GZDoom discussion (Version 2.3.1 released 2016/jan/7)
- Agentbromsnor
- Posts: 265
- Joined: Wed Mar 28, 2012 2:27 am
Re: GZDoom discussion
I hope it gets brought into the mix eventually. When designing my maps I'm always thinking of ways to create level-assets out of geometry, just because the dynamic light makes it look better that way. For me, it would be great to be able to use models in these situations.
That being said, I do understand that ZScript has a higher priority at the moment. Behaviour is more important than graphics.
That being said, I do understand that ZScript has a higher priority at the moment. Behaviour is more important than graphics.
- tsukiyomaru0
- Posts: 297
- Joined: Sat May 29, 2010 6:20 pm
Re: GZDoom discussion
I need a little help in getting rid of these:
Re: GZDoom discussion
You can do r_clearbuffer 1. That'll at least make them black and much harder to notice. You can also turn up multisampling to 8x.
- tsukiyomaru0
- Posts: 297
- Joined: Sat May 29, 2010 6:20 pm
Re: GZDoom discussion
No, no, i found what was it. FXAA was off in Nvidia Control Panel.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom discussion
Normally these only appear if 'render quality' is set to 'speed'. The 'quality' mode is adding additional vertices to prevent these.
Also r_clearbuffer will only help if there's no sky visible anywhere. If there's just one seg with sky visible the entire sky layer will be drawn beneath the level.
Also r_clearbuffer will only help if there's no sky visible anywhere. If there's just one seg with sky visible the entire sky layer will be drawn beneath the level.
Re: GZDoom discussion
When I spawn a dynamic light manually, why is it that modifying its args[3] value (=intensity, according to this page) will not have any effect, while modifying the other args (RGB values) works just fine?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom discussion
Because those args' contents are copied to internal variables and never used directly. This code dates from a time when the args were 8 bit values so it couldn't reside in the args themselves
Re: GZDoom discussion
So do we have access to these particular internal variables in ZScript? This would give me a more complete control of dynamic lights, which is what I've been looking for.
Re: GZDoom discussion
Or perhaps the internal variables could be suppressed as they are no longer needed.
Re: GZDoom discussion
https://github.com/coelckers/gzdoom/com ... 585402c38f
There is at least one person in the community who I know is going to be excited for this change. Personally, I don't care much either way, but I figured it was worth mentioning that it was done.- removed gl_light_ambient.
This really serves no use anymore and is mostly a remnant of old times with dark CRT monitors. The default ambient level was set at 20, meaning a sector light level of 40. This is a value actual levels rarely get to, except when using some lighting effects - but it's for those that the ambient clamping did the most damage.
Re: GZDoom discussion
I love it, good riddance to that CVar. The user is more than welcome to press F11 or further mess with the brightness, contrast and gamma sliders in the Options menu.
Re: GZDoom discussion
Like I said, I really don't feel strongly about it either way, I didn't really see it causing much harm, but didn't see it doing much good, either.
I was more or less just astounded with how strongly a certain few people felt about it. They rabidly campaigned for its removal like an angry squirrel. Well - now it's gone, so said people should be happy.
I was more or less just astounded with how strongly a certain few people felt about it. They rabidly campaigned for its removal like an angry squirrel. Well - now it's gone, so said people should be happy.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom discussion
It got ditched the moment it turned out to cause problems. The sole reason behind its existence were old and dark monitors which drowned everything in black beyond a certain light level so that the visibility cutoff could be lifted above what the monitor could handle. Of course it's been 8 years since I owned such a POS...
"That person" should get a life, though.
"That person" should get a life, though.
Re: GZDoom discussion
Speaking of light levels, what's the purpose of the DistFog CVAR? I mean I know what changing it does, but it doesn't appear in any menus and can't be set in the MAPINFO lump or anything as far as I know (which may of course be wrong).
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom discussion
Like gl_light_ambient, it's just a leftover from a long time ago.