[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.
JunkerKun
Posts: 38
Joined: Wed Aug 05, 2015 7:44 pm

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

Post by JunkerKun »

Yes, you have to use some ACS to do it. The stillbob/movebob cvars are now just multipliers for the values set by ACS.
I may eventually add a cvar to disable that.
Ah, I see.
What command should I use for that?
Yeah, it should be fine. I don't currently know of any bugs.
Glad to hear it!
You know, seeing people making things like this just brightens my day =)
I could compile some Windows builds if you guys want
That would be great, actually.
I don't feel like installing a lot of dependancies. Especially on Windows.
User avatar
ibm5155
Posts: 1268
Joined: Wed Jul 20, 2011 4:24 pm

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

Post by ibm5155 »

I don't think this is gonna hurt the Project, so here's my compiled build.
Note: each compiled build I'll add the name to the latest commit from GitHub.
Commit 2f749e8

Also, there's some weird error message if you remove the glew32.dll file, it would be better if the message was like "missing glew32.dll" and not the software stoped working...
JunkerKun
Posts: 38
Joined: Wed Aug 05, 2015 7:44 pm

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

Post by JunkerKun »

Thanks, man.
User avatar
Marrub
 
 
Posts: 1198
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

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

Post by Marrub »

JunkerKun wrote:
Yes, you have to use some ACS to do it. The stillbob/movebob cvars are now just multipliers for the values set by ACS.
I may eventually add a cvar to disable that.
Ah, I see.
What command should I use for that?
I believe I named it "SetPlayerBobMul".
For what you want, I think the command would be SetPlayerBobMul(1.0, FALSE);. The second argument is wether it is movebob or not.
You'll also need the ACS definitions for GLOOME, you can rename zcommon.acs from that folder to gcommon.acs if you want to keep ACC's.
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 »

ibm5155 wrote:Also, there's some weird error message if you remove the glew32.dll file
Why in God's name are you removing the renderer dll?
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 »

Hey you know, who needs things to see in a video game, right?
Gez
 
 
Posts: 17933
Joined: Fri Jul 06, 2007 3:22 pm

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

Post by Gez »

I wish to report a bug. If you open gloome.exe in a hex editor, then let your cat jump on the keyboard, then save, the program then fails to launch. Can you fix that?
User avatar
ibm5155
Posts: 1268
Joined: Wed Jul 20, 2011 4:24 pm

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

Post by ibm5155 »

TerminusEst13 wrote:
ibm5155 wrote:Also, there's some weird error message if you remove the glew32.dll file
Why in God's name are you removing the renderer dll?
I didn't removed it, Its because when I released the project, it came with no dll files Into gloome release folder, so I was just hunting the dlls from mpeg123, openal, ...
The thing was that, when the next dll required was glew.dll, instead of a "missing z.dll" error, I just got an error like "error while starting the software"...

I knew it was missing the glew.dll so I just added it into the folder and the error message changed back to the classic x.dll
Is there a way to copy all required dlls into gloome build folder during the compiling process?
User avatar
Marrub
 
 
Posts: 1198
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

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

Post by Marrub »

ibm5155 wrote:Is there a way to copy all required dlls into gloome build folder during the compiling process?
By doing exactly that. I seriously doubt any distribution of any library would not come with a DLL as well as a LIB file.
In fact, I'm absolutely certain of that, since I (of course) have all of the DLLs directly from the distributions I downloaded, which are the ones I distribute GLOOME builds with...
Spoiler:
JunkerKun
Posts: 38
Joined: Wed Aug 05, 2015 7:44 pm

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

Post by JunkerKun »

ibm5155 wrote:I don't think this is gonna hurt the Project, so here's my compiled build.
Note: each compiled build I'll add the name to the latest commit from GitHub.
Commit 2f749e8

Also, there's some weird error message if you remove the glew32.dll file, it would be better if the message was like "missing glew32.dll" and not the software stoped working...
Did you add MP3 suport back in? I don't think this acts as an "indie friendly engine" if you did.
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 »

Why would you use MP3 when it's a mess of licenses, patents, and inferior in every way to OGG Vorbis/Opus? MP3 may have wider support on audio player devices but that makes no difference if your game is going to decode the OGG files anyways.
Gez
 
 
Posts: 17933
Joined: Fri Jul 06, 2007 3:22 pm

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

Post by Gez »

To this day, only five patents remain on the MP3 format. One should expire next year, and the very last MP3 patent will expire on December 30, 2017. Furthermore, I believe the patents that remain all concern encoding (and the optimizations that can be done during this step), not decoding; meaning that a patent-free MP3 player ought to be possible already.
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 »

I'm fully aware of that, just speaking about the format in general.
JunkerKun
Posts: 38
Joined: Wed Aug 05, 2015 7:44 pm

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

Post by JunkerKun »

Well, I'd rather use OGG but the build ibm5155 uploaded was buolt with MP3 support.
Titan314
Posts: 48
Joined: Wed Nov 25, 2015 8:16 pm

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

Post by Titan314 »

I would rather use OGG too, but It is still good to have the option.

Also, from a ways back...
TehRealSalt wrote:
ibm5155 wrote: I just wanted to add an heretic like loading screen, I think I'll just need to change the Game = Doom to Game = Heretic (and also, change alot of stuff inside of Heretic config...
You'll also need to supply an ANSI screen lump called "LOADING" to use as the background; it's set up the exact same way as ENDOOM. Unfortunately, the only limitation is that you cannot change where the loading bars are placed.
I have figured out how to move the loading bar, change the color, and (just for fun) randomize loading screens so you get a different one when the game loads.
Spoiler:
I could also quickly figure out how to change the size of the bar, and the color values for the colors on the ANSI screens. It's probably possible to change some of these things with the other startup screens (I can imagine the fun with a strife startup screen) Totally useless, but fun :p.

*Edit* I also disabled of the text that says "INITIALIZING STUFF" in the middle of the startup.

Return to “Abandoned/Dead Projects”