What's up for GZDoom after running the survey?
Moderator: GZDoom Developers
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Re: What's up for GZDoom after running the survey?
Just pushed handling of compatibility flags via ZScript.
The thing is they are applied before loading of level. Commands are applied after loading though.
I have no idea how this can be done with one function. So, we have two now, pre- and post-load.
This doesn't look very promising to be honest.
The thing is they are applied before loading of level. Commands are applied after loading though.
I have no idea how this can be done with one function. So, we have two now, pre- and post-load.
This doesn't look very promising to be honest.
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- Lead GZDoom+Raze Developer
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Re: What's up for GZDoom after running the survey?
The only thing that MUST be applied before level load are some of the hidden flags, like 'setslopeoverflow', because they affect how the level is loaded. On the other hand, we may just leave the flags in compatibility text and save the work porting it. The more important thing is that all the post-load stuff can be done via scripting because that's where it becomes inflexible with the static data.
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Re: What's up for GZDoom after running the survey?
Having two compatibility layers is a bit weird. However, I agree that they serve different purposes. Flags affect engine behavior in general while commands fix specific bugs.
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Re: What's up for GZDoom after running the survey?
Scriptified almost all compatibility commands except one entry.
Back to Saturn X E1 released on /idgames has a different checksum for MAP12.
I'm not sure that compatibility is still applicable to it.
Back to Saturn X E1 released on /idgames has a different checksum for MAP12.
I'm not sure that compatibility is still applicable to it.
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- Lead GZDoom+Raze Developer
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Re: What's up for GZDoom after running the survey?
No, it isn't. That entry was for an older version of that map.
The final one works properly.
The final one works properly.
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Re: What's up for GZDoom after running the survey?
Just to be sure, is it OK to simply remove this entry?
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Re: What's up for GZDoom after running the survey?
What harm does it cause to leave it around? Some people may still be using it for whatever reason. (Didn't update, for example.)
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- Lead GZDoom+Raze Developer
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Re: What's up for GZDoom after running the survey?
Nothing at all.
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Re: What's up for GZDoom after running the survey?
So to clarify, the SW renderer isn't going away entirely, it just now requires an OpenGL surface to draw to?
That's fine by me. I still use the SW renderer in Vanilla-targeting megawads that include dark sectors that rely on the SW renderer's brightening of close objects. (I can't use the Doom lighting shader in OGL mode on my system.)
Hopefully it'll run faster on my system now.
That's fine by me. I still use the SW renderer in Vanilla-targeting megawads that include dark sectors that rely on the SW renderer's brightening of close objects. (I can't use the Doom lighting shader in OGL mode on my system.)
Hopefully it'll run faster on my system now.
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- Lead GZDoom+Raze Developer
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Re: What's up for GZDoom after running the survey?
Correct. In order to reduce the amount of backend code everything is run through the hardware renderer now, including the 3D-scene from the software renderer.
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Re: What's up for GZDoom after running the survey?
Does that mean GZDoom will have the ability to switch renderers without requiring a restart like in QZDoom?
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- Lead GZDoom+Raze Developer
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Re: What's up for GZDoom after running the survey?
Yes. You can already check this out if you grab one of the latest devbuilds from http://devbuilds.drdteam.org
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Re: What's up for GZDoom after running the survey?
Maybe you could support multiple versions of opengl just like in Yamagi Quake 2. You have it anyway. You offer opengl and software.
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Re: What's up for GZDoom after running the survey?
What I'd really like to see is GZDoom externalize the renderers into .dll files (or .so for non-Windows platforms) like Quake 2 did. Then all that's required is maintaining the renderers separately, they can be cut from the main executable and anyone who wants to maintain legacy renderers may do so.
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Re: What's up for GZDoom after running the survey?
I agree with you.Rachael wrote:What I'd really like to see is GZDoom externalize the renderers into .dll files (or .so for non-Windows platforms) like Quake 2 did. Then all that's required is maintaining the renderers separately, they can be cut from the main executable and anyone who wants to maintain legacy renderers may do so.