sirjuddington Posted January 31, 2004 Ok, look here for links to the latest public releases. As of now 0.74 is quite old, and although it's the latest available at the site, it's not really the latest public release. Latest Public Release: ZDoomGL v0.745 0 Share this post Link to post
Captain Red Posted January 31, 2004 Ok, I just discovered that dwforums3.wad doesn’t work: "Failed to allocate 5465331 bytes from process heap" 0 Share this post Link to post
toxicfluff Posted January 31, 2004 I dunno if this was in the previous version, but some of those shaders look awesome, especially the bloodfalls one. 0 Share this post Link to post
timmie Posted February 1, 2004 Just to clarify, this isn't actually 0.75, just an inbetween 0.74 and 0.75 release. The software renderer is kinda buggy in this release (based on 2.0.47i, I think). 0 Share this post Link to post
sirjuddington Posted February 1, 2004 Heh, what a bad typo that was :P Sorry for the false alarm, it's actually version 745... 0 Share this post Link to post
Captain Red Posted February 1, 2004 do you guys still what bug reports? 0 Share this post Link to post
DaniJ Posted February 1, 2004 Those shaders are looking damn fine! BTW can you use a shader on a totally transparent mid texture? 0 Share this post Link to post
timmie Posted February 1, 2004 Yeah, you should be able to. The first layer is drawn with the depthfunc GL_LEQUAL, which is standard depth testing. Subsequent layers are now drawn with the depthfunc GL_EQUAL (they didn't change the depthfunc in the last public release), so they're only drawn if they match the first layer exactly. This way you can mask out areas of the shader with the first layer: http://www.timmie.squabble.org/screenshots/shader4.mpg But yeah, the first layer is always drawn, even if it's based on a completely transparent texture.shader BRNSMAL1 { compatibility hardware layer FWATER1 { blendFunc GL_SRC_ALPHA GL_ONE texgen sphere } } 0 Share this post Link to post
Fredrik Posted February 2, 2004 Looks sweet. How did you record the MPEG? 0 Share this post Link to post
timmie Posted February 2, 2004 With FRAPS: http://www.fraps.com/ It records in AVI format and then I use VirtualDub to convert it to an mpg. 0 Share this post Link to post
DaniJ Posted February 2, 2004 Thats excellent. I can imagine a whole host of cool tricks you could use it for. 0 Share this post Link to post
Job Posted February 2, 2004 Do you have to tag it to a sector? And if so, where? 0 Share this post Link to post
boris Posted February 2, 2004 Job said:Do you have to tag it to a sector? And if so, where? You simply use the shader's name as the texture. Or do you mean something else? 0 Share this post Link to post
DaniJ Posted February 2, 2004 I think job means he wants to use it in one sector only. I don't really know how it works but I think the way to do this would be to use the shader on a duplicate of the texture. 0 Share this post Link to post
timmie Posted February 2, 2004 Yeah, it's essentially texture replacement, so if you wanted to limit it to a specific sector you'd have to duplicate the texture or flat. 0 Share this post Link to post
Chopkinsca Posted February 15, 2004 looks quite nice :) man was a suprised when I went to check my automap. 0 Share this post Link to post