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Experimental build of GZDoom with screen space ambient occlusion (SSAO) shader by dpJudas, many thanks to him for implementing this feature and providing the test build to play around with!
Oh and have a bonus GIF... dynamic light quality comparison, also in experimental build. Animation speed is slow (2 seconds), keep watching to see the differences:
Last edited by Nash on Wed Aug 31, 2016 10:56 am, edited 1 time in total.
Nash wrote:Experimental build of GZDoom with screen space ambient occlusion (SSAO) shader
SSAO breathtaking effect !!! Just can not believe it gzdoom.
I hope one day it will be added to the official GZDoom =)
The video shows that the SSAO applies to 3d models? O_O
my dream...
Alekv wrote:
I hope one day it will be added to the official GZDoom =)
The video shows that the SSAO applies to 3d models? O_O
It won't be too soon, but I'm sure it will be added in future... dpJudas and Graf Zahl are still working on stabilizing the renderer improvements... I don't mind waiting, to be honest! And yes, the shadows are automatically applied to the 3D models. Cool stuff. XD
Last edited by Nash on Wed Aug 31, 2016 10:59 am, edited 1 time in total.
Nash, why you wrote it xD
Now I'm not going to sleep at night, I can not eat! I will wait until SSAO will be added xD
in my game, which consists of 3D models it will look great =)
In the Saint Jean level, in the prison's kitchen area, there's a minor texture oversight in the area where you fight the cook. It's on the right-hand side of the ducts running up and along the ceiling; instead of having the duct texture on one side, it has the standard wall texture instead.
Also, while they're probably fine on higher difficulties, on lower difficulties, flamethrower troops do way too much damage to be even remotely fair unless you know exactly where they are. I get that they're supposed to be a dangerous enemy, but it should be dangerous to the point of taking a lot of health off, not dangerous to the point that they instantly kill a player with full health and armor.
Something that would be great in C2M1: when you kill a sniper on one of the watchtowers, said watchtower's searchlight stops moving. Alternatively, it moves to illuminate the bottom of the tower (as if it fell without the soldier to keep moving it), or it turns off.
Also as a general comment I dislike invincible, invisible enemies so I'd like a way to eliminate/disable the miniguns in the C2M1 courtyard and on the Overlord battlefield.
Gez wrote:Also as a general comment I dislike invincible, invisible enemies so I'd like a way to eliminate/disable the miniguns in the C2M1 courtyard and on the Overlord battlefield.
The invisible ones in the Overlord battlefield will propably stay as it forces you to enter the trenches, it's an important gameplay element. For the C2M1 guns, I will think about it, so thanks for the feedback.
Meanwhile in Norway... Chapter 1 isn't even finished but we are already concentrating on tuning and finalizing the second chapter, stay tuned, this is going to be a very different experience