Graf Zahl Posted June 13, 2010 So far nobody but me has ever added anything to it. 0 Quote Share this post Link to post
Gez Posted June 13, 2010 Well, I added a parser for detail textures. All it does is parse them, of course. I'm not going to try implementing detail textures. But the detail_test.wad file can now be loaded without errors. 0 Quote Share this post Link to post
entryway Posted June 13, 2010 Gez said:Well, I added a parser for detail textures. All it does is parse them, of course. I'm not going to try implementing detail textures. But the detail_test.wad file can now be loaded without errors. I am sure you did it incorrectly, because you do not know syntax. So it is:detail { (walls | flats) [default_detail_name [width [height [offset_x [offset_y]]]]] { texture_name [detail_name [width [height [offset_x [offset_y]]]]] } }Where detail_name is a bmp/png/tga/jpg/pcx/gif lump between HI_START/HI_END markers. You do not need to add it to TEXTURES1 or somewhere else. Example: detail { walls smooth01 32.0 //default detail for walls (width = 32, height = 16, offset_x/y = 0) { brick7 detstone 64.0 64 10.532 brick8 detail02 // detail02 16 16 0 0 water1 // do not apply default detail to water water2 water3 water4 } flats // no default detail for flats { grass1 Grass01 32 32 NUKAGE1 detslime 16 16 0 0 // different offsets for animated flats make sense NUKAGE2 detslime 16 16 4 4 NUKAGE3 detslime 16 16 8 8 } } 0 Quote Share this post Link to post
Gez Posted June 13, 2010 entryway said:I am sure you did it incorrectly, because you do not know syntax. So it is:detail { (walls | flats) [default_detail_name] [, width] [, height] [, offset_x] [, offset_y] { texture_name [detail_name] [,width] [, height] [, offset_x] [, offset_y] } } That doesn't seem right. detail { (walls | flats) [default_detail_name [width height [offset_x offset_y]]] { texture_name [detail_name] [width height [offset_x offset_y]] } }Seems more plausible this way. 0 Quote Share this post Link to post
entryway Posted June 13, 2010 Gez said:Seems more plausible this way. You can specify width without height and offset_x without offset_y. Default values are (width:16 height:16 offset_x:0 offset_y:0) So it is:detail { (walls | flats) [default_detail_name [width [height [offset_x [offset_y]]]]] { texture_name [detail_name [width [height [offset_x [offset_y]]]]] } } 0 Quote Share this post Link to post
Doom_user Posted June 14, 2010 The 5:4 aspect ratio is incorrect. It increases the player's vertical viewing area by 11.11%, when it should only be increased by 6.66%. 0 Quote Share this post Link to post
Mechadon Posted June 14, 2010 Changelog said:[+] Added support for ZDoom normal uncompressed nodes. I just wanted to pop in here and say thanks for taking the time to add this feature! 0 Quote Share this post Link to post
Gez Posted June 14, 2010 Mechadon said:I just wanted to pop in here and say thanks for taking the time to add this feature! Eternity just got that, too, by the way. Today, actually (r1212). 0 Quote Share this post Link to post
entryway Posted June 15, 2010 Doom_user said:The 5:4 aspect ratio is incorrect. It increases the player's vertical viewing area by 11.11%, when it should only be increased by 6.66%. Fixed? 0 Quote Share this post Link to post
Doom_user Posted June 15, 2010 It's unchanged. I use a test level to check this, if the 5:4 aspect ratio were only increasing the vertical viewing area by 6.66% the steps would line up exactly between the 4:3 and 5:4 screenshots, but since the vertical viewing area is increased by 11.11%, everything gets vertically compressed in the 5:4 aspect ratio. 0 Quote Share this post Link to post
entryway Posted June 15, 2010 Doom_user said:It's unchanged Are you sure you are using the latest build? For me it is identical to (g)zdoom now. http://prboom-plus.sf.net/2506_5x4.png http://prboom-plus.sf.net/2507_5x4.png 0 Quote Share this post Link to post
ReFracture Posted June 15, 2010 Hey entryway, I'd like to bring a few GL rendering tidbits to your attention: Vrack II start of level: PrBoom-Plus Software mode: http://img532.imageshack.us/img532/1941/softx.jpg PrBoom-Plus OpenGL mode: http://img266.imageshack.us/img266/5062/60523425.jpg GZDoom OpenGL mode: http://img231.imageshack.us/img231/6627/gzgl.jpg And another different issue in Map 31 of Alien Vendetta: PrBoom-Plus OpenGL: http://img408.imageshack.us/img408/6240/avprgl.jpg GZDoom OpenGL: http://img651.imageshack.us/img651/3108/avgzgl.jpg Not really sure if you know about these or not. 0 Quote Share this post Link to post
entryway Posted June 15, 2010 Mike.Reiner said:And another different issue in Map 31 of Alien Vendetta: And another on eternal.wad map13 http://prboom-plus.sf.net/doom29.png 0 Quote Share this post Link to post
Graf Zahl Posted June 15, 2010 Mike.Reiner said:Hey entryway, I'd like to bring a few GL rendering tidbits to your attention: Vrack II start of level: PrBoom-Plus Software mode: http://img532.imageshack.us/img532/1941/softx.jpg PrBoom-Plus OpenGL mode: http://img266.imageshack.us/img266/5062/60523425.jpg GZDoom OpenGL mode: http://img231.imageshack.us/img231/6627/gzgl.jpg Please don't remind me! I can't remember how long I needed to make this horrendously broken sky setup work... 0 Quote Share this post Link to post
