Build movie/slideshow support (or FMV?)

Remember, just because you request it, that doesn't mean you'll get it.

Moderator: GZDoom Developers

User avatar
SanyaWaffles
Posts: 764
Joined: Thu Apr 25, 2013 12:21 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Windows 11 for the Motorola Powerstack II
Graphics Processor: nVidia with Vulkan support
Location: The Corn Fields

Build movie/slideshow support (or FMV?)

Post by SanyaWaffles »

Damn title limit. It's supposed to be "Build movie/slideshow support (or FMV, whichever is more likely)

I noticed in Raze there's slowly work being done on scriptifying the cutscenes/slideshows. That'd be incredibly useful in GZDoom for what we're doing, rather than relying on a dummy map and Event Handler abuse for more complex stuff.

I'm wondering how viable it'd be to port such a thing to GZDoom once it's done in Raze.

It'd be nice if there was something though, and I know Raze is slowly getting this so... yeah, I'm curious.

Also, unrelated, it seems many people want FMV support from me and Metal's discussions with other developers wanting to use GZDoom as an indie game engine. I know it's been rattled around in the past, but licensing/bloat issues seems to have canned the idea of using MP4. I wonder if other, more loosely licensed code and slimmer libraries exist to support formats such as OGV (I believe Blood Fresh Supply uses that).

Even if it's not 1:1 due to Raze/Build coding license differences, I'm wondering how this could be done.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48543
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Build movie/slideshow support (or FMV?)

Post by Graf Zahl »

There's already a branch for this - the main problem is that it's a lot harder to integrate into Doom's flow of actions between levels.
In Raze I could start from scratch and toss out all the old code for intermissions and build something very streamlined that could handle everything through one generic handler - but that's not possible in Doom - we got the existing intermission scripts and the totally separate summary screens to contend with - and both of these features are subject to user customization so they cannot simply be tossed out.
User avatar
SanyaWaffles
Posts: 764
Joined: Thu Apr 25, 2013 12:21 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Windows 11 for the Motorola Powerstack II
Graphics Processor: nVidia with Vulkan support
Location: The Corn Fields

Re: Build movie/slideshow support (or FMV?)

Post by SanyaWaffles »

Oh, so it's just a matter of time and sorting that out?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48543
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Build movie/slideshow support (or FMV?)

Post by Graf Zahl »

It's mainly a matter of motivation to sift through this code and get it right.

Return to “Feature Suggestions [GZDoom]”