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HazeBandicoot wrote:Though I can't use it anymore, I must say, congratulations on official release, devs, this port will certainly be the go-to for quite a few people.
Thank you - though I must ask, why can't you use it? Have you tried "+vid_used3d true" on the command line?
Abba Zabba wrote:Just want to start off by saying thank you for this port. This is pretty much my ideal dream port I've imagined about for a long time.
Little question though that might be covered by the OP (but seemingly not to me); will there be support for radial gradients or whatever overarching sprite type they fall under, in the future? It's the only thing that caught my eye (besides the linear filtering that cambertian pointed out, however I never use texture filters), because the general translucency is ignored (meaning it produces a square sprite in game, it fades out just fine)
I'm afraid you've stumped me with the meaning of your question. Could you rephrase that or clarify?
On the subject of linear filtering: This is missing from sprites mostly because they used to use palette input until very recently where this wasn't possible. I am planning on fixing this at some point in the future now that this limitation has been lifted.
The mipmapping issue is best solved by using trilinear filtering, which I might add at some point, but even if I do that it will reduce the frame rate. The math that it is using for the switch-over point from one mipmap to another is currently rather poor - I've recently gotten a better understanding of how the GPUs calculate this that might help improve the looks of it.
Eruanna wrote:I'm afraid you've stumped me with the meaning of your question. Could you rephrase that or clarify?
No prob. Sprites like these where the black edges are made transparent in GZ:
Spoiler:
In software it's a very faint gray, but still noticeable square. Said radial gradient as IIRC some mods include black borders with those sprites, like Beautiful Doom (though rounded.) Another example in Beautiful Doom would be the sparks.
Last edited by Abba Zabba on Wed Oct 19, 2016 11:56 am, edited 1 time in total.
HazeBandicoot wrote:Though I can't use it anymore, I must say, congratulations on official release, devs, this port will certainly be the go-to for quite a few people.
Thank you - though I must ask, why can't you use it? Have you tried "+vid_used3d true" on the command line?
Must've missed that before, it works, though it crashed when starting a map of Chex 3, here's the console log, seems related to the discussion on the previous page.
Hmm, another Celeron drawer crash. I wonder if the current codegen outputs instructions valid for Celerons. LLVM should be auto-detecting what the CPU got, but if that fails.. kaboom.
HazeBandicoot: if you launch Doom 2 map01 at 800x600, does it crash immediately?
Eruanna wrote:I'm afraid you've stumped me with the meaning of your question. Could you rephrase that or clarify?
No prob. Sprites like these where the black edges are made transparent in GZ:
Spoiler:
In software it's a very faint gray, but still noticeable square. Said radial gradient as IIRC some mods include black borders with those sprites, like Beautiful Doom (though rounded.) Another example in Beautiful Doom would be the sparks.
I think the problem you're describing is what happens when ZDoom's pixels are shoved into an RGB555 color array and then taken back out. (I've suggested expanding the array to RGB666 for improved color accuracy and reduce these color artifacts, but I didn't want to go through the trouble of redoing all the drawers to accommodate for this - but now, with my experience with the software renderer the project at least seems a lot more feasible than it did before)
That does not happen with the True-Color drawer. Sprites with transparent edges should look a lot closer to how they look in GZDoom.
Hmm... I better have a look at this, myself. My guess is, there's something GZDoom is doing that is not supported by QZDoom yet - in which case I do not know if QZDoom's renderer can/will support it.
But now you have me intrigued. What mod is this that's making these explosions? How are the sprites/actors defined?
The mod is Project MSX, but this looks like the classic additive-blending trick to me - sprites with black backgrounds are set to RenderStyle Add so that the black portions are invisible, and opacity is equal to luminance. If I had to guess, there's some imprecision in the way this is calculated in ZDoom and QZDoom.
The part that gets me, though, is those white boxes were visible in the Slade3 screenshot, too, even if it wasn't as obvious.
So my guess is, there's some sort of alpha trickery going on here. As far as I know, ZDoom (and by proxy, QZDoom) can only handle solid alphas - and I always thought this to be the case with GZDoom, as well, although it might have been changed when I was not looking.
Just like to say this is AWESOME work. Will give it a try when my current phase of projects finishes.
Several years ago a Russian programmer did something like this with a fork of EDuke32, it looked amazing; slopes, RoR, etc, all based on a Build implementation software renderer. I have not heard of it in a long time, but this could do similar for ZDoom