GZDoom discussion (Version 2.3.1 released 2016/jan/7)

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.
Locked
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Post by Graf Zahl »

Discuss GZDoom-[wiki=GZDoom]related[/wiki] stuff here if your religion forbids you from using the official forums.

For a quick look at the latest posts, you may use this RSS feed, and even integrate it into your favorite RSS parser - that way you will always stay up-to-date the moment something happens.
Last edited by Rachael on Sat Jan 07, 2017 9:23 am, edited 2 times in total.
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: GZDoom discussion

Post by Accensus »

To clarify, if anyone adds something to the OpenGL renderer that doesn't get recorded in the official forums, you should post the news here or make a thread there. Doesn't really matter as long as it is written somewhere that you've added something new. The whole reason for this thread is to prevent sneaky improvements that get noticed days and sometimes weeks later because nobody knows they're there.
User avatar
Kinsie
Posts: 7399
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: GZDoom discussion

Post by Kinsie »

OPs are hard, so here's some stuff that's happened recently that you should probably be aware of:
  • The OpenGL Renderer has changed license to LGPLv3, which doesn't change a vast amount unless you're forking from GZDoom and not providing the renderer source code for some dumb reason.
  • FLATSPRITE has been temporarily removed pending a rewrite that doesn't give Graf a migrane. If you have FLATSPRITEs in your mod, they simply won't render.
  • dpJudas is cool as shit and is working on SSAO for fancier shadowing, SSAA for less jaggies and viewport scaling for people who somehow can't run a 20 year old FPS at native resolution.
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: GZDoom discussion

Post by Accensus »

To add to dpJudas' list of kewl stuff, he also added Bloom and Tonemap, the former of which was the reason this thread now exists. Just sayin'.
User avatar
Kinsie
Posts: 7399
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: GZDoom discussion

Post by Kinsie »

User avatar
Rachael
Posts: 13530
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: GZDoom discussion

Post by Rachael »

Special Build - needs testing!
Eruanna wrote:Major Cooke has been working hard at bringing us FLATSPRITES into GZDoom. This still needs to be tested, so he has kindly provided us with a build (x32) (x64) for everyone to try it out.
Major Cooke wrote:
Notes for modders:
1. Flat sprites are now base upon pitch being 0 (completely horizontal) and +/-90 (completely vertical).
2. Roll property is always factored into account without requiring ROLLSPRITE.
3. DONTFLIP currently has no effect. This will be addressed shortly.

As such, anyone currently using flat sprites will need to adjust their code -- it may take more than just adding pitch to change it. If it doesn't appear correctly, change the angle and/or roll as well.
Last edited by Rachael on Fri Sep 16, 2016 3:14 pm, edited 2 times in total.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: GZDoom discussion

Post by wildweasel »

I've just tested it on the last techdemo I had lying around of Metadoom, and it seems to run, at least, though the parameters do appear to have changed (blood splats now stand on end, so the numbers may need to get recalculated).
User avatar
Rachael
Posts: 13530
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: GZDoom discussion

Post by Rachael »

That's exactly one of the mods I was hoping to get tested with this build.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom discussion

Post by Graf Zahl »

wildweasel wrote: though the parameters do appear to have changed (blood splats now stand on end, so the numbers may need to get recalculated).
That was exactly what was wrong with the old implementation. It was merely a wall sprite witch pitch rotation enabled, and on top of that didn't even rotate correctly.
User avatar
Rachael
Posts: 13530
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: GZDoom discussion

Post by Rachael »

Updated. 32-bit build is now available.
User avatar
Kinsie
Posts: 7399
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: GZDoom discussion

Post by Kinsie »

From another thread:
Major Cooke wrote:Heads up, another change to the sprites occurred. Tomorrow, a new GZDoom release is coming out. The flat sprites might be different, depending on how you used them, but chances are they won't be if you didn't do anything too complex with them.

But at long last, it's finished. Took a whole week, but it's done.
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: GZDoom discussion

Post by Accensus »

Sooo are the flags going to remain the same or has the system been simplified and cut down to FLATSPRITE and WALLSPRITE? I read Roll is now enabled by default. Does that mean ROLLSPRITE will be removed?
User avatar
Rachael
Posts: 13530
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: GZDoom discussion

Post by Rachael »

The best way to answer that may be to grab the latest build (x32) (x64) and try it yourself.

But to directly answer that? Sorry I don't know.
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: GZDoom discussion

Post by Accensus »

From what I've tested, I had to change FLATSPRITE to WALLSPRITE for all the sprites that required only angle rotation, otherwise the sprites were flat on the ground. As for the ROLLSPRITE flag, it has to be there in order to use A_SetRoll. Could Major Cooke please add more detail regarding the fundamental changes of the feature? Also, how is WALLSPRITE different from FLATSPRITE, pitch aside, and when is it appropriate to use one instead of the other? I believe these are the main questions most people are probably asking themselves right now.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom discussion

Post by Graf Zahl »

The difference is: A flat sprite is oriented horizontally, a wall sprite vertically. In the old code this was wrong and the default orientation for both was vertical, and to get it flat it had to be pitched by 90°.
Locked

Return to “Abandoned/Dead Projects”