[Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Big C »

Hey Term, I saw your (or was it Marrub?) gameplay footage for Nocturne in Yellow in another thread here and I loved it. Partly for the Castlevania/Dark Souls-esque vibe, partly for the many different shot options for the bow (Garrett's bow and trick arrows from Thief are one of my favorite game weapons ever).

I tried running one of the GLOOME engine betas and got an error saying it couldn't start because MSCVR100D.dll was missing from my computer, though. This happened with the Win32 build. (I'm running on Windows 8.1 if that means anything.)
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by wildweasel »

Big C wrote:I tried running one of the GLOOME engine betas and got an error saying it couldn't start because MSCVR100D.dll was missing from my computer, though. This happened with the Win32 build. (I'm running on Windows 8.1 if that means anything.)
Sounds like you'll need to install some form of MS Visual C runtimes; I'm not sure which revision, though...
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by The Zombie Killer »

Missing MSVCR100D.dll implies that you either don't have the MS Visual C++ 2010 runtimes installed, or are (for some reason) missing the debug dlls. You'll probably also need MSVCP100D.dll
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Big C »

Trying to install the 2010 runtimes indicated I had a newer version already installed, but taking MSVCR100D.dll from the beta build page and putting it in the GLOOME folder did the trick. Thanks!
User avatar
Alekv
Posts: 170
Joined: Mon Jun 08, 2015 12:41 am
Location: My world :)

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Alekv »

Good day, you can make a setting "PrecacheModels" in mapinfo ? This ability is good to use when the level of a lot of 3D models from GLOOME begins to slow down, to think of such a cache models would not have happened. GZDoom 2.x does not slow probably due OGL3..
Here is a video game in which the 3D model is used, it consists essentially of them:
Spoiler:
User avatar
Alekv
Posts: 170
Joined: Mon Jun 08, 2015 12:41 am
Location: My world :)

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Alekv »

Hopefully GLOOME not abandoned? Tell me what to run my game without iwad doom2, the need to edit lump iWadInfo inside Engine.pk3? Or, i can create in my game lump iWadinfo there to register their game as iWad?
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by TerminusEst13 »

No, GLOOME is not abandoned, we've been tweaking other things at the moment.
GLOOME is not the only thing we work on, and I think all of us have very little experience in regards to models--you would likely need to ask Marrub directly.

Sorry.
User avatar
Alekv
Posts: 170
Joined: Mon Jun 08, 2015 12:41 am
Location: My world :)

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Alekv »

Well, okay, i am wait, could once be cache models =) The main engine is not that crosses the project will be very good in the end.
And please tell yet whether there will be more features gloome? Is it possible to do the work function commands in gloome in Lumpy menudef block LISTMENU? This would make more interesting and beautiful menu

Terminus and useful to you in the game Nocturne in Yellow inventory? I recently wrote to the ACS customizable equipment, but without the drag & drop, where you can customize number of slots, change slot location\position, etc.
You can download the mod, to see how it all works, such tools may be useful in your game? -> http://rghost.ru/8W6NjNFYZ

And thread for this inventory if you need, there are screens, but all text Russian language =(
http://i.iddqd.ru/viewtopic.php?t=8015
User avatar
Devianteist
Posts: 945
Joined: Wed Sep 24, 2014 4:07 pm
Location: Creating a SPACE HULK conversion!

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Devianteist »

Hello, super dumb question for ya'll. How would one go about getting GLOOME to run .MP3s and such? I typically use GLOOME in place of GZDoom/ZDoom, but certain mods seem to use .MP3s for music and such.

Should I just go ahead and convert all of those mods music to .OGGs or something? Thanks ahead for any answer(s) provided.
User avatar
SyntherAugustus
Posts: 971
Joined: Tue Jul 15, 2003 5:43 pm

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by SyntherAugustus »

The encoder for MP3 is likely yanked for licensing reasons. I would convert to OGG anyway since they loop much better to begin with (MP3s have a pause, afaik).
User avatar
Devianteist
Posts: 945
Joined: Wed Sep 24, 2014 4:07 pm
Location: Creating a SPACE HULK conversion!

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Devianteist »

blackfish wrote:The encoder for MP3 is likely yanked for licensing reasons. I would convert to OGG anyway since they loop much better to begin with (MP3s have a pause, afaik).
Thank you Blackfish. I shall now start going through and converting all of the music in my favorite mods to .OGGs.
User avatar
Alekv
Posts: 170
Joined: Mon Jun 08, 2015 12:41 am
Location: My world :)

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Alekv »

Answer me please to question 1, the game made for gloom can be sold in the steam or generally anywhere?
Forgive me if the answer is somewhere written in files gloom, I just difficult to read in English and I could not properly understand whether it is possible to sell games gloom or not.
Gez
 
 
Posts: 17934
Joined: Fri Jul 06, 2007 3:22 pm

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Gez »

yes
User avatar
Jaxxoon R
Posts: 772
Joined: Sun May 04, 2014 7:22 pm

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Jaxxoon R »

Image
This thing does not like it when you scale midtextures.
User avatar
biospud
Posts: 206
Joined: Mon Oct 14, 2013 2:19 pm
Location: California, USA

Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by biospud »

I have a coding policy question for the GLOOME leaders:

Is it OK to use C++11-specific C++ code in GLOOME, such as std::shared_ptr? I understand zdoom is still built with Visual Studio 2005, but Graf Zahl apparently builds gzdoom using Visual Studio 2013. Perhaps we should consider requiring Visual Studio 2013/2015 or modern versions of gcc, and permit modern C++ code. This would increase the forkiness of GLOOME, but perhaps in a good way.

The reason I ask is that I'm working toward a pull request for stereoscopic 3D support in GLOOME, and I'm wondering if I really need to restrict myself to an ancient dialect of C++.

Of course, if some of the core GLOOME stakeholders are deeply tied to Visual Studio 2010 or earlier, then this proposal is probably impossible.

Return to “Abandoned/Dead Projects”