Platinum Shell Posted September 2, 2014 That would be an awesome screen transition option for (G)Z-Doom if it went faster or did every sector at once. 0 Share this post Link to post
Cupboard Posted September 2, 2014 The computational strength to render each square-foot was enormous, back in the day. What a great .gif. 0 Share this post Link to post
traversd Posted September 2, 2014 Linguica said:MAP01.gif What is the background info behind some flats (SEGS?) being drawn top->bottom of screen and some bottom->top of screen? 0 Share this post Link to post
Gez Posted September 2, 2014 Segs are segments of linedefs; nothing to do with flats. The back-to-front, then front-to-back thing seems to correspond to concave visplanes. Convex shapes are always filled on the back-to-front pass, concave shapes have the left half filled back-to-front, then the right half filled front-to-back. 0 Share this post Link to post
Linguica Posted September 2, 2014 I made that GIF just by sticking a call to M_Screenshot() (or whatever the function is called, I forget) at the end of each call to r_drawcolumn and r_drawspan, so presumably it's showing the exact order that the engine is rendering stuff. So now I am curious: why is a small section of wall rendering well after the rest of the walls, and at the very end of the flat rendering section? 0 Share this post Link to post
Gez Posted September 2, 2014 Linguica said:why is a small section of wall rendering well after the rest of the walls, and at the very end of the flat rendering section? Very odd. It's a single-sided wall, with "impassable" as its only flag, textured with a single-patch texture (TEKGREN5, RW39_1). Transparent textures are rendered at the end, along with sprites, but there is no way in which this linedef could be said to have a transparent texture. 0 Share this post Link to post
Linguica Posted September 2, 2014 OK, I've spent time looking into it and this is what I think is happening. It looks like this is a quirk in the PrBoom codebase that Quasar added in for some reason :P In the code in r_drawcolumn.inl, this code is called BEFORE the code that comprises the inner texture-mapping loop: if(temp_x == 4 || (temp_x && (temptype != COLTYPE || temp_x + startx != dcvars->x))) R_FlushColumns(); So without going too much into detail, for whatever reason, stuff can be left stuck in the buffer at the end of a call to r_drawcolumn.inl, but it is usually "flushed" out and written to the screen at the start of the next call. But what happens after the very last call to r_drawcolumn.inl? There's still something in the buffer that ought to be drawn. So when is the next time R_FlushColumns() gets called? Well, the main rendering loop calls a function R_ResetColumnBuffer() AFTER the calls to draw the walls and the floor, and BEFORE drawing the sprites and stuff. And R_ResetColumnBuffer() calls R_FlushColumns(), so that little bit of wall texture that wasn't ever drawn finally gets drawn. I guess it doesn't hurt anything, it's just... weird. Edit: so basically, after the normal wall-drawing code is finished: Then after the flats-drawing code is finished: And finally, after R_FlushColumns() is called again: 0 Share this post Link to post
Tristan Posted September 5, 2014 Proof of concept attempted... ...needs refining. A hell of a lot of refining. Spoiler I blame Ragnor >_> 0 Share this post Link to post
Devalaous Posted September 5, 2014 *thumbs up* the blood obviously needs to be less jagged and square, but you know that already :p Also, its 5 am and I was about to sleep, but this just reminded me of THAT, so fuck you, no sleep likely now :p KiiiYiiiKiiiA said:*medkit fail* Go, me! Also, if you look closely, you can see my video card dying. :( You and I have a habit of dying like this it seems 0 Share this post Link to post
scifista42 Posted September 5, 2014 I took this screenshot while playtesting a new Switcheroom 2 map in Chocolate Doom (ChocoRenderLimits). I post it here, because I have a puzzle for everyone: Can you guess what's obscuring my view on the right? :) 0 Share this post Link to post
Tristan Posted September 5, 2014 Ragnor said:Also, its 5 am and I was about to sleep, but this just reminded me of THAT, so fuck you, no sleep likely now :p Consider it payback >:D I'm confident that this is doable, even the world maps, but it's clearly going to need a huge expansion to accommodate the third dimension. Sprite rotations could be interesting too. -- scifista: Obvious answer would be cacodemon, but that's too easy. Corpse balancing on the player maybe? 0 Share this post Link to post
