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beloko

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Everything posted by beloko

  1. beloko

    Delta Touch on Android

    Hi it's using this: https://github.com/emileb/gzdoom/tree/mobile_4.7 (Minus the Strife fix from last week) It it based on official 4.7.1 GZDoom, that text is wrong as I need to manually update it and often forget!
  2. beloko

    Delta Touch on Android

    For the standard actions the touch input (and gamepad) inputs such as use, jump, attack etc don't use 'keyboard keys', they inject directly to the relevant game action. You should use the 'custom' touch or gamepad inputs, these map to standard keyboard key inputs which can then be bound in-game, or using the console to any actions you want. Let me know if you need any more info
  3. beloko

    Delta Touch on Android

    Do you have a link to a music mod which doesn't work? Is this a new bug in the new release I just did or did it never work? Lastly does it work on Gzdoom 1.9.1?
  4. beloko

    Delta Touch on Android

    It is probably because you have Swiftkey installed as your soft-keyboard? The keyboard you have active on your device will actually intercept the keys from the physical keyboard and modify them. Swiftkey modifies printable keys which means apps will not receive separate UP and DOWN events of the key, this is why they don't work for movement. Unfortunately the only way to fix it is not use Swiftkey, try enabling GBoard and then see if your keyboard works
  5. beloko

    Delta Touch on Android

    They should run great on any new high end device like that.
  6. beloko

    Delta Touch on Android

    Did you bind the extra gamepad buttons to the 'Custom X(GZ)' buttons first in the apps gamepad setup?
  7. beloko

    Delta Touch on Android

    Nice! Might be worth feeding back your shader fix into Doom CE if you can, would be usfull for others. When in GLES mode it will load from shaders_gles, it fixes the path internally just before loading them so possibly the original path is printed out, is that why you thought it was loading from 'shaders'? Very soon, just fixing up last small issues this week. Retro is updated to latest v4.4.4
  8. beloko

    Delta Touch on Android

    Humm should work, but that does sound like what would happen if it ran out of GFX mem. I just checked and it's taking 0.8GB RAM on my Note 20.
  9. beloko

    Delta Touch on Android

    What device do you have? It might be running out of RAM, but the textures don't look that huge. How does it fail when you try and run it?
  10. beloko

    Delta Touch on Android

    OK I got it working, I bought Doom 64 and ran the doom64-install.bat file to generate the files. Then copy DOOM64.CE.ipk3 and DOOM64.IWAD to the 'Delta' folder Then copy the other PK3 files to 'Delta/mods/D64/' Then select the PK3 in the correct order ( I got the order from running on the PC and looking at the console. Should be like this: Then select the IPK3 file to launch, should look something like this:
  11. beloko

    Delta Touch on Android

    There are two ways to show the console: 1. Add the console button to touch screen buttons at the top, it is hidden my default. See the built-in tutorial about enabling hidden buttons (Press the green help icon to see tutorials) 2. Bring up the keyboard and hold down the 'Q' button (This is like pressing the tilde key on a keyboard)
  12. beloko

    Delta Touch on Android

    It is due to Google stupid 'Scoped Storage' enforcement on Android 11. All access to files outside of the apps data storage location go through a shit load of code and IPC calls which has made opening files, or accessing the file system insanely slow (can be over 100ms to list a directory). Go to the apps 'Files' settings and enable 'Scoped storage' mode at the top right, then select your old "/OpenTouch/Delta" folder using the instructions shown in the app. I have put is LOTS of caching of the filesystem and cache and reuse file descriptors so it brings the speed back up, it won't as fast as before but will be a lot quicker than it is now.
  13. beloko

    Delta Touch on Android

    Yes I've been meaning to add this but haven't had time. I started one here: https://github.com/emileb/ZandronumBrowser It reads and displays the servers from the master server but needs a load of work to get the UI up and interfaced to the app. I'll try and make some time to take a look again.
  14. beloko

    Delta Touch on Android

    I could have a look.. Does that port purely add these new features? Will people who are not interested in the demo stuff be negatively affected do you think, or it will behave the same?
  15. beloko

    Delta Touch on Android

    It changes the way some of the render data is handled. It might change performance up or down but will look the same.
  16. beloko

    Delta Touch on Android

    Vulcan is not enabled in the app, I found it much slower than Opengl on mobile. Which GLES version are you running, 3.2 or 3.0?
  17. beloko

    Delta Touch on Android

    Glad that fixed it for Gzdoom, not sure why that is happening. Possible Zandronum has the same issue but the vsync command isn't working, need to check.
  18. beloko

    Delta Touch on Android

    Ok maybe something to do with vsync. Can you these these two commands at the console to turn on/off vsync: vid_vsync 1 vid_vsync 0 See if that changes it.
  19. beloko

