translation. I can post an example sprite too if it helps.

CreateTranslation (1, 176:191=[79,79,79]:[0,0,0], 16:47=[79,79,79]:[0,0,0]);

That's all I've spotted so far. As far as running and playing, it seems very smooth indeed.
Hmm, I never noticed such problems. Can you post a sprite with which it happens? Then I can look for myself.
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TheDarkArchon
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Post by TheDarkArchon »

The last one has already been reported by me. (0,0,0 == Translucent)
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Enjay
 
 
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Post by Enjay »

OK, here's a test map. The translation looks pretty bad normally BTW, but it shouldn't have the holes.

Another thing I noticed - if 2 items are placed at exactly the same spot, at least one of them will show graphical glitches. This is also in the test wad - the clip can look very bad from some angles, but I did notice the effect looking even worse with some of the WADs I played.

Also in this test, there seems to be a thin strip of HOM between the bottom of the wall and the floor. I didn't notice that on any other map. Something to do with it only being 1 sector?

Oh, and I'm not sure what you were referring to when you mentioned the line under the status bar. I was only meaning that the smaller you make the screen, the weapon sprite (relatively) moves further away from the bottom of the screen. So I was talking about that ever increasing gap as you make the screen smaller. This is not present in regular Zdoom.
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Willis
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Post by Willis »

I seem to have fixed my lighting problem by deleting an unused part of my map that was sitting in void space with open sectors on it.

wait, nvm :cry:
Last edited by Willis on Tue Aug 30, 2005 3:28 pm, edited 1 time in total.
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Graf Zahl
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Post by Graf Zahl »

Fixed.
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TheDarkArchon
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Post by TheDarkArchon »

BTW, I love that new HUD. How the HELL did it know to display Phoenix Rod ammo and the appropiate icons when I used Demented Reality on it.
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Enjay
 
 
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Post by Enjay »

Graf Zahl wrote:Fixed.
You mean my problem?


Oh, and just in case it's not clear what I mean by the weapon position, here's a shot from Zdoom and then GZdoom with progressively smaller screen sizes (sorry about the crosshair).

Image
LK873
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Post by LK873 »

rofl, when i saw that pic i just started to laugh, really hard, for like, 2-3 minutes
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