If you could add any feature to zdoom...

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Marisa the Magician
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Re: If you could add any feature to zdoom...

Post by Marisa the Magician »

Screen-space pixel shaders.
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Re: If you could add any feature to zdoom...

Post by Gez »

Se7eNytes wrote:the MBF press-release emulation mode.
I've got parts of that done. Done better, even: loading the original doombeta IWAD rather than something else, since I've got support for the old texture formats.

All it needs to be functional would be some slight adjustments here and there (such as in the xlat lump) which could be done with a new game mode.
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Re: If you could add any feature to zdoom...

Post by Enjay »

A number of years ago, I could easily have come up with a long list of things I'd like to see added to Zdoom. However, most of them have now been added in one shape or another and there is very little left that either isn't already being worked on or is really beyond the scope of Zdoom. Anything else, I guess I simply haven't even thought about.
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Re: If you could add any feature to zdoom...

Post by printz »

Decals on floors and ceilings.
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Re: If you could add any feature to zdoom...

Post by NeuralStunner »

printz wrote:Decals on floors and ceilings.
You know what, this might be possible in GL (using shaders?). Ever look really close at a dynamic light on the floor?
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Re: If you could add any feature to zdoom...

Post by Caligari87 »

I'm not sure I get what you mean... :?

8-)
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Re: If you could add any feature to zdoom...

Post by NeuralStunner »

"Dynamic lights" in GZDoom are quite similar to decals. If you look in GZDoom.pk3\GLStuff, you'll find GLLight.png - Though I'm not sure if that's used when lights are handled by shaders.
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Re: If you could add any feature to zdoom...

Post by Caligari87 »

Eeenteresting.... *strokes beard thoughtfully*

8-)
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Re: If you could add any feature to zdoom...

Post by Gez »

No, that file is used by the pre-shader method.
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Re: If you could add any feature to zdoom...

Post by esselfortium »

Doing floor/ceiling decals in software is possible, but it'd likely be a gigantic pain in the ass to implement. You'd either need to add yet another step in the rendering process to draw them separately, and figure out all the potential clipping issues there, or give every subsector its own flat in memory, and hope all your users have 16 gb of ram. :P
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Re: If you could add any feature to zdoom...

Post by NeuralStunner »

I'm curious, why is it not a concern for vertical textures? How are they handled differently from one another?
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Re: If you could add any feature to zdoom...

Post by edward850 »

Because there is already code that is used for multi-part wall textures.
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Re: If you could add any feature to zdoom...

Post by NeuralStunner »

I realize that. :P I was hoping for something a little more technical, but not too technical, else it'd go over my head completely.
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Re: If you could add any feature to zdoom...

Post by Graf Zahl »

Gez wrote:No, that file is used by the pre-shader method.

Its use is also quite different from how decals need to be handled. Texture coordinates are merely representing the distance to the light not some special position on the light texture.
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Re: If you could add any feature to zdoom...

Post by Gez »

edward850 wrote:Because there is already code that is used for multi-part wall textures.
No. The textures are composited into a single image when the wad is loaded.
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