[REL/FINAL] GZDoom-GPL 2.4 - now with software renderer

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
User avatar
Marscaleb
Posts: 23
Joined: Wed May 18, 2016 4:32 pm

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by Marscaleb »

Hello, I'm considering using this source port for a project I have been thinking about.
I downloaded the binaries from the first post on this thread (and it says they were updated 3 days ago, so I would assume I have the latest version) just to try it out to see how well it works out-of-the-box.

First of all, the game appeared on the wrong monitor, and I could find no options to change what monitor the game runs on. So... bug reported.
Secondly, I found that when I find a secret, it plays this really annoying squeaky-toy sound effect, and I can't find an option to disable it.
Thirdly, in the original post, it says "once GZDoom officially goes GPL," is there actual some plan for that to happen?

Beyond that, I'm curious about various features and whether or not they are in this port, or if they might be implemented in the future.

1: Colored sectors. I don't think dynamic lights will look right for what I want to make, but colored sectors would. Furthermore, I understand that GZDoom uses a straight single color per sector, but Doom 64 utilized a different color for floors, walls, ceilings, etc, which enabled more complicated and interesting effects. Are there any plans to update GZDoom to that level of complexity? Could it be copied from Doom 64 EX?
1b: This might just be an effect from the advanced colored sectors, but in Doom 64 most walls had a gradient effect to them, so they were brighter or darker at the top than the bottom. This had a fantastic effect for creating mood, and I'd love to be able to duplicate this. Maybe apply it to sprites and things, too. If it could be mixed with a different color as well as brightness, it could create some really boss effects. But... One step at a time.
2: 3D objects. Pretty self-explanatory.
3: Import true-color textures. I actually want to keep my game's textures looking like they are constrained to 256 color palettes, but I'd really like the ability to fudge them if I need to, and bring in some extra colors when needed.
4: Room over room. There's a dozen ways this can be done, from faking it with a silent sector teleporter, to overlapping sectors, to replicating how it was done in Shadow Warrior. But if removing code copied over from Build is part of how this port is operated, I would like to know what can still be done in this version.
5: New door types. Hexen made some sliding doors. I read about sliding doors in the code for Doom 2 that were never finished. Doom 64 had split doors that opened vertically. If the engine supports 3D objects a door could theoretically be built as a 3D object and animated in any manner to open. So what could I do out-of-the-box or with little effort?
Titan314
Posts: 48
Joined: Wed Nov 25, 2015 8:16 pm

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by Titan314 »

1) Sorry, not much to do here. I don't see it happening anytime soon.
1b) http://zdoom.org/wiki/GLDEFS#Glowing_flats Use this and then color the sector. (Still only one color per sector though).
2) Someone else will have to help you. Sorry.
3) Are you using PNGs or Dooms native graphic format? You need to be using PNGs if you want full color for you graphics.
4) For simple bridges use http://zdoom.org/wiki/Sector_Set3dFloor. For more complex things use http://zdoom.org/wiki/Sector_SetPortal (you have to do this one for each way)
5) http://zdoom.org/wiki/PolyObjects exacly what Hexen used. http://zdoom.org/wiki/Animated_door for doors like in Strife.

About the squeaky noise, just add your own in your wad/pk3 named "dssecret".

I hope you find this information helpful :)
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by The Zombie Killer »

2. [wiki]MODELDEF[/wiki]
User avatar
Alekv
Posts: 170
Joined: Mon Jun 08, 2015 12:41 am
Location: My world :)
Contact:

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by Alekv »

Tell me please, when flags "FLATSPRITE" "ROLLSPRITE" will be added to the GZDoom-gpl in the compiled version ? and will it?)
User avatar
Nash
 
 
Posts: 17506
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by Nash »

You're all in luck; I happen to have some free time right now due to some cancelled plans... I'll update GZDoom-GPL to the latest trunk with the flat sprite features but then I'll have to disappear again. Check back in a couple of hours

About the game appearing on the wrong monitor - check that it doesn't happen on Graf Zahl's official version of GZDoom, too? If there's a bug upstream, it will happen on GZDoom-GPL too. My changes are done carefully and minimally so it shouldn't affect anything like windows and things like that.

