Holy sh@#%...3D Floors!

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some_random_guy
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Holy sh@#%...3D Floors!

Post by some_random_guy »

I was completely clueless that the team added 3D floors to the next release of ZDoom and that complete support for
sloped, translucent, and [wiki]Transfer_Heights[/wiki] 3D floors is approaching completion!

Let's celebrate! Hail to the [wiki]Sector_Set3dFloor[/wiki] function! :D
bgraybr
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Re: Holy sh@#%...3D Floors!

Post by bgraybr »

some_random_guy wrote:I was completely clueless that the team added 3D floors to the next release of ZDoom and that complete support for
sloped, translucent, and [wiki]Transfer_Heights[/wiki] 3D floors is approaching completion!

Let's celebrate! Hail to the [wiki]Sector_Set3dFloor[/wiki] function! :D
I think you're a little late. :D

...and are sloped and translucent floors really being added? I haven't been monitoring it but I thought that there were some problems with the renderer that required a huge code rewrite to make them work.
Blue Shadow
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Re: Holy sh@#%...3D Floors!

Post by Blue Shadow »

bgraybr wrote:
some_random_guy wrote:I was completely clueless that the team added 3D floors to the next release of ZDoom and that complete support for
sloped, translucent, and [wiki]Transfer_Heights[/wiki] 3D floors is approaching completion!

Let's celebrate! Hail to the [wiki]Sector_Set3dFloor[/wiki] function! :D
I think you're a little late. :D

...and are sloped and translucent floors really being added? I haven't been monitoring it but I thought that there were some problems with the renderer that required a huge code rewrite to make them work.
ZDoom Wiki wrote:- Sloped 3D floors are not available in the software renderer.
- Sloped translucent 3D floors cannot be defined. They can be either sloped or translucent, not both.
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Re: Holy sh@#%...3D Floors!

Post by NeuralStunner »

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some_random_guy
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Re: Holy sh@#%...3D Floors!

Post by some_random_guy »

You realize that I wasn't trying to imply that it was done, only that it's getting somewhat kinda remotely close to being done. :P
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Apothem
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Re: Holy sh@#%...3D Floors!

Post by Apothem »

some_random_guy wrote:You realize that I wasn't trying to imply that it was done, only that it's getting somewhat kinda remotely close to being done. :P
I dont mean to ruin your already ruined parade, but usually we dont celebrate stuff like this. Well... This soon at least.
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Amuscaria
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Re: Holy sh@#%...3D Floors!

Post by Amuscaria »

Has sloped 3D floors been added to software yet? Or is it still horizontal-only?
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ChronoSeth
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Re: Holy sh@#%...3D Floors!

Post by ChronoSeth »

ZDoom Wiki wrote:- Sloped 3D floors are not available in the software renderer.
- Sloped translucent 3D floors cannot be defined. They can be either sloped or translucent, not both.
In other words, no.
Edward-san
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Re: Holy sh@#%...3D Floors!

Post by Edward-san »

I hope Randy continues to work with the 3dfloors3 branch. He has improved a lot the game fps, at the same level as the gl renderer.
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Re: Holy sh@#%...3D Floors!

Post by NeuralStunner »

Edward-san wrote:I hope Randy continues to work with the 3dfloors3 branch. He has improved a lot the game fps, at the same level as the gl renderer.
Hmm, have you actually compiled and played that branch?
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Re: Holy sh@#%...3D Floors!

Post by Edward-san »

Yes, tested it with Enjay's mod with that big house, it's really better than now. The unique problem is that right now sprites aren't visible. I'll post screenshot to show you the results.
[edit]I've already reported it in this post.

[edit2]
Basical question: how can I merge the changes done in zdoom trunk to the branch via command line?

[edit3]Screenshots with "vid_fps = 1":
Setting CPU 0 and 1 speed at 800 MHz:
zdoom r3177 3dfloors branch @ 800 MHz
zdoom r3177 3dfloors branch @ 800 MHz
Screenshot_Doom_20110601_234559.png (34.36 KiB) Viewed 686 times
Setting CPU 0 and 1 speed at 2.40 GHz:
zdoom r3177 3dfloors branch @ 2.40 GHz
zdoom r3177 3dfloors branch @ 2.40 GHz
Screenshot_Doom_20110601_234859.png (40.78 KiB) Viewed 686 times
With zdoom trunk the performance are similiar if I change CPU speed and also more lower:
zdoom r3218 trunk
zdoom r3218 trunk
Screenshot_Doom_20110601_234441.png (38.04 KiB) Viewed 686 times
~15 FPS vs 3 FPS!
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Re: Holy sh@#%...3D Floors!

Post by NeuralStunner »

Edward-san wrote:~15 FPS vs 3 FPS!
That's quite an improvement! 8-)
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randi
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Re: Holy sh@#%...3D Floors!

Post by randi »

I do plan to try and finish it, but it's lower priority now that trunk's 3dfloor memory corruption bug seems to be fixed. The focus right now is just fixing bugs when I have time so hopefully a 2.6.0 can get out sometime soon. Too bad time seems to be lacking lately...

By the way, there's a flood watch and a mandatory evacuation in town right now. No flooding has started yet, but the Army Corps of Engineers are busy raising the dikes around the river to try and contain the water we'll be getting soon. Had they not raised the dikes some already, it would have already flooded.

The evacuation boundary happens to be the street outside, so the people across the street had to leave their homes, but we're still good for now. My main system has been put away just in case, so even if I do have time in the next few days, I don't expect to be doing any work on ZDoom in that time.

Back on topic: When the sprites come back, the framerate will drop some, though I can't say by how much.
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