Wishlist?

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Hirogen2
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Post by Hirogen2 »

arcticwolf wrote:True... but that's just *wrong*. :)
Not my fault(tm).

Has this already been posted to the wishlist? Highres texs/flats.
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arcticwolf
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Post by arcticwolf »

Hirogen2 wrote:
arcticwolf wrote:True... but that's just *wrong*. :)
Not my fault(tm).

Has this already been posted to the wishlist? Highres texs/flats.
I never said it was your fault. :)

Highres textures are already on the list, but I think it doesn't hurt to emphasize them again. Truecolour textures would also be nice, btw...
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Hirogen2
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Post by Hirogen2 »

Definitely. Just look how crappy a TC can become just of the Doom palette :cry:
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arcticwolf
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Post by arcticwolf »

Hirogen2 wrote:Definitely. Just look how crappy a TC can become just of the Doom palette :cry:
I feel your pain...
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arcticwolf
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Post by arcticwolf »

OK, here's another one: don't limit freelook to 45 degrees up / down (or whatever value it is). :)
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Bio Hazard
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Post by Bio Hazard »

DDF is basicly DEH on lots and lots of harsh drugs. (A.K.A. DoomScript (TM) )

but its only in EdGe (such a cool feature for such a bad port :cry:)

(if im wrong about that explanation then feel free to correct me...)
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Sticky
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freelook

Post by Sticky »

I'll second the freelook notion. At least a few more degrees than we've got now would be great for aiming/surveying. It'd make it a lot easier to do those straight up rocket jumps too :o Although too much of a down angle and we'll probably overrun the rocket.... Maybe it could be a toggle? Like normal freelook and then you push +"blah" and get extended freelook... :?:

2. I'd still like to see telefrags as an option (disableable, is that word?) but it doesn't seem very feasible....
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MLdB
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Post by MLdB »

guys, guys, in 2.5D anything (far) above 45 degrees down / up looks terribly distorted
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timmie
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Post by timmie »

Death Mage wrote:And those pics at the ZDooMGL site make me cringe. They're horrid! Ug!
http://timmie.squabble.org/screenshots/

Some better screenshots, or at least more recent than those ones (which were from 0.66.2 or thereabouts). As for the command-line renderer, run zdoomgl like this: "zdoomgl +vid_renderer 0" (software) or "zdoomgl +vid_renderer 1" (OpenGL). You can also change it in the console or the video settings menu (and of course it's saved in the ini file).
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arcticwolf
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Post by arcticwolf »

MLdB wrote:guys, guys, in 2.5D anything (far) above 45 degrees down / up looks terribly distorted
Maybe (I'm not an expert), but wouldn't that just mean that the rendering engine would have to be fixed up?
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MLdB
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Post by MLdB »

jup. but it that'll be a huge step from ZDooM to (virtually) ZDooMGL (without the GL) :D
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Death Mage
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Post by Death Mage »

I've been playing with various ports recently. ZDooM is still my favorite. Mostly becuase it's still software mode. The GL ports don't look anywhere near as good. Sure, the levels look a bit better, but the anti-alaising in GL mode makes the sprites look like bad cel-animation wannabes. A quick lession for those involved, AA is good for 3D models.. but it just blurs sprites. And so far, the 3D models are not very impressive.
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Chris
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Post by Chris »

Death Mage: In the console, type "gl_texture_mode GL_NEAREST" without quotes. That'll turn off all filtering and give you all the blocky pixelatted goodness of software rendering, through hardware.
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Post by Cyb »

hirogen: you know you can make your own PLAYPAL lump and use the ROTT pal instead of the Doom pal if you're making a TC (if you're using doom monsters the sprites will be funky colors tho).

and > 45 viewing angle is all but impossible with doom's rendering, allowing more would require a total rewrite for a game that was never intended to have mlook in the first place. I can't get into it too much, but from my understanding floors and ceilings in doom don't exist in the same way they do in true3d games.
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arcticwolf
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Post by arcticwolf »

Death Mage wrote:I've been playing with various ports recently. ZDooM is still my favorite. Mostly becuase it's still software mode. The GL ports don't look anywhere near as good. Sure, the levels look a bit better, but the anti-alaising in GL mode makes the sprites look like bad cel-animation wannabes. A quick lession for those involved, AA is good for 3D models.. but it just blurs sprites. And so far, the 3D models are not very impressive.
Too true. I've attached a shot (from jDoom) which shows that high-res textures and halos can look really nice, but the models (the lamp and the zombies, at least) really suck.

Outside of that, you're right about the sprites, too; turning off antialiasing completely, as Chris suggested, might help there, but what I would like would be to have antialiasing disabled for sprites and enabled for the rest of the scene. I'm not sure if that's possible (or at least reasonably easy) with OpenGL, though.
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