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

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Kyle873
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Kyle873 »

Ultimate Freedoomer wrote:Then why not just make a GPL software renderer...
Ultimate Freedoomer
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Ultimate Freedoomer »

Luckily, I know a guy who can code. I just need the following things:
  • An isolated copy of the proprietary portion of the software renderer's code
  • The correct answer to this question (since I don't know the answer): What programming language is GLOOME programmed in?
  • A complete list of what software renderer features (both vanilla & non-vanilla) are covered by the proprietary portion of the software renderer's code
  • A complete list of the things that Doom's renderer does that would be considered extremely unusual by modern standards.
Look, I'm not trying to come off as demanding, I just figured telling someone I know personally who can help with this project would be the best contribution someone in my situation (can't code for shit & is between computers) could make.
Gez
 
 
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Gez »

Ultimate Freedoomer wrote:What programming language is GLOOME programmed in?
According to GitHub:
C++ 77.6%
C 20.9%
CMake 0.6%
Objective-C++ 0.6%
GLSL 0.1%
Yacc 0.1%
Other 0.1%

(That pink and gray bar below the commits/branch/releases/contributors stats, click on it.)
Ultimate Freedoomer
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Ultimate Freedoomer »

Gez wrote:
Ultimate Freedoomer wrote:What programming language is GLOOME programmed in?
According to GitHub:
C++ 77.6%
C 20.9%
CMake 0.6%
Objective-C++ 0.6%
GLSL 0.1%
Yacc 0.1%
Other 0.1%

(That pink and gray bar below the commits/branch/releases/contributors stats, click on it.)
Which of those is relevant to the need for an isolated copy of the proprietary portion of the software renderer's code from GZDOOM itself, in order to send to my friend?
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Marrub
 
 
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Marrub »

Ultimate Freedoomer wrote:Look, I'm not trying to come off as demanding, I just figured telling someone I know personally who can help with this project would be the best contribution someone in my situation (can't code for shit & is between computers) could make.
I'll be honest. You are being demanding, even if your intentions are not so.
Ultimate Freedoomer wrote:Luckily, I know a guy who can code.
Are they experienced in programming renderers? From scratch? Do they know the math required to do such a thing?
There are a lot more questions I could ask, but just someone "who can code" is usually not enough to write something like this.
Don't get me wrong, I'm not saying he shouldn't try. I want both of you to know the implications here, of how much effort, time and learning would be required.
Ultimate Freedoomer wrote:An isolated copy of the proprietary portion of the software renderer's code
You can get this from ZDoom already.
Ultimate Freedoomer wrote:What programming language is GLOOME programmed in?
The relevant portions are in C++.
Ultimate Freedoomer wrote:A complete list of what software renderer features (both vanilla & non-vanilla) are covered by the proprietary portion of the software renderer's code
Ultimate Freedoomer wrote:A complete list of the things that Doom's renderer does that would be considered extremely unusual by modern standards.
There's too much to list. You will have to figure these out yourself.
rosymaple
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by rosymaple »

Hey guys! I'm making a game in GLOOME but I'm not at all experienced in zdoom modding. I didn't know if I should ask this question in this thread since it might be a general zdoom thing but I'm not sure! :3:

Anyway, I can't seem to get sound attenuation working! Here's my sndinfo file.

Code: Select all

random/plate PLATE
weapon/thunk THUNK

$ambient 1 random/plate point continuous 1.0
When I place the ambient sound object in my map, it plays at full volume regardless of where I'm standing. It does the same thing when I try to use A_PlaySound() in decorate.

Code: Select all

actor SoundThingy 31042
{
	Height 50
	Radius 20
	+SOLID
	States
	{
	Spawn:
		TPWN A 1 NODELAY A_PlaySound("random/plate", 0, 1.0, true, ATTN_NORM)
		TPWN A -1
		Stop
	}
}
I'm using an .ogg file if that makes a difference. It still just keeps playing at full volume. Am I doing something wrong? Heeeelp!

Also a few other dumb questions. Zdoom supports .mod music formats, but does Gloome still play them? I know you guys got rid of fmod so I wasn't sure. Also, can it play .mod files as an ambient sound or with A_PlaySound() or does it need to actually be played as music? Thanks for reading and please excuse my noobiness heehee
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Marrub
 
 
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Marrub »

rosymaple wrote:I'm using an .ogg file if that makes a difference. It still just keeps playing at full volume. Am I doing something wrong? Heeeelp!
If your sound is stereo, change it to mono. Stereo sounds will always play at full volume due to an OpenAL bug that can't be fixed.
This error is also present in GZDoom when using the OpenAL sound renderer.
rosymaple wrote:Also a few other dumb questions. Zdoom supports .mod music formats, but does Gloome still play them? I know you guys got rid of fmod so I wasn't sure.
FMOD has nothing to do with module files, as its name may have implicated. DUMB is what is used for module files, and it is indeed still in (as its licensing is very unproblematic.)
rosymaple wrote:Also, can it play .mod files as an ambient sound or with A_PlaySound() or does it need to actually be played as music? Thanks for reading and please excuse my noobiness heehee
You have to play it as music, but you could of course convert the file to a (mono) ogg and play that if you need to.
rosymaple
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by rosymaple »

You have solved all my problems. Thank you Marrub!
mumblemumble
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by mumblemumble »

Is there a gloom download which is pre-assembled? I hate having to try and figure out how to get gloom running, and really want to try nocturne in yellow.
Titan314
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Titan314 »

Here,
http://contest.gamedevfort.com/submissi ... tzdbZwrKM8
With this link you don't need to download Gloome separately. It comes with it already.
Swordman
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Swordman »

Is Gloome going to have better online support? Like Zandronum?
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Alekv
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Alekv »

Tell me please , can I use this version GLOOME for commercial purposes ? Compile your version does not work and does not want to understand .
http://greyserv.net/marrub/gloome_beta_build.html
I would like to take only the engine and comes with its own game .
It is also interesting in this version i can use music in MP3 format, or some other ?
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Alekv
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Alekv »

Help me please = (
I want to sell my game and this version GLOOME together, I can do it? And I can use it mp3 music? Or Ogg ..
Really need your help = (
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QuakedoomNukem Cz
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by QuakedoomNukem Cz »

Alekv wrote:Help me please = (
I want to sell my game and this version GLOOME together, I can do it? And I can use it mp3 music? Or Ogg ..
Really need your help = (
As for the engine, I am not really sure, if it can be sold, but Scuba Steve is going to use it to re-release Urban Brawl, so it can be possible.

As for the music, i highly recommend using ogg music file, because they might have huge memory, but they also have high quality, so ogg is being decided, then.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Post by Gez »

GLOOME is GPL specifically so as to allow commercialization. You can sell your game with it.

I'd recommend Ogg Vorbis too, though MP3 is certainly possible.

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