entryway Posted June 15, 2010 Graf Zahl said:Please don't remind me! http://prboom-plus.sf.net/gzdoom_av_map20.png 0 Quote Share this post Link to post
Doom_user Posted June 15, 2010 I redownloaded from http://prboom-plus.sourceforge.net/prboom-plus-2.5.0.7.test-win32.zip and redid the test just to be sure. Unless I'm overlooking something, it appears to be unchanged. 0 Quote Share this post Link to post
entryway Posted June 15, 2010 I do not understand your test map and I do not know your resolution and settings. The only way I can test it is comparison with gzdoom at for example 800x600w. And it is absolutely similar now. 0 Quote Share this post Link to post
Doom_user Posted June 16, 2010 GZDoom's 5:4 aspect ratio is incorrect too. GZDoom If you want to test this in PrBoom Plus do this. Using render_aspect 3 and any 4:3 resolution take a screenshot of any level without moving from the player start. Now, using render_aspect 4 and a 5:4 resolution that's the same width as the 4:3 resolution take a screenshot of the same level without moving from the player start. Now put the screen shots side by side (vertically center the 4:3 screen shot). Everything in the 5:4 screen will look scrunched in/vertically compressed compared to the 4:3 screen shot. This is because the 5:4 screen is 6.66% taller then the 4:3 screen, but the player's vertical viewing area is being increased by 11.11%. The test level I'm using is nothing but a series of stairs in front of the player to make the scrunched in/vertically compressed effect more obvious. If the 5:4 aspect ratio was correct the stairs in the 4:3 and 5:4 screenshots would line up when put side by side. Test level http://download1002.mediafire.com/cnwvjgzmsywg/ldz4ucgrifm/stripe.wad 0 Quote Share this post Link to post
entryway Posted June 16, 2010 Doom_user said:GZDoom's 5:4 aspect ratio is incorrect too. Ok. I think I have fixed it. Check it again. I do not know why 5/4 == 1.2 in gzdoom. It should be 1.25, right? 0 Quote Share this post Link to post
Doom_user Posted June 16, 2010 I just tested the software renderer, the 5:4 aspect ratio works correctly in it. http://img96.imageshack.us/img96/3426/bigcompalt.png Notice how everything is perfectly lined up between the 4:3 and 5:4 sides. Now look at the same thing in the gl renderer. http://img195.imageshack.us/img195/194/bigcomp.png Edit:Nevermind I didn't see entryway's previous post. 0 Quote Share this post Link to post
Doom_user Posted June 16, 2010 entryway said:Ok. I think I have fixed it. Check it again. I do not know why 5/4 == 1.2 in gzdoom. It should be 1.25, right? 1.25 is correct. This explains why there was an 11.11% increase in the player's vertical viewing area, in a 6:5 resolution that would be the correct amount to increase it by. I'll download and check it. 0 Quote Share this post Link to post
entryway Posted June 16, 2010 Doom_user said:Now look at the same thing in the gl renderer. Are you sure you are using the latest version? glboom-plus.exe 1 138 688, 16 Jun 10, 12:38 http://prboom-plus.sourceforge.net/aspect_comparing.png Left: glboom-plus.exe stripe.wad -geom 800x600w and 4x3 aspect Right: glboom-plus.exe stripe.wad -geom 800x640w and 5x4 aspect Doom_user said:Edit:Nevermind I didn't see entryway's previous post. Oh ok :) 0 Quote Share this post Link to post
entryway Posted June 16, 2010 Doom_user said:It works perfectly now. GrafZahl needs to check his calculator then. Or probably 1.2 was there, because pixels are not square at 5x4? Does it matter? Al least now it is similar to software... 0 Quote Share this post Link to post
Gez Posted June 16, 2010 Doom_user said:GZDoom's 5:4 aspect ratio is incorrect too. GZDoom Now, using render_aspect 4 and a 5:4 resolution that's the same width as the 4:3 resolution take a screenshot of the same level without moving from the player start. I see only one 5:4 resolution in GZDoom (720x576), and no 4:3 resolution available has the same width (640x480 or 768x576, but no 720x540). 0 Quote Share this post Link to post
entryway Posted June 16, 2010 Gez said:I see only one 5:4 resolution in GZDoom (720x576), and no 4:3 resolution available has the same width (640x480 or 768x576, but no 720x540). That is because zdoom does not allow to set any resolution if it is windowed. Or probably I do not know corresponding command line switches. PrBoom allows any with -geom WxHw http://prboom-plus.sf.net/res01.png http://prboom-plus.sf.net/res02.png 0 Quote Share this post Link to post
Gez Posted June 16, 2010 entryway said:That is because zdoom does not allow to set any resolution if it is windowed. Or probably I do not know corresponding command line switches. PrBoom allows any with -geom WxHw Console command: vid_setmode <width> <height> But it still doesn't allow any arbitrary resolution, however. (E.g., vid_setmode 400 800 will tell you it's an unknown mode.) 0 Quote Share this post Link to post
TimeOfDeath Posted June 23, 2010 When I set the resolution to anything below 512x384, it looks like this in fullscreen mode: The display area is squished to the top with a bunch of junk underneath. 0 Quote Share this post Link to post
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