EDIT: Latest binary is up, have fun <3
User avatar
Alekv
Posts: 170
Joined: Mon Jun 08, 2015 12:41 am
Location: My world :)
Contact:

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by Alekv »

Nash wrote:You're all in luck; I happen to have some free time right now due to some cancelled plans... I'll update GZDoom-GPL to the latest trunk with the flat sprite features but then I'll have to disappear again. Check back in a couple of hours

About the game appearing on the wrong monitor - check that it doesn't happen on Graf Zahl's official version of GZDoom, too? If there's a bug upstream, it will happen on GZDoom-GPL too. My changes are done carefully and minimally so it shouldn't affect anything like windows and things like that.
EDIT: Latest binary is up, have fun <3
Many thanks Nash =)
Errors in the work GZDoom gpl, is not found.
User avatar
Nash
 
 
Posts: 17506
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by Nash »

Alekv wrote:Errors in the work GZDoom gpl, is not found.
What does the error say? Can you paste the error message here?
User avatar
Alekv
Posts: 170
Joined: Mon Jun 08, 2015 12:41 am
Location: My world :)
Contact:

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by Alekv »

Nash wrote:
Alekv wrote:Errors in the work GZDoom gpl, is not found.
What does the error say? Can you paste the error message here?
I'm sorry, I'm probably not written correctly, no errors
everything works perfectly =)


But I have a question for a long time worries me, whether it is possible to automatically set the screen resolution in GZDoom?
i.e. i wrote in the .ini file
vid_defheight = 1024
vid_defwidth = 1280
on my PC it shows fine, but on a laptop another resolution.
Is it possible to make automatic detection and installation of screen resolution?
Many players do not know what aspect ratio are and are not always easy to change the resolution from the menu.
some do not know the resolution of your screen =)
User avatar
Nash
 
 
Posts: 17506
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by Nash »

There's an open suggestion here (http://forum.zdoom.org/viewtopic.php?f=15&t=51816) but nothing is being done about it yet... apparently it's not very easy to do, according to Graf Zahl.
User avatar
Alekv
Posts: 170
Joined: Mon Jun 08, 2015 12:41 am
Location: My world :)
Contact:

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by Alekv »

Nash wrote:There's an open suggestion here (http://forum.zdoom.org/viewtopic.php?f=15&t=51816) but nothing is being done about it yet... apparently it's not very easy to do, according to Graf Zahl.
Thank you, I will hope that he will succeed to implement it
User avatar
Alekv
Posts: 170
Joined: Mon Jun 08, 2015 12:41 am
Location: My world :)
Contact:

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by Alekv »

I have a question about the license
GZDoom-GPL extend on GPL license, and my game? It should also EXTEND on the GPL license?
And if my game will be distributed on the GPL license, then all its content should be on github?
Or I can distribute the game to a different license? Upon my game .pk7 format and it starts the application with the GPL license

I think to solve the problem with a screen resolution, to write a simple launcher in C # which will determine the resolution of the player screen and enter this value in gzdoom.ini. And maybe then .pk7 put the game in such a launcher (ie. The game will be closed).
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by Gez »

Yes, if you base your game on GPL code, your game's code needs to comply with the GPL's requirements, one of which is that it should be open-source. It doesn't have to be on GitHub, though, you can always provide the source code as a simple zip file for example.
User avatar
Alekv
Posts: 170
Joined: Mon Jun 08, 2015 12:41 am
Location: My world :)
Contact:

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by Alekv »

Gez
Thank you!
User avatar
protox
Posts: 39
Joined: Sat Mar 22, 2014 6:40 pm

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by protox »

My understanding is that you can license your work say graphics/textures/maps on whatever license you want, be it completely copyrighted or GPL or creative commons or public domain, etc. Including the decorate code for your actors and such, or must that follow a specific license?

However if you directly modify the engine code, you'll need to follow the licensing agreements for the part you modified since there a number of different licenses covering GZDoom as a whole. Under GPL And you'll need to make the source available upon request to the customer and it cannot cost more than providing the binaries (so usually free). To make it simple you can just provide the source along with the binary.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies

Post by Gez »

Yes, we're talking source code, not content. The same way that the source code to Doom is released, but all the IWAD data hasn't been copylefted.
Locked

Return to “Abandoned/Dead Projects”