Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
timmie

Quick update

Recommended Posts

Hmm, been awhile since I've last updated!

Work has been progressing reasonably on the next version (0.75). I've been reworking very large portions of things to work with the new texture management in ZDoom 2.0.47i (the whole "flats/patches/textures being interchangeable" thing). As a result of the new texture management, it's made certain things, like intermission screens, much easier to deal with. So here's a short list of the stuff that's new:

- flats/textures/patches interchangeable
- more finale/intermission screens work properly (ie: text intermission backgrounds, bunny scroller, etc)
- uncapped framerate
- jpg support for hires textures (preference goes jpg->png->tga, if you're interested)

Things that I'll be working on in the next while:

- finally fixing fonts properly (top of the old list right now, since the old font stuff has been completely stripped out)
- finishing up the geometry optimizations
- various other sundry items that I can't think of right now since it's late :)

Anyway, that's about it for now...

Share this post


Link to post

I'll be here in Canada for about another week before I go back home to Arizona. HAVE A NEW VERSION WITH THE FONTS FIXED WORKING FOR ME, or I'll send some brutish and mean Italian friends over to say hello. *cracks knuckles*

I've got to have something to look forward to going home.

Share this post


Link to post

Ok, this should make you happy. Fonts are working and are treated the same as every other texture (no recalculating them every frame anymore), although they aren't color translated yet (so they look ass ugly). So I just have to rework my texture manager to get translations working again and things should be good :)

Share this post


Link to post

Hmm, also, where were you up here in Canada? Just wondering since I live in Vancouver :)

Share this post


Link to post

Ok, font translations are done. Woohoo, speedy fonts that look like they're supposed to!

Share this post


Link to post

Haha, just a *little* ways away from here! Apparently I have a bunch of family (moms side) in Nova Scotia.

Oh, hope you don't have a Voodoo3, since I just tested it on one of those and it's absolutely pig slow along with looking horrible. I dunno what 3Dfx is doing in their drivers, because I couldn't get my Geforce2 to look that ugly even when I forced all the special options to what they'd be with a Voodoo3 (max texture size, no hardware mipmaps, etc) =/

I guess I'll have to look into it, though, but I keep thinking the effort just isn't justified much anymore. I mean, how many people actually use a Voodoo3 anymore with GF2MX's being dirt cheap?

Share this post


Link to post

I agree, Forget the voodoo3.

omg rhyme


I am speaking as someone who ran one for many years (voodoo3 3500, I like having a tv tuner card) and only a few months ago tossed it for an 8500DV AIW. They actually both cost the same and I purchased them 4 years apart. But anyway, I digress.

I figured I was one of the last ones out there...

I still have it, and it still works, but not with newer motherboards that look at AGP 2x and laugh.

Share this post


Link to post

Even more wootulation and yayz0ringz! But I still think I'll have to rough you up a bit.

Yeesh, now I can hardly wait to get home!

Share this post


Link to post
timmie said:

Oh, hope you don't have a Voodoo3, since I just tested it on one of those and it's absolutely pig slow along with looking horrible. I dunno what 3Dfx is doing in their drivers, because I couldn't get my Geforce2 to look that ugly even when I forced all the special options to what they'd be with a Voodoo3 (max texture size, no hardware mipmaps, etc) =/


What drivers are you using? When I ditched my V3 last year there was a staggering number of tweaked third party drivers. I don't think anybody who still has a V3 is going to use the standard drivers, so if there's still some h4rdc0r3 3dfx people around who play ZDoomGL you might want to have them test it on whatever the "best" V3 driver is nowadays. BTW, I think the V3 works with the latest V5 drivers, which had significant improvements to the OpenGL support (3dfx forgot to tell anyone that those were unified drivers:) ).

Share this post


Link to post

Hmm, I'll check that out, but I have to be careful with the drivers since it's my work machine with the Voodoo3. Don't want to toast that system :)

Share this post


Link to post

hey, i still have a voodoo3! its in a shitty ass compaq. it probably couldn't handle anything else. i dont mind though...i still high speed internet, zdoomgl, duke nukem, and of porn! my dirtbikes and racecars get the money first any way. timmie, keep up the good work! can't wait for the next update!!

Share this post


Link to post

I'm pretty sure its because it's a PCI card. I tried it on my brother's Radeon VE PCI and it did the same thing (ran slooooooow)...

Share this post


Link to post

I have a PCI card, and I don't have problems with jDoom or ZDoomGL(apart from the text problem).

Share this post


Link to post

Heh, it's not just that it's slow, the textures also look horrible (for no apparent reason, I might add)! Hopefully it's just my work system setup, though =/

Share this post


Link to post

Heh, here's a screenshot of one of the more recent improvements: http://www.timmie.squabble.org/screenshots/zdoomgl_53.jpg

Note that the savegame in question there was saved in the OpenGL renderer, but it still has the little preview image there. I actually grab the framebuffer and convert it to the current palette in game for that :) It really makes things look more polished, though, I have to admit.

Chilvence: I guess I'll have to look at supporting the hires patches that JDoom supports before using that stuff. Probably have to wait until after 0.75... Well, depends on when ZDoom 2.0.48 comes out, I guess, since 0.75 is going to be delayed until that comes out since I'm using a slightly buggy intermediate version (the software renderer is prone to crashing in certain situations right now).

Share this post


Link to post

Cool to see work continues :)

A few questions about the next release.. Will the md2 models, coronas, flares, and the other "eyecandy" be back? I know the flares are kind of a sore subject, but I thought they were a good idea, just needed some sort of intensity slider to adjust the effect.

Anyway, like I said, kudos for the effort so far! I, and I'm sure everyone else, definitely appreciates it.

path0s

Share this post


Link to post

Hmm, they won't be back for the next release (0.75), but after that's out I'm going to be devoting most of my time to working on the new dynamic light system and shader scripts. After that's done then it'll be on to 3D models (md2, the doomsday models, md3, etc).

Share this post


Link to post

Sounds great Timmie. You're really turning ZdoomGL into something sweet. :) Already with the skyboxes and other eye candy in OpenGL it looks great.

Share this post


Link to post

Just figured I'd mention that I figured out why the 3Dfx cards looked horrible. It was the texture format. Make sure to set the "gl_texture_format" cvar to "GL_RGBA8" (it defaults to "GL_RGB5_A1") or the textures look horrible (they still look bad, but it's not horrific). Also, it seems that the new geometry stuff really helps the old 3dfx card out. I was pulling about 45fps average at 1024*768 on MAP01 (P3-533, 640MB SDRAM, Voodoo3 3000), which is a large step up from what it was getting a little while ago. So it's playable now, at least :)

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×