Thanks Marisa, appreciate it.
GZDoom 4.10.0 released
Moderator: GZDoom Developers
-
- Posts: 10
- Joined: Sun Nov 27, 2022 7:52 pm
- Preferred Pronouns: They/Them
- Location: Self made purgatory.
Re: GZDoom 4.10.0 released
-
- Posts: 165
- Joined: Sun Feb 07, 2016 11:38 am
- Operating System Version (Optional): Windows 10
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Ukraine
Re: GZDoom 4.10.0 released
Could you please explain, how to use this and what exactly this mean? As I understand, I should give actor in decorate or zscript definition a flag +SPF_SCALEDNOLERP, so this actor will rotate with more than 35 fps framerate?Make the new scaled angle changes at frame rate opt-in behind new flag `SPF_SCALEDNOLERP`.
-
- Posts: 829
- Joined: Sun Jun 16, 2019 9:17 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Gosford NSW, Australia
Re: GZDoom 4.10.0 released
If you're calling SetPitch/SetAngle/SetRoll against an actor and (currently) are only doing it once per tic, using this flag will scale the adjustment you request within the renderer without forcing the engine into full interpolation mode for that tic. When the entire tic is interpolating, instead of having your mouse polled at 144 fps or whatever you might be capping the fps at, it polls at 35 fps which can be noticable to those sensitive to input lag.theleo_ua wrote: ↑Wed Dec 07, 2022 10:07 amCould you please explain, how to use this and what exactly this mean? As I understand, I should give actor in decorate or zscript definition a flag +SPF_SCALEDNOLERP, so this actor will rotate with more than 35 fps framerate?Make the new scaled angle changes at frame rate opt-in behind new flag `SPF_SCALEDNOLERP`.
I will be submitting a change to the underlying implementation so that it doesn't matter if you change an actor's pitch/yaw/roll multiple times within a tic, but it still needs to be behind this new flag because there's mods out there doing very weird shit that can't be grandfathered in.
This is similar to how Raze does input adjustments. The only time synchronised input is ever forced upon a player in Raze is when mouse input is to be locked by the game, or you're using one of Shadow Warrior's sector object vehicles, such as the boat or tank (but I will be looking at those at some point in the future).
-
- Spotlight Team
- Posts: 1075
- Joined: Mon Nov 25, 2019 8:54 am
- Graphics Processor: Intel (Modern GZDoom)
Re: GZDoom 4.10.0 released
A heartfelt thanks as always to the entire team for pushing a new entry of GZ into the realm.
-
- Posts: 151
- Joined: Wed Dec 26, 2018 3:36 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 7
- Graphics Processor: Not Listed
- Location: El Alto - La Paz - BOLIVIA
Re: GZDoom 4.10.0 released
Quaternion support + A_ChangeModel
this is very interesting.........
this is very interesting.........
-
- Posts: 103
- Joined: Sun Mar 03, 2019 11:59 am
Re: GZDoom 4.10.0 released
I'm not sure where to post this, but I need help. Deleting the GZdoom saves in the documents folder doesn't actually get rid of them, when I open the app.
-
- Posts: 829
- Joined: Sun Jun 16, 2019 9:17 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Gosford NSW, Australia
-
- Posts: 13684
- Joined: Tue Jan 13, 2004 1:31 pm
- Preferred Pronouns: She/Her
Re: GZDoom 4.10.0 released
ARM64 build was redone from scratch, with an updated version of ZMusic and libjpeg-turbo.
-
- Posts: 21
- Joined: Sun Sep 11, 2022 4:37 am
Re: GZDoom 4.10.0 released
I didn't know in which forum category i should ask this, so i'm asking here.
Can you please tell me, in which version GZDoom changed the base directory for the -loadgame parameter? I noticed that in old versions -loadgame expected path relative to the current working directory, but in this newest version it expects a path relative to the -savedir parameter, or the default data directory which is "Saved Games\GZDoom\IWAD name", but i haven't found out where exactly this change happened.
I only found that in 4.9 the config directory and data directory changed, but i'm not sure if the -loadgame base dir was part of it or not.
Can you please tell me, in which version GZDoom changed the base directory for the -loadgame parameter? I noticed that in old versions -loadgame expected path relative to the current working directory, but in this newest version it expects a path relative to the -savedir parameter, or the default data directory which is "Saved Games\GZDoom\IWAD name", but i haven't found out where exactly this change happened.
I only found that in 4.9 the config directory and data directory changed, but i'm not sure if the -loadgame base dir was part of it or not.