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beloko

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Everything posted by beloko

  1. beloko

    Quad Touch

    There is a serious rendering bug with shadows on Darkplaces on gles2 so it was disabled. I tried to fix it a while ago but couldn't, the file for shadow rendering is very complicated. I may look again. A very common issue with Hexen 2 is using the old non updated PAK files, you need update 1.11, this site has the patch : http://dk.toastednet.org/FPS_Legends/hexen2.html If that doesn't work, press the Email log button and I can see what's happening.
  2. beloko

    Doom 25th anniversary surprise!

    Yep been discussing this on Discord. Downloaded and had a play, had to make a Bethesda account on my PC as the built in account option didn't work which was annoying. Does work, the controls are pretty basic but usable, music seems to be pretty slow. Also it is massive, 300 to 400mb! Uses Unity as a wrapper and some software source port not sure which. Hopefully it Delta will be OK, it doesn't infringe anything but you never know with Google!
  3. beloko

    Delta Touch on Android

    Yeah see https://github.com/emileb/zandronum/tree/ZA_3.0_mobile, pm me if you need more info.
  4. beloko

    Delta Touch on Android

    Yes this is exactly it. I could have removed this limitation but it's in the original license so left it in.
  5. beloko

    Delta Touch on Android

    What file size is doom.wad? If its doom1.wad disable the loading of lights.pk3. Also try copying it over again incase corrupt.
  6. beloko

    Delta Touch on Android

    Hi, for the touch input I tried a couple if implementations to decode the multitouch pointer id's, the code used is here: https://github.com/emileb/AndroidCore_OpenTouch/blob/23a069b5b91e3c6103eae0f7ce6c0260381e307d/androidcore/src/main/java/com/opentouchgaming/androidcore/controls/ControlInterpreter.java#L76 I found on some devices one version of the implementation worked better than the other, to be honest I'm not exactly sure why so I decided to keep both. There is also another fundamental problem when using multitouch in a fast-paced game. The issue comes when you have one thumb down (say the left), then you lift it and at *exactly* the same time press down with the other thumb (right). The problem is the touch screen driver can not see the difference between this, and instead moving your first thumb extremely fast to the other side of the screen. So occasionally this happens and it looks like the user just slid their thumb from one side to the other very quickly (instead of swapping which thumb is down) - it even interpolates some points in-between. I have had to put in some code which tries to detect this and not make the game view suddenly spin around, but it's not perfect. Very interesting the 'alternative touch code' make it better for you, thanks for letting me know!
  7. beloko

    Delta Touch Mobile Dooming Thread

    BTW if anyone wants a free code for Delta Touch just pm me
  8. beloko

    Delta Touch on Android

    Good work. Yeah I found bloom slowed it down quite a bit. I will check these out.
  9. beloko

    Delta Touch on Android

    That looks seriously nice! What kind of fps were you getting?
  10. beloko

    Delta Touch on Android

    I think it's because it's looking for the pwad in current directory which is Delta, it doesn't know about the mods and wads folder. I need to fix it so it looks in thoses for the files also. Try putting the pwad in the iwads folder to see if that works
  11. beloko

    Delta Touch on Android

    Vulkan code is not enabled yet. I don't know the difference (if there is any?) between mobile and desktop Vulkan. Hope to try it out soon though
  12. beloko

    Delta Touch on Android

    Yeah added Zandronum and gzdoom 4, what device have you got? Gzdoom 4 needs GLES 3.2 and a very powerful device, but now the shaders work.
  13. beloko

