Ultimate Freedoomer wrote:Then why not just make a GPL software renderer...
[Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
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.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
According to GitHub:Ultimate Freedoomer wrote:What programming language is GLOOME programmed in?
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.)
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
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?Gez wrote:According to GitHub:Ultimate Freedoomer wrote:What programming language is GLOOME programmed in?
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.)
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
I'll be honest. You are being demanding, even if your intentions are not so.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.
Are they experienced in programming renderers? From scratch? Do they know the math required to do such a thing?Ultimate Freedoomer wrote:Luckily, I know a guy who can code.
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.
You can get this from ZDoom already.Ultimate Freedoomer wrote:An isolated copy of the proprietary portion of the software renderer's code
The relevant portions are in C++.Ultimate Freedoomer wrote:What programming language is GLOOME programmed in?
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
There's too much to list. You will have to figure these out yourself.Ultimate Freedoomer wrote:A complete list of the things that Doom's renderer does that would be considered extremely unusual by modern standards.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
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!
Anyway, I can't seem to get sound attenuation working! Here's my sndinfo file.
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.
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
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
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
}
}
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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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
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.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!
This error is also present in GZDoom when using the OpenAL sound renderer.
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 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.
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 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
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
You have solved all my problems. Thank you Marrub!
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
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.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Here,
http://contest.gamedevfort.com/submissi ... tzdbZwrKM8
With this link you don't need to download Gloome separately. It comes with it already.
http://contest.gamedevfort.com/submissi ... tzdbZwrKM8
With this link you don't need to download Gloome separately. It comes with it already.
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Is Gloome going to have better online support? Like Zandronum?
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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
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 ?
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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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
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 = (
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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Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
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.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 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
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.
I'd recommend Ogg Vorbis too, though MP3 is certainly possible.