vid_renderer
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
Re: vid_renderer
Why not just make a simple titlemap, where acs or something write on screen "this mod designed to use with "render name" rendering. Go to "options-more options-even more options" and change renderer to "render name" "?
- gwHero
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- Joined: Mon May 08, 2017 3:23 am
- Graphics Processor: Intel with Vulkan/Metal Support
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Re: vid_renderer
In fact I have this actually, except with the addition that it also checks if the correct renderer is active. But, as some correctly stated, it's actually not the chosen renderer where I am interested in, but the features that are or are not supported by the chosen renderer.Apeirogon wrote:Why not just make a simple titlemap, where acs or something write on screen "this mod designed to use with "render name" rendering. Go to "options-more options-even more options" and change renderer to "render name" "?
Re: vid_renderer
If you are so inclined to emphasize recommended settings (renderer, dynamic lights, whatever) then add skippable text screen with list of them to the first map. No need to detect the current settings, just notify player about important options.
Re: vid_renderer
This sounds like the best solution to meXaser wrote: What we could really use here is a new feature: a set of MAPINFO flags that declare "I require feature 'x'", e.g. sloped 3D Floors or Truecolor, and have the engine output a warning if a user starts up the map with a renderer that doesn't support one of the declared features. This doesn't expose anything to ZScript, and since it's detecting the feature, not the renderer, it's future-proof -- e.g. if the Carmack renderer magically gets sloped 3D floors, it's marked as supported internally and the warning goes away for maps that declare it.
- gwHero
- Posts: 360
- Joined: Mon May 08, 2017 3:23 am
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: The Netherlands
Re: vid_renderer
Well actually it's not a big deal; I just thought when someone plays the game with wrong settings, it would be nice to have a warning issued like "hey! you're using the wrong settings to display this game correctly" because my TC really has a lot of glitches when the wrong renderer is chosen. If I had known that it's absolutely not done to use the vid_renderer cvar for this, I would not even have asked for it's successor._mental_ wrote:If you are so inclined to emphasize recommended settings (renderer, dynamic lights, whatever) then add skippable text screen with list of them to the first map. No need to detect the current settings, just notify player about important options.
I think Xaser has nailed (the small) problem here very well.
Re: vid_renderer
Well, by default, every mapset except the most classic ones require the OpenGL renderer - which supports nearly everything, except the COLORMAP lump (I think there was plans to write that in, at some point) and sprite pixels being drawn below the floor. Once those two make it in, you really don't even need the software renderer for anything, except for maps that take advantage of massive rendering hacks that the hardware renderer can't reproduce.

