Jump to content

GZDoom = ZDoom + OpenGL + 3D floors


Graf Zahl

Recommended Posts

  • Replies 82
  • Created
  • Last Reply

Top Posters In This Topic

Planky said:

Which brings to mind, how much of FS are you going to incorporate into GZDoom? I imagine only a basic set, with ACS doing the rest (although there are some nice legacy functions (although not in the current release) I wouldn't mind seeing in your port).



Since I have done some minor work with an old Eternity version of FS I started from there. With the exception of the inventory function it's mostly adjusting the data organisation. It's a lot of work but nothing complicated. The inventory code is the biggest issue because ZDoom uses a totally incompatible system to handle it.

When I'm done with that I'll add all required Legacy-only functions which fortunately isn't that much. The one thing I won't support for now are HUD pics (because I have nothing to test them with.)

Share this post


Link to post

Yes! That version works!



Here is the log. My card is a (32 mb) ATI Rage 128 Pro Ultra.




Log started: Wed Sep 07 16:20:38 2005

adding zdoom.wad (140 lumps)
adding ./doom2.wad (2919 lumps)
CPU Speed: 1794.198255 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) 4 CPU 1.80GHz 4 CPU 1.80GHz
Family 15, Model 1, Stepping 2
Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RAGE 128 Pro Ultra x86/SSE2
GL_VERSION: 1.2.1716 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_window_pos GL_ATI_texture_mirror_once GL_ATI_vertex_streams GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture_env_add GL_EXT_texture3D GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_object GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_texgen_reflection GL_SGI_texture_edge_clamp GL_SGIS_texture_border_clamp GL_SGIS_texture_lod GL_SGIS_multitexture GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
ZGL: Couldn't choose pixel format. Retrying in compatibility mode
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RAGE 128 Pro Ultra x86/SSE2
GL_VERSION: 1.2.1716 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_window_pos GL_ATI_texture_mirror_once GL_ATI_vertex_streams GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture_env_add GL_EXT_texture3D GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_object GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_texgen_reflection GL_SGI_texture_edge_clamp GL_SGIS_texture_border_clamp GL_SGIS_texture_lod GL_SGIS_multitexture GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
Resolution: 800 x 600
Init DOOM refresh subsystem.
2659 textures created
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RAGE 128 Pro Ultra x86/SSE2
GL_VERSION: 1.2.1716 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_window_pos GL_ATI_texture_mirror_once GL_ATI_vertex_streams GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture_env_add GL_EXT_texture3D GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_object GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_texgen_reflection GL_SGI_texture_edge_clamp GL_SGIS_texture_border_clamp GL_SGIS_texture_lod GL_SGIS_multitexture GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
ZGL: Couldn't choose pixel format. Retrying in compatibility mode



+MAP01 - entryway

A chainsaw! Find some meat!
Picked up a clip.
Picked up a clip.
Picked up a clip.
Picked up an armor bonus.
Picked up a clip.
Picked up a clip.

<------------------------------->
A Secret is revealed!
<------------------------------->
Picked up a stimpack.
Picked up a stimpack.

<------------------------------->
A Secret is revealed!
<------------------------------->
Picked up a clip.
Picked up a clip.
Picked up a clip.
Picked up a medikit.
Picked up a clip.
Picked up a medikit.
Picked up a medikit.

<------------------------------->
A Secret is revealed!
<------------------------------->
Picked up the armor.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.

<------------------------------->
A Secret is revealed!
<------------------------------->
You got the rocket launcher!

<------------------------------->
A Secret is revealed!
<------------------------------->
Picked up 4 shotgun shells.
You got the shotgun!

Share this post


Link to post
  • 3 weeks later...

There's this eternal question, why do you people always and I mean always make a new port, why cant you just cooperate and work together and bring this to zdoom? isn't it best to forget all the pride involved (goes for all people) to create one great port? Do you know what you could archieve together! This is a nice thingy but I sure would prefer to see it in the official zdoom.

Share this post


Link to post
Kinkyfriend said:

There's this eternal question, why do you people always and I mean always make a new port, why cant you just cooperate and work together and bring this to zdoom? isn't it best to forget all the pride involved (goes for all people) to create one great port? Do you know what you could archieve together! This is a nice thingy but I sure would prefer to see it in the official zdoom.


Idealism. I like it.

Most programmers I know are individuals and work in a team of one. Especially when its your part time project. Its not a bad thing, just a fact.

Share this post


Link to post
DarkknightXC said:

Idealism. I like it.

Most programmers I know are individuals and work in a team of one. Especially when its your part time project. Its not a bad thing, just a fact.


