The status of ZDoom 2.0.97

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Da_maniaC
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Post by Da_maniaC »

Nmn wrote:
chaoscentral wrote:wat port is that from if you dont mind lol
He does have a point. Edge's lighting works like that on sprites.
Yeah i also thought that would be possible.

Even though the overall lighting on sprites is always the same... maybe its possible to cast yet another light/shadow over them.

Still that would need reall time rendering, considering that those kind of sprites keep turning with the players camera so to speak.
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Piezo
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Post by Piezo »

deathz0r wrote:Bashe does have a point though. This is a message board, not an instant messaging service. You don't need to simplify your English to a point that barely anyone would consider transcribing it into proper English.
Isn't there someone who frequents or used to frequent these forums who's very guilty of the same thing?
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Nash
 
 
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Post by Nash »

AHEM, back on subject - Graf, why isn't that kind of lighting on sprites impossible? Is it hard to implement?

EDGE (and if I'm not mistaken, Legacy) implements that kind of lighting to the sprites. How did they pull it off?
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Graf Zahl
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Post by Graf Zahl »

I don't know everything. I haven't used these 2 ports for a long time and I have never checked how they implement lighting.
LK873
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Post by LK873 »

Maybe it's worth looking into? :)
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Da_maniaC
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Post by Da_maniaC »

Nash wrote:AHEM, back on subject - Graf, why isn't that kind of lighting on sprites impossible? Is it hard to implement?

EDGE (and if I'm not mistaken, Legacy) implements that kind of lighting to the sprites. How did they pull it off?
Hmm well if im not mistaking both of them can use a OpenGL renderer.
If so, i bet thats where the answer lies.
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Grubber
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Post by Grubber »

@randy: Found a bug - P_CheckOnMobj always returns NULL.
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Graf Zahl
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Post by Graf Zahl »

Then post it in Bugs, not here! ;)
Ajapted
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Post by Ajapted »

Nash wrote:EDGE (and if I'm not mistaken, Legacy) implements that kind of lighting to the sprites. How did they pull it off?
For EDGE, the new software renderer had to split sprites across subsector boundaries. The nice lighting effect was just a consequence of that. It doesn't work in the GL renderer.
Samurai Fox
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Post by Samurai Fox »

Hi, I'm new here, sorry if this post seems out of place, but I noticed that there hasn't been another build of ZDOOM for a good while. Is the community falling apart?

Again, apologies for being out of place.
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Bashe
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Post by Bashe »

Of course it isn't. Just because stuff ins't shelled out every five seconds doesn't mean that it's dead. :D
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Phobus
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Post by Phobus »

In fact it usually means that we'll be really lively when th next release is out, as we discuss the thousands of bugs that we find...

I can't wait...

(:D)
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Graf Zahl
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Post by Graf Zahl »

Samurai Fox wrote:Hi, I'm new here, sorry if this post seems out of place, but I noticed that there hasn't been another build of ZDOOM for a good while. Is the community falling apart?

Again, apologies for being out of place.

ZDoom isn't dead. Blame Randy's strange update policy for this appearence. Some small status updates would change this a lot. This secrecy really isn't necessary and I think will harm ZDoom eventually.
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Bio Hazard
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Post by Bio Hazard »

Let's see...
  • What we know
  • The engine is switching to floating point for evrything.
  • There is a completly new renderer in the works.
  • 96x features are being imported.
  • The status bar face bug is fixed.
  • What we don't know
  • How far along are the rewrites?
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Graf Zahl
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Post by Graf Zahl »

- The floating point rewrite is pretty much done. Aside from a few minor issues the source release from 2 weeks ago is playable
- Polymost doesn't support texturing yet (and IMO this can wait until after the next release!)
- 96x features can't take that long.

And a serious status update would be very much appreciated. You know, this lack of information is particularly bad if you have a project in the works that uses ZDoom's source...
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