GZDoom v0.9.27 released!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Killo Zapit
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Post by Killo Zapit »

I don't think anyone really cares, but try this wad out with heretic or hexen lights. It's a cool torch-like effect for GZDoom's dynamic lights.

But I don't think you can specify what image you use on a per light basis so it will effect all lights. Oh well.
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Graf Zahl
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Post by Graf Zahl »

Just a piece of advice: Warping such large textures is an extremely expensive operation. If you want to warp something don't make it larger than 128x128. Your light texture won't suffer much.
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Tormentor667
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Post by Tormentor667 »

Just to show you how beautiful TNT4 can look if you play it with Graf Zahls Doom port :)
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Shadelight
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Post by Shadelight »

hurry up and release it! I really want to see how it looks with GZDoom.
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Phobus
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Post by Phobus »

I take it that the wad is still primarily a ZDoom wad though?
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Killo Zapit
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Post by Killo Zapit »

Graf Zahl wrote:Just a piece of advice: Warping such large textures is an extremely expensive operation. If you want to warp something don't make it larger than 128x128. Your light texture won't suffer much.
But won't the lights be smaller as a result? Is there a way to scale up PNG images yet?
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Tormentor667
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Post by Tormentor667 »

@KingOfFlames - Well, right now GZDoom has still problems with MAP02, mostly because of some skybox tricks. Graf Zahl will have to fix some of them before it works!

@Phobus - Yes, still ZDoom ;) Works with 2.0.96 ;)
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Shadelight
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Post by Shadelight »

so after Graf fixes the skybox bugs, then you'll release it? joy!
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Graf Zahl
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Post by Graf Zahl »

There are no skybox bugs. There are skybox performance issues and to avoid them some redesign might be necessary. Setting up a skybox in OpenGL is a very expensive operation and there are scenes in TNT4 with 5 or 6 skyboxes in view at the same time (skyboxes within skyboxes count extra!) But the biggest performance problem are the comets you might have seen in some screenshot. They bring down performance to an absolutely unacceptable level alone. It's bad in software mode but in hardware it's even worse.
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Shadelight
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Post by Shadelight »

oh, so your working hard to fix that up?
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Graf Zahl
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Post by Graf Zahl »

Impossible. The hardware can't render it faster and quite a lot of the time is spent in the movement logic of the engine.
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Shadelight
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Post by Shadelight »

So that means I'll just have to play it with 2.0.97?
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Graf Zahl
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Post by Graf Zahl »

We'll see. The performance isn't great in software mode either. That particular effect just eats far too many resources.
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Shadelight
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Post by Shadelight »

Tormentor, mind if I try map02 in GZDoom? I need to test it, I think my comp's good enough.
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Tormentor667
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Post by Tormentor667 »

@GRaf - Sorry, then I misunderstood something some weeks ago when we first talked about that. Well, I checked the map again and there is just one single place where you can see 3 skyboxes at a time. In all other cases it is just one, maximum is two (at the edge of chaos with the portals). Another thing is again the meteors and comets in the skyboxes and the one big room. I ever thought drawing them in OpenGL and not in software mode is less performance-sucking than in Software mode but I checked that and the OPENGL TNT4 is much slower than the software TNT4... is there a chance to do something there?
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