[REL/FINAL] GZDoom-GPL 2.4 - now with software renderer
- Agentbromsnor
- Posts: 265
- Joined: Wed Mar 28, 2012 2:27 am
Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
I'm currently creating an indie game, and I'm very much looking forward to selling the finished product. This fork is great for this, and it's what I've been waiting for for years.
I'm just much more familiar with GZDoom compared to something like Unity or Unreal, and the workflow is also much better in my opinion.
Nash, thanks a ton for doing this! I hope your work will inspire the authors of ZDoom and its forks to go for GPL compliance as well.
I'm just much more familiar with GZDoom compared to something like Unity or Unreal, and the workflow is also much better in my opinion.
Nash, thanks a ton for doing this! I hope your work will inspire the authors of ZDoom and its forks to go for GPL compliance as well.
Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
Tell me, when the function GetPlayerInput decorate will be added to the code GZDoom-GPL?
Code: Select all
Script error, "LandTest.pk3:decorate.shop" line 9:
Call to unknown function 'GetPlayerInput'Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
I'm pretty sure that has been added a few days ago but, anyway, I just finished merging the latest changes from GZDoom. Try now?
If it still doesn't work then you'll probably have to ask MajorCooke how to use that function, because he made it and I've never used it before.
If it still doesn't work then you'll probably have to ask MajorCooke how to use that function, because he made it and I've never used it before.
Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
Many thanks =)Nash wrote:I'm pretty sure that has been added a few days ago but, anyway, I just finished merging the latest changes from GZDoom. Try now?
If it still doesn't work then you'll probably have to ask MajorCooke how to use that function, because he made it and I've never used it before.
YES! this realy work
i'm use this function in this way:
Code: Select all
actor HandCurs 11111
{//$Category shop
+NOINTERACTION
States{Spawn: MODL A 3 {if(GetPlayerInput(MODINPUT_BUTTONS,AAPTR_PLAYER1) & BT_USE){A_printbold("BT_USE");}}
MODL A 3 BRIGHT
Loop
}}Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
You're welcome, and thanks for your example! I've cleaned up the formatting so that other people who see this thread will benefit from a properly-formatted example. =]Alekv wrote:Code: Select all
actor HandCurs 11111 { //$Category shop +NOINTERACTION States { Spawn: MODL A 3 { if (GetPlayerInput(MODINPUT_BUTTONS, AAPTR_PLAYER1) & BT_USE) { A_PrintBold("BT_USE"); } } MODL A 3 BRIGHT Loop } }
- Agentbromsnor
- Posts: 265
- Joined: Wed Mar 28, 2012 2:27 am
Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
For some strange reason, when I play my game using the latest GZDoom-GPL build, I get two black bars at the side of the screen. They are pretty minor, but they're there so I figured I'd report it. The regular version of GZDoom doesn't have this for me. However: when I switch to full screen in GZDoom-GPL the black bars are gone...
Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
Sorry for the late reply. Try the latest build? It looks like most of the screen shader problems have been fixed upstream in GZDoom (I think)...Agentbromsnor wrote:For some strange reason, when I play my game using the latest GZDoom-GPL build, I get two black bars at the side of the screen. They are pretty minor, but they're there so I figured I'd report it. The regular version of GZDoom doesn't have this for me. However: when I switch to full screen in GZDoom-GPL the black bars are gone...
Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
The black bars are there because gzdoom now maintains the aspect ratio when in windowed mode. Kind of like how a movie player also keeps the aspect ratio with black bars instead of stretching it.
- Agentbromsnor
- Posts: 265
- Joined: Wed Mar 28, 2012 2:27 am
Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
(Please excuse me for the unexpected bump!)dpJudas wrote:The black bars are there because gzdoom now maintains the aspect ratio when in windowed mode. Kind of like how a movie player also keeps the aspect ratio with black bars instead of stretching it.
It's interesting that this is the case, because my version of regular GZDoom (2.1.1) doesn't have that.
I don't mind it much though; I just noticed and I figured I would report it.
@Nash: I just downloaded the latest version of GZDoom-GPL and it still has those bars.
Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
2.1.1 doesn't have the bars but instead cuts off part of the window contents! Easiest to spot if you use the alternative fullscreen HUD and look at the margins. The next release of GZDoom will have the bars as well because GZDoom-GPL gets them from what's currently in GZDoom's master development branch.
Ideally, both zdoom and gzdoom would adjust the aspect ratio automatically to fit the window. I didn't do that because I'm not sure how much of zdoom's codebase would have to be adjusted to allow it. For example, does the mods or anything like that know what the current aspect ratio or screen dimensions are? Best compromise I could come up with at the time being was to add bars, because the stretched window in zdoom doesn't look very good and the cropped contents of 2.1.1 were maybe even worse.
Ideally, both zdoom and gzdoom would adjust the aspect ratio automatically to fit the window. I didn't do that because I'm not sure how much of zdoom's codebase would have to be adjusted to allow it. For example, does the mods or anything like that know what the current aspect ratio or screen dimensions are? Best compromise I could come up with at the time being was to add bars, because the stretched window in zdoom doesn't look very good and the cropped contents of 2.1.1 were maybe even worse.
- Agentbromsnor
- Posts: 265
- Joined: Wed Mar 28, 2012 2:27 am
Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
I figured it was in the development branch of GZDoom. Thanks for confirming!
Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
I have a question concerning the windows builds. I see it listed at "GZGPL-1.0-780-g35c5cf2". There is no "g35c5cf2" in the github commits, which makes finding the matching source commit difficult. Which commit or tag corresponds to the windows builds?
Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
I have the same issue too even with regular ZDoom and GZDoom, I'm not aware of a way to search a commit by using these numbers, if anyone knows the best way to do this, feel free to share. It's annoying when I'm trying to pin down something on ZDoom/GZDoom but I get cross-eyed trying to find the commit number manually...Danfun64 wrote:I have a question concerning the windows builds. I see it listed at "GZGPL-1.0-780-g35c5cf2". There is no "g35c5cf2" in the github commits, which makes finding the matching source commit difficult. Which commit or tag corresponds to the windows builds?
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In other news, GZDoom-GPL has been relicensed to use GPLv3 and I am expecting to put out a second official build of GZDoom-GPL soon, hopefully by this weekend when GZDoom gets an official release.
Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
Hopefully when this official build comes out, you can provide the source for the exact build as well as windows binaries.
On an unrelated note, why switch from GPLv2 to GPLv3?
On an unrelated note, why switch from GPLv2 to GPLv3?
Re: [src+bin] GZDoom-GPL - GPL'ed GZDoom for indies
1) Of course, an official release will have a tag added into the repository and its source will be packaged separately in here: https://www.dropbox.com/home/public/GZDoom-GPL/srcDanfun64 wrote:Hopefully when this official build comes out, you can provide the source for the exact build as well as windows binaries.
On an unrelated note, why switch from GPLv2 to GPLv3?
2) Because of this: http://forum.drdteam.org/viewtopic.php?f=23&t=7152