Idealism is good for yourself but never for others as they will surely never live up to it. It's not "bad" but its not always a strength to not work in teams...

Share this post


Link to post

Oh yeah: the last thing you do to a programmer who has completed a shedload of work is to point out something that questions his work and makes you sound ungrateful. Sure-fire way to upset the natives. (I would upset me no end :).

Share this post


Link to post

I dont want you to get me wrong, sorry if it has seemed as such, I think it seems great this project and I am thankful for your time that you commit upon mortals as me and myself :) Anyhow I was just saying that it's a pity that people just can't work together rather than against- or on the side of each other. Oh well keep up the good work dude.

Share this post


Link to post

The reason this is not in ZDoom is because Randy doesn't want it there, or if he does, refuses to say jack shit about putting it in. And I believe hes the one that has the final say in the matter.

Share this post


Link to post
HobbsTiger1 said:

The reason this is not in ZDoom is because Randy doesn't want it there, or if he does, refuses to say jack shit about putting it in. And I believe hes the one that has the final say in the matter.

Just wonder when his pride is not considered over what would be best to do :/

Share this post


Link to post

Has anyone created a GZDoom configuration file for wadauthor? I have already put one together but the only additions are the RGB light source and the textured poly bridges since these seem to be some of the major effects.

Chris

Share this post


Link to post

Currently the only things you can set in a configuration file are the lights and the 3D-floors. Everything else concerns things you do in separate text lumps (like DECORATE.)


The only other thing is sector type '196: Heals player' but that's also available in ZDoom 2.0.97 and up.

Share this post


Link to post
z34chris said:

Has anyone created a GZDoom configuration file for wadauthor?

I attempted one, but failed miserably. Copying chunks of Legacy.wcf into ZDoom.wcf doesn't quite work, heh.

Share this post


Link to post
DooMAD said:

I attempted one, but failed miserably. Copying chunks of Legacy.wcf into ZDoom.wcf doesn't quite work, heh.


Of course not. That's because Legacy's line types don't exist in Hexen format. All the 3D-floor stuff is done with line type 160:

Sector_Set3DFloor(tag, type, flags, alpha)

But since I have no experience with WadAuthor configs someone else has to add it to the ZDoom config and post it here.

Share this post


Link to post

Shall I post the one that I have? It is just the zdoom config with the RGB light source and the 3D bridge effects added. BTW, where would one post such a config file anyway?

Chris

Share this post


Link to post

I don't know anything about doom editing, but the addition of 3-D floors will add a whole new dimension of detail and imagination to future Doom wads. I'm definitely excited about this. I think we'll see some VERY interesting projects in the next couple of years. By the way, if this incorporates the GL version of Zdoom, why do the screenshots on the site not contain texture filtering?

Share this post


Link to post
GoatLord said:

why do the screenshots on the site not contain texture filtering?



Because the person who did them (not me!) thinks that texture filtering sucks. It's an option after all.

Share this post


Link to post

Not that I at all mind you using old Eternity code -- please do -- but also please remember that it is under the GPL and not the BSD license ;)

Share this post


Link to post

If you're referring to my post, I don't think there has to be a dilemma, I was just reminding you kindly to keep the license on that code intact. Even I can't grant permission to change it, since I don't own all the code in there :) If SoM and fraggle both agreed, I'd be fine with it being changed to LGPL if you're personally worried about combining GPL and BSD code. I'm not, personally, as long as the code is open source and still has my name in it somewhere, I'm happy ^_^

Share this post


Link to post
Quasar said:

If you're referring to my post, I don't think there has to be a dilemma, I was just reminding you kindly to keep the license on that code intact. Even I can't grant permission to change it, since I don't own all the code in there :) If SoM and fraggle both agreed, I'd be fine with it being changed to LGPL if you're personally worried about combining GPL and BSD code. I'm not, personally, as long as the code is open source and still has my name in it somewhere, I'm happy ^_^



Ok, that sounds better. Don't worry. I leave the copyright and license intact. I really see no reason to change stuff like that in code I didn't write myself. I consider that very bad style.

Share this post


Link to post

Actually you can not mix incompatible licenses :)

That's why RH limited it to the lowest common denominator - although he violated this a tiny bit with some minor code and more severely with his homegrown licensing. The lowest in this case being RAVEN and BUILD and the original DOOM license (not the later one).

So if you use something like GPL (or similar), it actually can't safely reside in the -same work- considered as a -whole-. IOW, it's not enforceable and technically illegal.

Share this post


Link to post

If someone who was involved in developing that code tells me to take it out I'll take it out.

On the other hand we all know that by that reasoning most source ports are in some way illegal, don't we?

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...