Voxel addons - 7 done

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seedzhao
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Re: Voxel addons - 7 done

Post by seedzhao »

voxelbro, there´s something i would like to mention, voxels are slowing down my game, in some stages...
is there something i can do about it, or must i buy a new pc?

also, in zdoom voxels are floating in mid air, is that because of 3d floors?
this not happen in gzdoom...
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Captain J
 
 
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Re: Voxel addons - 7 done

Post by Captain J »

for me, i was tested it with ww_doomnukem with latest ver of gzdoom. and it did worked fine and without lags or glitches.
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seedzhao
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Re: Voxel addons - 7 done

Post by seedzhao »

i´m using Hellspawn + Voxelbro...
i suspect that is my old pc... except for voxels floating in mid air using zdoom...

but these voxels are excellent, i can imagine this with monsters models.
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Viscra Maelstrom
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Re: Voxel addons - 7 done

Post by Viscra Maelstrom »

voxels shouldn't be too resource-intensive, i think. i don't know how Zdoom handles them. GZDoom basically converts the voxels to a model when running, if memory serves me correctly.
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patrik
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Re: Voxel addons - 7 done

Post by patrik »

Nice voxels packs you have here, Voxelbro! I am using pack Hellspawn+Voxelbro, but I would like to ask, could you also release alternate variation of it without spinning animation of pickups? To me it just looks too arcad-ish and bit out of place in Doom. (Yeah, I know all succesors of Doom from iD Soft up to Quake III included them, but I still think it doesnt suit Doom.) Thanks. ;)

P.S. Sorry for bit off-topic, but have you maybe considered joining forces with Duke Nukem 3D voxel project for Eduke32? http://forums.duke4.net/topic/3322-duke-3d-voxel-pack/ It got bit stalled recently and I think your skills and style could easily fit in and be great asset to its efforts. And honestly I would like to see you tackle on other classic 2.5D FPS games. :D
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VGA
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Re: Voxel addons - 7 done

Post by VGA »

Don't you dare try to steal Voxelbro from us!

:-)
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Onar4241
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Re: Voxel addons - 7 done

Post by Onar4241 »

Viscra Maelstrom wrote:voxels shouldn't be too resource-intensive, i think. i don't know how Zdoom handles them. GZDoom basically converts the voxels to a model when running, if memory serves me correctly.
Since I have seen that GZDoom filters sprites, textures and MD2/MD3 models, I think it tries to filter the Voxels, yet Voxels have no support for that. You should NOT run Voxels under OpenGL renderer.
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xenoxols
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Re: Voxel addons - 7 done

Post by xenoxols »

Umm, what? Voxels work fine under filters in OpenGL.
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VGA
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Re: Voxel addons - 7 done

Post by VGA »

Voxels work perfectly in gzdoom, wtf.
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Onar4241
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Re: Voxel addons - 7 done

Post by Onar4241 »

xenoxols wrote:Umm, what? Voxels work fine under filters in OpenGL.
I didn't said they won't work, I said that you will get a decrease of performance.
Skrell
Posts: 362
Joined: Mon Mar 25, 2013 11:47 am

Re: Voxel addons - 7 done

Post by Skrell »

here is probably a dumb question, but can i use voxels in Zandronum? I just tried the BrutalSE pack and got a weird error message. :(
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iSpook
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Re: Voxel addons - 7 done

Post by iSpook »

Nope, you can not.
Skrell
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Re: Voxel addons - 7 done

Post by Skrell »

Any chance someone could finish translating all the weapons in BrutalSE to voxels? They look so great so far!
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Captain J
 
 
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Re: Voxel addons - 7 done

Post by Captain J »

IF the creator also author; Voxelbro is still alive. otherwise the point is, let's lurk more for more news.
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Voxelbro
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Re: Voxel addons - 7 done

Post by Voxelbro »

while I am slowly making more stuff for Brutal Doom SE, the remaining stuff is complex so it is kinda hard and takes some serious work

also being the mod with most chances to update and lose all work doesn't help

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