03 July 2024, 15:32 | #4561 |
Amiga Games Database
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03 July 2024, 16:59 | #4562 |
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Damn... damn damn damn ....
A VERY dangerous "Typo" !!!! Last edited by Torti-the-Smurf; 03 July 2024 at 17:09. Reason: This is heavy !!! |
03 July 2024, 18:52 | #4563 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
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Quote:
I recommend the tkg_c binary. The assembly only build lags behind significantly and isn't really any faster. |
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04 July 2024, 11:29 | #4564 |
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Nice
The Settings getting saved now and the exit with * works. I have two questions left. Is there a way to deactivate the FPS Counter and the onscreen Messages ? and is there a way to avoid the Screenmode request popping up each time ? Thanks |
04 July 2024, 12:42 | #4565 |
Alien Bleed
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*disable messages*
I'm just going to go in the corner and cry about something unrelated for a moment... |
04 July 2024, 19:10 | #4566 |
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works great,
thank you Karlos. |
04 July 2024, 19:20 | #4567 |
Alien Bleed
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04 July 2024, 21:58 | #4568 |
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Thank you for the Link. That File works great !
I wrote you a PM, nothing more. ( i do get PM´s sometime...never had a problem with that. I am always glad when i can help somebody) Well, thanks and i wish you all the best. Last edited by Torti-the-Smurf; 04 July 2024 at 22:08. Reason: typo |
Yesterday, 00:50 | #4569 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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This just came up in my YouTube feed:
[ Show youtube player ]
I didn't know someone was making a gzdoom version. Early days but if it ends up half as good as Project Osiris that'll be something. |
Yesterday, 19:48 | #4570 |
Alien Bleed
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There's a devlog here too: https://www.doomworld.com/forum/topi...on-for-gzdoom/
Looks like quite a new endeavour. |
Yesterday, 19:54 | #4571 |
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Location: Denmark
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If you haven't already, you should definitely contact the dev. They might not even be aware of the existence of a well made mod (yours) or the extend you guys have figured out various internals.
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Yesterday, 20:05 | #4572 | |
HOL/FTP busy bee
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Quote:
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Yesterday, 20:11 | #4573 |
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Yesterday, 21:27 | #4574 |
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I didn’t know the robot has a death sequence?! I only ever saw it explode…
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Yesterday, 21:31 | #4575 |
Alien Bleed
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I think he created that himself. What I want to do at some point is to use magicvoxel or something to create a model from the light maps and use that to create diagonal views. The engine really needs diagonal views. The immersion is ruined a bit by that, IMO.
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Yesterday, 21:50 | #4576 |
Alien Bleed
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On a different note, I've been thinking about coloured lighting.
My mod fakes this all over the place by having textures that are shaded according to the idea of a coloured lighting which is why I have lots of very dark corners to try and hide the transition. This approach is ok, but it means creating a lot of additional assets and you can only have 16 floor tiles etc. So, the thought occured. Suppose there was a light colour index per zone (can be specified in a metadata file), the default just being white, but with some enumerated set of colours, e.g. red-lit, blue-lit, green-lit, etc. We would restrict this to the sets of colours that have enough brightness variations to be useful. We would then create copies of the main shade table that is used to select the brightness variation of a palette entry, one for each of the colour indexes. These would be based on your standard RGB modulation approach and can be fully precalculated. When rendering a zone, you use the appropriate shade table for wall, floor and object rendering. The shade tables are used for basically everything already. You still need to make sure you hide the edges between zones, but the end result should be a lot more immersive because the apparent lighting colour would affect everything in the zone. You'd probably keep projectiles and explosions unaffected though. You also get the day off from having to create loads of specific texture overrides for lighting and can focus instead on creating the theme. |
Yesterday, 22:27 | #4577 |
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I guess as long as it does not add any extra overhead to the original levels, then that's ok, and down to the person creating the mod if using it make it slower.
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Yesterday, 22:39 | #4578 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
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Quote:
Assuming this works, it might be possible to go a step further. Light sources passing through a zone could override the index too, like your big headlight robot or a plasma barrage. Your dim red zone becomes temporarily blue white as the index is overridden. |
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Yesterday, 22:41 | #4579 |
Alien Bleed
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I think, that if done correctly, this could add a lot of immersion for very little additional cost.
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Yesterday, 22:48 | #4580 |
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yes, the transition between zones is maybe interesting.
the only way to know for sure is to try it |
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