    Delta Touch on Android

    Yes for sure please do! This was started a long time ago which I meat to fill in but never had time: https://doomwiki.org/wiki/Delta_Touch It could be fleshed out. I am going to release V2 of the app very soon so may want to wait for that before doing any screen shots etc. Thanks!
  14. The original and only way to play Doom is using a touch screen on a mobile phone. 😉
  15. Ah yes thanks a lot, I thought the FakeFlat stuff didn't seem right, I wasn't sure when it was actually used. Cheers!
  16. Hi, I'm trying to improve the pipelining of the OpenGL renderer, this is primiarily for a mobile port (Delta Touch) to better performance. (Please note, what follows may be very obvious and completely wrong, I'm not an OpenGL expert!) The problem: On mobile it is very bad to call a glFinish(), this breaks the pipeline and has a very negative effect on rendering performance, so I usually remove all glFinish() calls. Now I am testing out GLES3.2 - so the modern renderer, this causes serious graphic errors. I believe this is because the buffers are unsyncronised (GL_MAP_UNSYNCHRONIZED_BIT), so they are modfied while they are used by the GPU on the previous frames (because glFinish() has been removed) The (partial) solution: To try and fix this I have created multiple GL buffers which get cycled on each frame so the GPU and CPU are not accessing the buffers at the same time. This has mostly fixed the rendering corruption, and as has increased performance by about x2 on mobile and x2 on an Intel HD Graphics 4000. Sauce: https://github.com/emileb/gzdoom/tree/g4.0.0_gl_buffered The new problem is moving sectors - because there are multiple buffers they need to ALL be updated when a sector moves, otherwise when the sector stops there will be old data in the buffer. I believe this can be fixed with a bit more hacking. My question is: Is this worth pursuing and does it make any sense, or is there a fundemental reason why this may not work? If I manage to fix the moving sector updating problem, will there still be other unfixable issues do you think? Is there any other unsyncronised data which could break renderering? If you want to try out the modification I did here is the update to GZDoom 4.0.0 (32bit): Try on a weak GL3+ computer and see if improves performance, it gave a x2 FPS increase on my old laptop ( note, it has the moving sector problem ) https://drive.google.com/open?id=1KII1gDLl3WbZhyLuPochmH-PB4HFRW1n Cheers!
  17. Thanks a lot for all the comments - very interesting and gave me a lot to think about. If anyone is interested I have updated the repo: * Buffers mSkyData, mVertexData, mViewpoints, mLights * Use "-hwbuffers x" to set number of buffers in pipeline - up to 16 E.g "-hwbuffers 4". It defaults to 1 (as normal) * Uses glSync instead of glFinish (Even for no buffering) * Fixes the vboheight issue ( I think, only done a bit of testing) Probably not done correctly, but seems to work. https://github.com/coelckers/gzdoom/compare/maint_4.0...emileb:g4.0.0_gl_buffered It gives a good speed increase on mobile and pretty good speed increase on my old laptop, depenending on map.
  18. Thanks for this, I wasn't aware that was one of the reasons glFinish is present, but did consider it would effect input latency if the GPU is really behind on rendering. I actually had to put a 12(!) buffer pipeline in to avoid corruption on the my Intel HD Graphics 4000 laptop. I'll reduce this to something more sensible and put in fences. On mobile only 2 extra buffers are needed, but I only have one GLES3.2 device to test with at the moment. It makes the frame rate much smoother and I personally didn't notice the latency, but I am sure it is there. Will update the branch when done if anyone is interested.
  19. Yeah seems to work now on my PCs, however crashes on mobile. Will investiage tomorrow. If anyone wants to test on a PC try this: https://drive.google.com/open?id=1QR8-CeeGZdHKfWcWMM1LmKMXrNikPox2
  20. Yes I see! I Will fix this and update and see if it works, thank you!
  21. I've sent you a free code. Anyone is welcome to a free code, just PM.
  22. beloko

    What the heck happened to Doom Touch/D Touch??

    Which files are you trying at the same time? Also do they work correctly together on the PC version do you know?
  23. beloko

    What the heck happened to Doom Touch/D Touch??

    They should if the original game works. Have you selected a recent version of GZDoom?
  24. beloko

    What the heck happened to Doom Touch/D Touch??

    I've not ever heard how to control which screens get output before. Is this for a second display connected to the usb/hdmi port? Which apps allow you to choose?
  25. beloko

    Keyboard fix on Android Freedoom

    Hi Sorry I plan to take a look at this, there were other features higher in the list 😀. Will look soon.
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