[QUESTION] Unofficial Build, and what's Graf's project?

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Graf Zahl
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Post by Graf Zahl »

TheDarkArchon wrote:BTW, I love that new HUD. How the HELL did it know to display Phoenix Rod ammo and the appropiate icons when I used Demented Reality on it.
It displays all ammo types used by weapons in any weapon slot or your inventory.
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Lexus Alyus
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Post by Lexus Alyus »

That's quite prominent :D.

How the fluff did you get it to run so fast? :D My day is unfortunately over :(, but I will get to work on a level at some point. I was working on creating a decent house as my next project (not just the house... the house was just a starting point)... but now we have 3D floors the posibilities have become a lot more intresting :D.

:twisted:
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Graf Zahl
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Post by Graf Zahl »

Enjay wrote:
Graf Zahl wrote:Fixed.
You mean my problem?
Yes, the translation bug. It was a simple case of not remapping any translation that maps to color 0. Technically this is a ZDoom bug because color 0 is not supposed to be visible but due to the way it is checked internally the bug never manifests itself in software mode.
Oh, and just in case it's not clear what I mean by the weapon position, here's a shot from Zdoom and then GZdoom with progressively smaller screen sizes (sorry about the crosshair).

Image
[/quote]

Have patience. Obviously somewhere in the positioning code is a '-' instead of a '+'. As there are some other issues with reducing the screen size as well this needs a little more time to fix.
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Graf Zahl
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Post by Graf Zahl »

Lexus Alyus wrote:That's quite prominent :D.

How the fluff did you get it to run so fast?

No idea. Maybe simply by not 'optimizing' the data at all costs. (And maybe by not using anything coming from Doomsday. ;))
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Post by Enjay »

Graf Zahl wrote:Have patience.
It's OK, I wasn't trying to nag. Just making sure my bug report had got across correctly. :)
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Post by Graf Zahl »

It has. But please use the appropriate forum at forum.drdteam.org in the future. Then it doesn't get lost here.
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Post by Enjay »

Will do. I hadn't spotted that it was up and running. My bad.
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Graf Zahl
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Post by Graf Zahl »

Well, I found it. It was yet another one-liner. ;)
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Post by SirTimberWolf »

This is truely awesome Graf... Thanks so much for your hard work... It really, really warms my heart to see true 3d in what (to date) has been the best doom port around... I can hardly wait to see this get incorperated into the main zdoom release... man... im still astounded... XD

Edit: any word on getting models to work? I'd *love* to model for this... :D
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Post by Graf Zahl »

Some rudimentary support for static models is there. But it's really limited to inanimate objects. I just put the code in so I could see how the things in Silent Steel were supposed to look (if you are interested, they look like crap. ;))
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Post by BetaSword »

Alrighty, interesting little port you got here. First off, screenshots are taken in .bmp, even when it's set to use .png. Also, unless you're running a wad from a shortcut, the screenshots won't show up (as in, if you drag and drop a wad onto the .exe). Lesse... There's also a bunch of crashes when switching between various GL options, but it's not too bad.

One thing that I did really like, though...
Spoiler:
Line Horizon works :D Not to mention setting the GL options to no filters or anything makes it look almost exactly like normal Zdoom, except with a helluva lot less depth fog.
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Post by Graf Zahl »

BetaSword wrote:Alrighty, interesting little port you got here. First off, screenshots are taken in .bmp, even when it's set to use .png. Also, unless you're running a wad from a shortcut, the screenshots won't show up (as in, if you drag and drop a wad onto the .exe). Lesse... There's also a bunch of crashes when switching between various GL options, but it's not too bad.
Screenshots are BMP because I don't have any decent True color PNG code. I don't want to use an external library just for this.

The screenshot problem is ZDoom-related. I haven't changed anything about that code.

And what did you do to make it crash? Some more detailed information would be appreciated.

One thing that I did really like, though...
Spoiler:
Line Horizon works :D

Nice, isn't it? ;)
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Post by SirTimberWolf »

Graf Zahl wrote:Some rudimentary support for static models is there. But it's really limited to inanimate objects. I just put the code in so I could see how the things in Silent Steel were supposed to look (if you are interested, they look like crap. ;))
I've been trying to get them to work... how'd ya do it?

on a side note... I can hardly wait for s-mesh support... XD I'm so gonna rape this :D
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Graf Zahl
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Post by Graf Zahl »

SirTimberWolf wrote:
Graf Zahl wrote:Some rudimentary support for static models is there. But it's really limited to inanimate objects. I just put the code in so I could see how the things in Silent Steel were supposed to look (if you are interested, they look like crap. ;))
I've been trying to get them to work... how'd ya do it?

on a side note... I can hardly wait for s-mesh support... XD I'm so gonna rape this :D

As I said, it's rather crappy. It was just a quick hack.

You have to do:

1. Make sure that the skin texture is 8 bit PNG
2. Copy the model into the WAD
3. Copy the skin texture between TX_START/TX_END. It must have the same name as the model itself
4. Create a lump called MODELS

For each sprite you want to replace
add a line 'spritename modelname'.
Spritename are the 4 base characters of the sprite and modelname is the lump name of the model

And now the big warning: This is not a supported editing feature! Once I add real model support this will most likely go away!
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Post by Ryan Cordell »

That's excellent to hear. But I'm just curious, will weapons also be able to have models, like any other GL port might have?

EDIT: Oh yes, and a friend of mine was wondering. Will EDGE'S DDF and such be also supported in GZDoom?
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