[WIP] Software Brightmaps - Serpent Rider's Heretic Pack
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [WIP] Software Brightmaps - Updated with item pack
This looks really cool. Would these brightmaps ultimately be used in place of the ones that come with BrutalDoomSE? I realize that these aren't for brutal doom yet but i'm thinking at some point they'll be adapted?
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Re: [WIP] Software Brightmaps - Updated with item pack
Thanks, but these brightmaps are for software renderer. I don't play Brutal Doom but I'm pretty sure it's for OpenGl renderer and there are already quality brightmaps available for OpenGL (Z86's pack http://forum.zdoom.org/viewtopic.php?f=19&t=29792) and these are better than mine will ever be because I have to work with the restrictions software renderer imposes.Skrell wrote:This looks really cool. Would these brightmaps ultimately be used in place of the ones that come with BrutalDoomSE? I realize that these aren't for brutal doom yet but i'm thinking at some point they'll be adapted?
Also a big THANKS to both Nash and Zombie Killer for helping with code optimization! Your suggestions will be implemented in the next update.
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Re: [WIP] Software Brightmaps - Updated with item pack
Very nice one !
Here's a tip:
Using the flag WARPF_COPYINTERPOLATION instead of WARPF_INTERPOLATE makes things MUCH smoother (including shooting a cacodemon away with a rocket and watching it aside).
Oh and that method is a nice find but there are some side effects:
Here's a tip:
Using the flag WARPF_COPYINTERPOLATION instead of WARPF_INTERPOLATE makes things MUCH smoother (including shooting a cacodemon away with a rocket and watching it aside).
Oh and that method is a nice find but there are some side effects:
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Re: [WIP] Software Brightmaps - Updated with item pack
Thanks. And damn it, I've been playing with either the original doom status bar or the doom64 one so long I forgot that Zdoom's hud uses that sprite. I'll be fixing that too for the next update.
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Re: [WIP] Software Brightmaps - Updated with item pack
This is badass. This would look really cool in something like the PSX TC. But on something unrelated, do you have a link for the D64 HUD?
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Re: [WIP] Software Brightmaps - Updated with item pack
I believe wildweasel made one on his HUD thread.
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Re: [WIP] Software Brightmaps - Updated with item pack
Yes, but that's not the one I'm using. I ripped mine from D64Stuff.pk3I believe wildweasel made one on his HUD thread.
do you have a link for the D64 HUD?
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
Updated with Lost Soul (and ShellBox) brightmaps! Optimized code with suggestions from Nash and The Zombie Killer (thanks again!) Fixed bug found by Leonard2.
Updated first post with my usage policy
All rights reserved by SerbianDoomer , should you use this without written permission from SerbianDoomer you will be prosecuted to the full extent of the law... just kidding- screw copyrights You can use this however you please, crediting me is optional.
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
Using the latest version on the first post, when I type IDFA, I only get weapons up to the rocket launcher. The plasma rifle and BFG does not get added. :S
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
Oh, that is serious. I forgot to define the weapon slot for my plasma rifle and BFG replacement... Hotfix coming up.Nash wrote:Using the latest version on the first post, when I type IDFA, I only get weapons up to the rocket launcher. The plasma rifle and BFG does not get added. :S
Edit: There we go. Bug fixed. Thanks Nash for reporting.
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
Alright, weapons seem to be fixed! However, another bug:
The blue skull key looks wrong. :O (Saw this in DOOM 2 MAP25, rooms to the left of the start area)
Sorry to keep pestering you with this stuff. XD
The blue skull key looks wrong. :O (Saw this in DOOM 2 MAP25, rooms to the left of the start area)
Sorry to keep pestering you with this stuff. XD
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
A mod author's life is a hard one . Alas, I cannot understand this because I haven't touched the blue key with my mod at all. I will see if I get any anomalies with it when playing.Nash wrote:Alright, weapons seem to be fixed! However, another bug:
The blue skull key looks wrong. :O (Saw this in DOOM 2 MAP25, rooms to the left of the start area)
Sorry to keep pestering you with this stuff. XD
Edit: Oh for crying out loud. I named my lost soul brightmaps BSKUL ... I wasn't even thinking about it. Such idiocy on my part!
Edit #2: Anyway it's just a cosmetic bug, your blue key will look like a lost soul ... fixing will have to wait at least until tomorrow. Because it will involve renaming my brightmaps and I am just to lazy to go through it now.
Last edited by SerbianDoomer on Sun Jan 05, 2014 4:30 pm, edited 1 time in total.
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
Probably the lump names you used for the Lost Soul brightmap pieces are the same as the blue skull's. That's the immediate thing I can think of.
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
Yeah, figured it out . You spotted that quickly. Thanks!
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Re: [WIP] Software Brightmaps - Updated with Lost Soul
Yeah no worries, take your time, just documenting it! Keep up the good work.