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Old 03 July 2024, 15:32   #4561
Angus
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Quote:
Originally Posted by Torti-the-Smurf View Post

The only thing that i know about it is, that it came in a MegaAGS Collection from December 2024.
Great Scott, Torti!
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Old 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 !!!
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Old 03 July 2024, 18:52   #4563
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Quote:
Originally Posted by Torti-the-Smurf View Post
Hmm, i have no idea what version this is ... (used the Version command and looked at the HEX)

Cant find the link to Archive.org anymore where i found it in the first place; so you might have a look at this file.

https://eab.abime.net/zone/TKG-Exe.lha

The only thing that i know about it is, that it came in a MegaAGS Collection from December *2024 aehm.. 2023 !!!*
(which i gave a look to find maybe some "oddities")

greetz
The latest executables are usually shipped with my mod. You can download them from here: https://github.com/0xABADCAFE/karlos.../main/Game/bin

I recommend the tkg_c binary. The assembly only build lags behind significantly and isn't really any faster.
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Old 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
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Old 04 July 2024, 12:42   #4565
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*disable messages*

I'm just going to go in the corner and cry about something unrelated for a moment...
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Old 04 July 2024, 19:10   #4566
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works great,
thank you Karlos.
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Old 04 July 2024, 19:20   #4567
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works great,
thank you Karlos.
Wait,what? I haven't done anything. If messages are annoying, we have a custom options menu that needs some more options in it. I don't want to bind it to another key as there are too many keys for things like this already.
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Old 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
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Old Yesterday, 00:50   #4569
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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.
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Old Yesterday, 19:48   #4570
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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.
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Old Yesterday, 19:54   #4571
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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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Old Yesterday, 20:05   #4572
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Quote:
Originally Posted by Karlos View Post
There's a devlog here too: https://www.doomworld.com/forum/topi...on-for-gzdoom/

Looks like quite a new endeavour.
Oh, neat. Thank you for the link I'll try to have a look this week.
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Old Yesterday, 20:11   #4573
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Quote:
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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.
NO!

only joking
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Old 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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Old Yesterday, 21:31   #4575
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I didn’t know the robot has a death sequence?! I only ever saw it explode…
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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Old Yesterday, 21:50   #4576
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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.
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Old 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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Old Yesterday, 22:39   #4578
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Originally Posted by abu_the_monkey View Post
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.
As I see it, it's a bit of pointer juggling. The shade table is pretty much always accessed via an indexed addressing mode for a palette colour index, all we'd be doing is changing the base address to a different table, depending on the zone being rendered. We don't need to do any expensive calculations, the whole shade table for each lighting colour can be precomputed offline.

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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Old Yesterday, 22:41   #4579
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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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Old 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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