scifista42 Posted September 5, 2014 Answer is in this spoiler. I admit, it wasn't exactly a fair puzzle, I doubt anyone would 100% identify it at first glance. Spoiler It was a cacodemon fireball that just hit me. 0 Share this post Link to post
gemini09 Posted September 6, 2014 ^I thought it might be the red 3rd marine co-op player.. I got some mapping done today and proceeded with this. The building used to be just more rock, so this helped me to put sort of a center to the area that exists so far. http://imgur.com/KAR47Yk 0 Share this post Link to post
Doom_Dude Posted September 6, 2014 So I dug up my Heretic project that I started for Legacy ages ago when Legacy was made from sticks and we had to walk several miles to download it. Anyhow it's only one small map so far and a small chunk of two others.... I went and perverted it to ZDoom's Heretic in Hexen format. I was hoping for Heretic in UDMF and despite that working in GZDoom Builder it made the port crash. So mayhap I have to convert to Hexen format first before making the leap to UDMF? 0 Share this post Link to post
Ledillman Posted September 6, 2014 Doom Dude said:http://i.imgur.com/aXHjC6Wl.png I really like that screenshot! me wants to play 0 Share this post Link to post
Gez Posted September 6, 2014 Doom Dude said:I was hoping for Heretic in UDMF and despite that working in GZDoom Builder it made the port crash. So mayhap I have to convert to Hexen format first before making the leap to UDMF? No, not at all. I don't know where the problem was (old version of ZDoom? buggy converter? voodoo curse?) but that wasn't it. Picture looks good, by the way. 0 Share this post Link to post
Szymanski Posted September 6, 2014 Afterglow said: Parthenon of Procrastination 0 Share this post Link to post
Avoozl Posted September 6, 2014 Afterglow said:http://i.imgur.com/ulwgE9wl.png I like those crate textures. 0 Share this post Link to post
Doominator2 Posted September 6, 2014 http://s14.postimg.org/3zqmt3u2p/rsz_screenshot_doom_20140905_174042.png Took me about 22 times to get past. 0 Share this post Link to post
Doom_Dude Posted September 6, 2014 That looks chaotic Doominator. Looks cool Afterglow. Nice textures. gemini09 is that some sort of oasis you have going on there? :D Ledillman said:I really like that screenshot! me wants to play If I wasn't so into Doom now I'd work on finishing it. I guess I'll do an episode of small maps. Gez said:No, not at all. I don't know where the problem was (old version of ZDoom? buggy converter? voodoo curse?) but that wasn't it. Picture looks good, by the way. Ahhh ok, good to know Gez. 0 Share this post Link to post
RadTang Posted September 6, 2014 Doominator2 said:http://s14.postimg.org/3zqmt3u2p/rsz_screenshot_doom_20140905_174042.png Took me about 22 times to get past. Two of these Cacos look like they're talking to each other. By the way, what's the wad name? 0 Share this post Link to post
Terminus Posted September 6, 2014 RadTang said:Two of these Cacos look like they're talking to each other. By the way, what's the wad name? Pretty sure this is Scythe 2. 0 Share this post Link to post
gemini09 Posted September 7, 2014 Doom Dude said:Looks cool Afterglow. Nice textures. gemini09 is that some sort of oasis you have going on there? :D It's really more of a just ROCK4 thing going on. Nice shots, Doom Dude and Afterglow. I see that I have to clean up my texture alignments a bit. :) 0 Share this post Link to post
GreyGhost Posted September 7, 2014 (1920x1200 - 1.94MB) (1920x1200 - 1.65MB) This bit of nonsense was inspired by an arched bridge in one of rebit's voxel object threads, I decided to see if I could make a reasonable facsimile using 3D floors and slopes. Texture choice is far from final, but what's there is fairly well aligned, that took up a large chunk of the day and a half I spent working on this. 0 Share this post Link to post
gemini09 Posted September 7, 2014 Yeah, and cool bridge too. Personally I might have preferred BIGBRIK1, since you're using a brown railing. 0 Share this post Link to post
DeathevokatioN Posted September 7, 2014 Looks amazing, Afterglow! But honestly I'll have to see a release before I get excited... 0 Share this post Link to post