SkullTag

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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doomguy88
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Re: SkullTag

Post by doomguy88 »

activated

gl_render_precise=false
gl_plane_reflection=false :arrow: it's working

bright and lights not
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doomguy88
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Re: SkullTag

Post by doomguy88 »

I activated lights, just do not know how to enable Brightmaps no gzdoom.

Thank I learned some new things :mrgreen:
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Graf Zahl
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Re: SkullTag

Post by Graf Zahl »

What graphics hardware do you have? If brightmaps do not work chances are high that it's too old.
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doomguy88
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Re: SkullTag

Post by doomguy88 »

Graf Zahl wrote:What graphics hardware do you have? If brightmaps do not work chances are high that it's too old.
I think not, if something wrong would not work in Zandro I'm using version 2.1.2, Gzdoom 1.9.1. Perhaps brightmaps work correctly in version 2.0, but my PC only runs the 1.9.1 and lower version. Thank you for listening people.
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Re: SkullTag

Post by wildweasel »

doomguy88 wrote:
Graf Zahl wrote:What graphics hardware do you have? If brightmaps do not work chances are high that it's too old.
I think not, if something wrong would not work in Zandro I'm using version 2.1.2, Gzdoom 1.9.1. Perhaps brightmaps work correctly in version 2.0, but my PC only runs the 1.9.1 and lower version. Thank you for listening people.
But could you at least do us the favor of letting us know what your graphics hardware is?
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doomguy88
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Re: SkullTag

Post by doomguy88 »

wildweasel wrote:
doomguy88 wrote:
Graf Zahl wrote:What graphics hardware do you have? If brightmaps do not work chances are high that it's too old.
I think not, if something wrong would not work in Zandro I'm using version 2.1.2, Gzdoom 1.9.1. Perhaps brightmaps work correctly in version 2.0, but my PC only runs the 1.9.1 and lower version. Thank you for listening people.
But could you at least do us the favor of letting us know what your graphics hardware is?
Here it is
Image
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wildweasel
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Re: SkullTag

Post by wildweasel »

Ah ha, right there: Intel HD Graphics.

At some point in GZDoom development, the method used to display bright maps changed, which improved performance for a lot of people that had dedicated video cards, but locked them out for people with just basic onboard video like the Intel you're using. Skulltag comes from the time before that change.

So, I'm sorry, but you're stuck unless you can get a new video card (if you're on a laptop, then you're just plain stuck).
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edward850
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Re: SkullTag

Post by edward850 »

wildweasel wrote:At some point in GZDoom development, the method used to display bright maps changed, which improved performance for a lot of people that had dedicated video cards, but locked them out for people with just basic onboard video like the Intel you're using.
The issue isn't so much onboard chipsets, GZDoom has no real issue running on them (modern Intel chipsets support OpenGL4), rather the issue is he has an incredibly dated chipset running OpenGL 2.1 (and thus with questionable shader support).
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ibm5155
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Re: SkullTag

Post by ibm5155 »

he must have a celeron, since ( or a first gen core I).
With the new Celerons intel just copy and paste the older intel technology, the good intel GPus are only with core I line
EDIT: Celeron intel hd runs with opengl 4, not 2.1

Maybe he's running with the stock Windows drivers :roll: :lol:

EDIT2: he's running gzdoom on a notebook, with a Pentium P6200, this processor is from 2010 and
Notes on Intel Pentium P6200
Graphics and memory controllers are located on a separate die, which is manufactured on 0.045 micron technology
◾The CPU is compatible with Shader Model 4, along with DirectX 10.1 and OpenGL 2.1 APIs. OpenCL API is not supported.
TLTR:
He's running a 2010 ultra low end gputhat only supports Opengl 2.1 (Basically an intel gma renamed to intel hd)
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doomguy88
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Re: SkullTag

Post by doomguy88 »

I was suspecting that, at first instance thought it was a configuration error because only the bright were being "blocked"... Yes I'm on a laptop "money :cry: " just think it should run at least in this type of setup, but okay in Zandro still works. This guy up hit :thumb: ... Thank you for understanding O-) .
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Graf Zahl
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Re: SkullTag

Post by Graf Zahl »

If brightmaps work in Zandronum they should also work in GZDoom 1.9. The OpenGL code in that version hasn't been changed for quite some time.
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Re: SkullTag

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Graf Zahl wrote:If brightmaps work in Zandronum they should also work in GZDoom 1.9. The OpenGL code in that version hasn't been changed for quite some time.
It must be some mistake in my settings.
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MaxRideWizardLord
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Re: SkullTag

Post by MaxRideWizardLord »

Skulltag is still a thing?? If so, I would love to bring some nostalgic fond memories back. :3
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Re: SkullTag

Post by wildweasel »

MaxRideWizardLord wrote:Skulltag is still a thing?? If so, I would love to bring some nostalgic fond memories back. :3
The whole point we've been trying to make in the thread is that "Skulltag" isn't a thing anymore. But you can probably go try Zandronum, which is basically Skulltag in all but name.
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MaxRideWizardLord
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Re: SkullTag

Post by MaxRideWizardLord »

wildweasel wrote:
MaxRideWizardLord wrote:Skulltag is still a thing?? If so, I would love to bring some nostalgic fond memories back. :3
The whole point we've been trying to make in the thread is that "Skulltag" isn't a thing anymore. But you can probably go try Zandronum, which is basically Skulltag in all but name.
I really loved the skulltag theme and it's atmosphere. Options were imho more advanced yet more easy. Not to mention that skulltag name itself makes much more sense than zandronum. Maybe I'm so much in to favor of skulltag because in skulltag era there been a lot of interesting multiplayer mods, from doom rally to hide and seek and hundreds of different unique interesting mods almost each month. Nowadays, it's all about same complex doom and other overused mods.

I still don't even know what zandronum suppose to mean.
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