ketmar Posted March 28, 2022 (edited) @Steinkrauz, please, don't promote anything from that author here. thank you. Edited March 28, 2022 by ketmar 1 Share this post Link to post
3t0 Posted March 29, 2022 Regarding voxels, I realize quite a lot of work went into the triangulation, but would it be possible to have "raw" particle mode too? Square/round particles raw mode toggle would be awesome too. If it seems like stupid idea, please disregard. 0 Share this post Link to post
camper Posted March 29, 2022 Here, according to the "round particles" (which appear during the explosion). They can set the level of damage, like from shrapnel? 0 Share this post Link to post
ketmar Posted March 29, 2022 (edited) 6 hours ago, 3t0 said: but would it be possible to have "raw" particle mode too? Square/round particles raw mode toggle would be awesome too. there is simply no voxel data left after building a mesh. also, voxel model is hollow inside. and the renderer can render only textured triangle soup/triangle fan. so it is possible, but will require some significant rewriting of renderer. definitely not now. ;-) p.s.: also note that you need a proper model for volumetric (stenciled) shadows. and shadowmaps won't look that good too. there are ways to render small voxel models entirely with GPU shaders, but it will require bumping minimum OpenGL version, and quite recent GPU for good performance. and rewriting the whole renderer for new GPUs too. ;-) 1 hour ago, camper said: Here, according to the "round particles" (which appear during the explosion). They can set the level of damage, like from shrapnel? it's a purely visual effect, they don't exist in the game world, and cannot interact with it. i.e. the answer is "no, sorry". Edited March 29, 2022 by ketmar 0 Share this post Link to post
usernameak Posted April 4, 2022 Might be a weird feature suggestion, but what if you add ScriptCall ACS function with the same behavior as in GZDoom, but invoking VavoomC static functions instead of ZScript ones? Or, well, I could write it myself if you tell me where to send pull requests (...I don't see such feature on repo.or.cz?) 0 Share this post Link to post
Gez Posted April 4, 2022 IIRC, ketmar has previously discouraged using VavoomC on the rational that it basically creates a maintenance burden as it gives a lot less wiggle room to do internal changes to it without risking breaking mods. 1 Share this post Link to post
ketmar Posted April 4, 2022 (edited) 1 hour ago, usernameak said: Might be a weird feature suggestion, but what if you add ScriptCall ACS function with the same behavior as in GZDoom, but invoking VavoomC static functions instead of ZScript ones? but why? i mean, what do you want to accomplish with that? i mostly don't want people to use VavoomC (at least not until it is strictly necessary). DECORATE and ACS can be implemented mostly anywhere (at least partially), but VC/ZS can't. also, as Gez noted, encouraging people to use VavoomC will force me to freeze it, effectively blocking any further major engine changes (because Vavoom is not "scripted in VavoomC", it is written in VavoomC, even physics and playsim). you can add new DECORATE actions with VavoomC code, though, if you really need to. i see this as a better way of modding, because other engines could reimplement those new actions with ZS/C/C++, and the mod will work there too. so, if you have something you want to do, and you feel that k8vavoom is missing some specific API, i may simply add that new API instead of giving access directly to engine internals. Edited April 4, 2022 by ketmar 2 Share this post Link to post
Arsinikk Posted April 7, 2022 Do you think it would be possible to include an exception for the "SpawnMulti" property in the ZMAPINFO parser? I have a wad (100 Line Massacre) that includes a custom difficulty mode for ZDoom ports that includes this in the skills definition. I realise that "SpawnMulti" is a relatively new addition of ZMAPINFO, so I'm not surprised that K8vavoom doesn't support it... While old ZDoom ports (ex: original ZDoom and Zandronum) don't support this command, they still load the wad just fine and just throwing an error message in the console. K8vavoom however is the only port that seems to just hard crash during startup while reading this line. I'm not necessarily asking for the full implementation of the "SpawnMulti" property. Mostly I'd just like the port not to hard crash when it reads that line and to instead read past it, since the wad works perfectly fine otherwise. 1 Share this post Link to post
Gez Posted April 7, 2022 SpawnMulti is a skill setting flag that makes multiplayer-only things get spawned in single-player mode too. It basically allows to recreate the Ultra-Violence+ mode from Doom Classic Unity port (to wit: SpawnFilter = hard, FastMonsters, SpawnMulti). 2 Share this post Link to post
ketmar Posted April 16, 2022 On 4/7/2022 at 10:24 AM, Arsinikk said: Do you think it would be possible to include an exception for the "SpawnMulti" property in the ZMAPINFO parser? thank you, i'll look at it. will try to implement support for the next public build. On 4/7/2022 at 10:24 AM, Arsinikk said: K8vavoom however is the only port that seems to just hard crash during startup while reading this line. this is the way k8vavoom works: i prefer it to abort when it sees something it doesn't understand, instead of silently ignoring everything. because nobody reads warnings anyway. ;-) 1 Share this post Link to post
ketmar Posted April 16, 2022 WARNING! THIS IS VERY OFFICIAL! ;-) for several reasons, i don't feel like i can freely express myself on DoomWorld anymore. i won't be reading this topic, and won't publish k8vavoom updates here. this DOESN'T mean that k8vavoom development is stopped, no wai. i have no intention to drop the project, and new exciting engine features are on their way! please, note that you can report bugs and request features directly at Fossil repo too. you don't have to register there, just login as anonymous. tickets are premoderated, so don't worry if they won't appear immediately. there is a very simple forum there too, so if you have any k8v-related questions, you can ask 'em there. i am really sorry for how things turned out. stay with us at our new home if you can, you won't be disappointed! ketmar is off, and logged out. 9 Share this post Link to post
Lobo Posted April 16, 2022 Well done mod team: you just intimidated and persecuted a port dev off the boards. A normal reaction would be to analyse what happened here. But I know you won't. 0 Share this post Link to post
Remilia Scarlet Posted April 16, 2022 (edited) 12 hours ago, ketmar said: please, note that you can report bugs and request features directly at Fossil repo too. you don't have to register there, just login as anonymous. tickets are premoderated, so don't worry if they won't appear immediately. there is a very simple forum there too, so if you have any k8v-related questions, you can ask 'em there. Oh nice, you got the forum up and running. I'm already on the Fossil repo to report tickets and make the rare patch, and I'm looking forward to using the forum now as well ^_^ (not to mention the CCD stuff...) Edited April 16, 2022 by Remilia Scarlet 1 Share this post Link to post
Steinkrauz Posted April 16, 2022 @Arsinikk, in the case you are on Windows and don't want to wait a public release, you can grab my current build here. I was able to load 100 Line Massacre with it and play first five levels, so on some basic level it works. 1 Share this post Link to post
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