    Delta Touch on Android

    Does it go up and down as while you stay in the same place? Can you please see if changing the power saving mode to high performance or off changes things?
  20. beloko

    Delta Touch on Android

    Can you please test if the FPS goes up when you touch the screen? It sounds very much like a power saving feature of the device is kicking in.
  21. beloko

    Delta Touch on Android

    Are you using a gamepad or the touchscreen?
  22. beloko

    Delta Touch on Android

    I don't to go too much off topic but if you are interested in Delta Touch you may be interested in 'Raze Touch' which supports: Duke Nukem 3D, Shadow Warrior, BLOOD, Redneck Rampage, NAM, Powerslave. Download the beta here: http://opentouchgaming.com/raze-touch/ Raze information here: https://raze.zdoom.org/about
  23. I am adding a GLES 2 renderer to GZDoom 4 and thought it might be interesting to someone so will add some information here. The main goal of this is performance, therefore ‘nice to have’ advanced rendering features have been removed or reduced. But it needs to work in 90% of the normal cases. This is primarily for mobile platforms but it could be interesting to PC players because I think this could allow older GL 2.1 cards (with GLSL version 1.20) to work with GZDoom 4x. Maybe could be added to LZDoom..? At least it should make GL3 cards run better. The GZDoom devs have done an incredible job splitting the rendering code and the hardware implementation therefore there is minimal change to the core files. Removed features (In the GLES2 render code only) All post-process code has been removed. GLES2 shaders can only have a single output so GBUFFER_PASS stuff can not work. Materials have been removed (PBR, Specular). These could possible be added back later if less expensive implementation can be found User shaders are disabled. Shadow maps have been removed Spot-light dynamic lights are removed, normal dynamic lights work BUT it’s currently limited to 32 lights per surface. This should be enough for 99% of cases I think. Various lighting modes are removed – the most useful ones will be added back. Should look mostly normal by default. Texture filtering modes are broken - this will be fixed ASAP. Technical details: Added multiple ‘pipelined’ buffers (Vertex, Light buffer, Viewpoint buffer) for GL and GLES, this allowed glFinish() to be removed, this give a substantial performance increase for mobile and older cards because the GPU can pipeline better. There is no buffer memory mapping in core GLES2 therefore data buffers are backed by memory and need to be uploaded manually. There are no Uniform Buffers or SSBO in GLES2, therefore all shader data which relies on this needs to be emulated with normal uniforms. This is especially apparent with dynamic light data. Shader optimisation: There are now almost no branching instructions in the gles2 shaders, instead all the switching branches are converted to precompilation ‘#defines’ and the shaders are compiled on-the-fly [Still a few to be removed]. This means lots of smaller shaders are compiled as they are used. For every combination of these render-states a new shader is created: int textureMode; int texFlags; int blendFlags; bool twoDFog; bool fogEnabled; bool fogEquationRadial; bool colouredFog; bool doDesaturate; bool dynLightsMod; bool dynLightsSub; bool dynLightsAdd; bool useULightLevel; In theory if EVERY combination of these were used then 1000’s of shaders should be created, in reality there are not many combinations made during a game. This may seem slightly overkill but I found on older mobile hardware a single ‘if’ statement in the shader reduced performance by 2-3FPS! Removing the branching outweighed any penalties in switching more shaders in and out. This performance difference seems only apparent on older mobile and older desktop hardware, I think modern hardware intelligently patches shaders on-the-fly as the input uniforms change so branching isn’t as much of an issue? Performance difference: On modern mobile and desktop hardware these changes won’t much much difference or might even be worse! On older mobile GPUs I can get 5x speed up. I only have one old laptop GPU to test on (Radeon HD 4500) and I get about 3x speed increase (30fps to 90fps) compared to official release of GZDoom 4.5. If you have an old GPU (Still needs OpenGL 3.3+ at the moment) and wanna try a test version a Windows build is here: New releases will be here: https://forum.zdoom.org/viewtopic.php?f=1&t=72361 Selecting OpenGL will use the GLES2 path, there will is visual difference and probably bugs (and may simply not work), but it would be interesting to see if it helps with performance.
  24. beloko

    GLESZDoom - GZDoom for potatoes

    There are more official releases now here: https://forum.zdoom.org/viewtopic.php?f=1&t=72361
  25. beloko

    Delta Touch on Android

    OK Thanks, I can't download that now but looking at the feature list it seems this is more than just new GFX? Does it have a new .dll file included in the mod? Mods which have a modified DLL file will not work in the app because it can not be loaded in Android (Also Dhewm 3 changed the game interface). Do you know if this mod works with Dhewm3 on the PC?
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