Wall portals

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ibm5155
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Re: Wall portals

Post by ibm5155 »

OFF: Why all that talk about Action Doom 2? it was released and it's working :s or the author wants to update the map?

ON: @Graf, are you already touching this code to be opengl compatible? or for now this kind of portals is software only?
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Re: Wall portals

Post by Gez »

Urban Brawl uses a lot of [wiki]stacked sectors[/wiki], so it's a good reference for doing regression tests on ZDoom's existing portal functionalities.

The aforementioned bus, notably, uses an ingenious hack with a stack on a very steeply sloped sector to create the illusion of a line portal.
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Re: Wall portals

Post by Major Cooke »

OpenGL can handle anything the software renderer can, plus more... I don't know what makes you think it would be software only.
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Re: Wall portals

Post by Graf Zahl »

ibm5155 wrote: ON: @Graf, are you already touching this code to be opengl compatible? or for now this kind of portals is software only?
Strictly parallel portals Eternity style are already working, albeit in a separate branch. Adding full functionality for this is one hour of work at most (namely to rotate the matrices to the desired view direction.)

It will be done as soon as this here gets merged.
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Re: Wall portals

Post by Graf Zahl »

Gez wrote:Urban Brawl uses a lot of [wiki]stacked sectors[/wiki], so it's a good reference for doing regression tests on ZDoom's existing portal functionalities.

The aforementioned bus, notably, uses an ingenious hack with a stack on a very steeply sloped sector to create the illusion of a line portal.

The only problem with this mod is that it pushes the hackish implementation in ZDoom to its absolute limits which pretty much makes any change to the current stacked sector code impossible.
If true sector portals ever can be made to work it'll probably require quite a bit of redundancy to perform the new stuff in a saner and less performance degrading fashion without breaking the old one. Just getting Vaprdemo.wad started with the software renderer shows some pretty strong performance impact in the starting train which simulates a reflective floor with as portal. Something in there is not doing things right...
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Re: Wall portals

Post by ibm5155 »

What happens if a 3D floor wall is a wall portal? does it work?
Also one nice thing to test, that I didn't saw on the demo wad are movable walls, almost all the portals has fixed sizes over the map, add a floor waggle and lets see the result with the portals :p
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Re: Wall portals

Post by Major Cooke »

I believe it does, the massive disco room had some? perhaps? I think... The massive tower in the video on the first page definitely looked like it had some portals potentially on 3D floors.
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Re: Wall portals

Post by Graf Zahl »

ibm5155 wrote:What happens if a 3D floor wall is a wall portal? does it work?
No, that won't work.
ibm5155 wrote: Also one nice thing to test, that I didn't saw on the demo wad are movable walls, almost all the portals has fixed sizes over the map, add a floor waggle and lets see the result with the portals :p
That should be possible, but why are you so intent of going crazy on this.
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Re: Wall portals

Post by ibm5155 »

Major Cooke wrote:I believe it does, the massive disco room had some? perhaps? I think... The massive tower in the video on the first page definitely looked like it had some portals potentially on 3D floors.
It wasn't actually a 3D floor, but, a Big PolyObject wher his interior was that little rom with 3D floors (quite well done)
Graf Zahl wrote:
ibm5155 wrote: Also one nice thing to test, that I didn't saw on the demo wad are movable walls, almost all the portals has fixed sizes over the map, add a floor waggle and lets see the result with the portals :p
That should be possible, but why are you so intent of going crazy on this.
For testing the code limits :mrgreen:
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Re: Wall portals

Post by Gez »

ibm5155 wrote:Also one nice thing to test, that I didn't saw on the demo wad are movable walls, almost all the portals has fixed sizes over the map, add a floor waggle and lets see the result with the portals :p
There's actually a portal door in the demo map. At least, I think there's one; maybe I didn't upload the version with it, it's been a while.
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Re: Wall portals

Post by hfc2x »

Gez wrote:That said, there are advantages to Eternity's more restrained portal features. It allows to make neat stuff with the automap:

If the same thing was successfully attempted on ZDoom, the automap view for the test map would completely spaz out.
I think that feature can be actually useful in ZDoom too. The only thing needed would be (if possible, obviously) to restrict automap overlaying only when using static, Eternity-like portals, and disable that when it's a dynamic one so it doesn't cause major problems.
Graf Zahl wrote:The only problem with this mod is that it pushes the hackish implementation in ZDoom to its absolute limits which pretty much makes any change to the current stacked sector code impossible.
If true sector portals ever can be made to work it'll probably require quite a bit of redundancy to perform the new stuff in a saner and less performance degrading fashion without breaking the old one.
Is it possible to make the engine use the old rendering code for some exclusive maps only? That way you wouldn't have to worry about breaking compatibility..
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Re: Wall portals

Post by Graf Zahl »

Hard to say. I never tried to understand the gory details of software rendered portals. All I see is that it glitches like crazy and is quite a bit slower than Eternity is.
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Re: Wall portals

Post by Tormentor667 »

Is there a binary that can be downloaded?
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Re: Wall portals

Post by Gez »

Look more carefully at the first post.
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Re: Wall portals

Post by Tormentor667 »

Now I found it, thanks Gez

*EDIT*
Just tried it, this is really great... imagine the possibilites :) One question though: As of now this is for the software renderer ZDOOM. How hard will it be to make this also work in hardware GZDOOM?

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