DooMGLES

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Boingo_the_Clown
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DooMGLES

Post by Boingo_the_Clown »

This port just popped up on the Ouya app store, and I figured I would get the quickest answer to my question here.

Is DooMGLES compatible with ZDooM?

The Ultimate Chex Quest and DeiMWolf are currently working in GZDooM, and I am curious to see if they will work with Ouya.

Of course my current computer hooks directly to my TV, so tht part doesn't really matter, but I am still curious to see.
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TheMightyHeracross
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Re: DooMGLES

Post by TheMightyHeracross »

DoomGLES is only compatible with vanilla. Not even Boom is supported IIRC.
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xenoxols
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Re: DooMGLES

Post by xenoxols »

I'm pretty sure that it is a GNU violation, as the source release was outdated last time I checked. Also it only sorta works on my nvidia shield.
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Mikk-
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Re: DooMGLES

Post by Mikk- »

The only thing I found interesting about DOOM GLES is the shiny warp-shader liquids on vanilla maps and the normal-mapping.
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Boingo_the_Clown
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Re: DooMGLES

Post by Boingo_the_Clown »

Okay. I was just curious.

I was not much impressed with it. The shiney liquids were interesting, but the models looked similar to the ones I hated in JDooM 12 years ago.

I was actually glad when it said to buy the full version to get all the features on E1M3 and switched to sprites.

I wonder if there is ever going to be an Ouya version of GZDooM.
mallo
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Re: DooMGLES

Post by mallo »

There won't be, unless someone would be interested in making it (and people would say that they want it). And I don't think anyone is.
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xenoxols
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Re: DooMGLES

Post by xenoxols »

I've got an nvidia shield, and I really don't care if there is an android(The ouya runs android) version.
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Dark-Assassin
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Re: DooMGLES

Post by Dark-Assassin »

When I first saw it, the only part that interested me was reflective liquids, but it was overdone.
I wonder if GZDoom supports this (with external shaders)
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TheMightyHeracross
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Re: DooMGLES

Post by TheMightyHeracross »

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Dark-Assassin
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Re: DooMGLES

Post by Dark-Assassin »

I mean directly on the textures/flats themselves, possibly with the warping?
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Mikk-
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Re: DooMGLES

Post by Mikk- »

Try getting that working on any map (incl. vanilla) that uses liquids WITH the distortion shader, not just custom map sets.
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Nash
 
 
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Re: DooMGLES

Post by Nash »

It's not just a simple reflection... the reflection is being warped too. And I'm sure the warping is relative to the camera's view angle, unlike texture warping in GZDoom which is fixed.

Also Sector_SetPlaneReflection is pretty slow in performance when used large-scale (not sure why, could be because it's doubling the amount of geometry being drawn... but I probably don't know what I'm talking about, heh)
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Sinael
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Re: DooMGLES

Post by Sinael »

DoomGLES textures and sprites look awful because of the compression, at least on my phone (Adreno) and tablet (Mali400). Maybe it's better on Tegra, but I tried Tegra emulation and didn't get any good results.

The only good thing about this port is water effect, otherwise Doom Touch beats it in every way.
Plus Doom Touch is Boom compatibe and has the best controls of all Doom ports for Android. The movements are actually analog, which allows for a very percise movement once you get used to it (or use external gamepad)

Regarding water effect - I think I saw a mod out there that adds such effect to GZDoom.
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Moktar
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Re: DooMGLES

Post by Moktar »

Sinael wrote:Maybe it's better on Tegra, but I tried Tegra emulation and didn't get any good results.
Unfortunately is not working at all on my Nexus 7 2012 (which SoC is Tegra 3) with PA & Franco Kernel -- It crashes when launching. I'll see if it works with the stock kernel or it's a problem with Tegra-based devices.

Edit: I managed to get it run, but the graphics looks messed up, apparently it doesn't use RGBA8 for rendering, probably in order to increase performance on low-end devices.
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