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beloko

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Posts posted by beloko


  1. 29 minutes ago, ali said:

    @beloko it only goes up once I try to access the game assistant sidebar then it goes back to normal. Also using cpuz I've noticed that even if I have no apps running along with delta touch, suppose there is over 4.5 gb of free ram, the free ram somehow gets reduced to less than 3 gb. This never happened while my phone was on Android 10.

    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?


  2. 8 hours ago, ali said:

    Dear beloko,

     

    Hope you are doing well. Recently my (realme x2 8/128) recieved the android 11 update. Everything is going well except for delta touch. You see whenever I start a new game using mods or not regardless which iwad or pwad I play the frame rate is all over the place. If I use my phones internal video recorder during gameplay it runs at a solid 60 fps 99% of the times but otherwise everything starts to run at 30 fps or a bit below than that.

    I don't know if it has to do with my phones recent Android 11 update or delta touch not being optimized enough for Android 11 but hopefully you will be able to find a solution for this issue. Here is to hearing from you very soon. Take care and thank you. 

     

    Are you using a gamepad or the touchscreen?


  3. 1 hour ago, HTiD said:

     

    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?


  4. 23 hours ago, HTiD said:

    Having a go at loading some Doom 3 mods and just wanted to check the file path to make sure it's correct. The storage settings menu instructs .pk4 should be in the Base folder but the mod I'm trying (Doom 3 Absolute HD) says to place in the root of Doom 3 folder. Preferably I would like to keep mods in their own separate subfolders to keep things tidy and so I don't get mixed up between different sets of .pk4 for different mods etc

     

    In the root of D3 folder the mods do appear in the delta menu but report 0 size as shown. If placed in the Base folder they disappear from the Delta menu and to load them with +set fs_game absolutehd

     

    How ever even if the mods are in the root of Doom 3 folder the launch option of 

    +set fs_game absolutehd does appear on its own by default when selected and the game loads and plays and stuff. I'm just a bit confused by the 0 size cos those 2 mods should be around 2.8gb combined (1.5 + 1.3).

     

    What would be the best practice here to make sure it's being loaded correctly?

    Screenshot_20210601-084043_e6009d95a270125ca6c92f670edc6cea.jpg

     

    Looks like you have an extra unnecessary level of folder in your mod folder. I would try moving whatever folder is in 'doom3_ahd_17_full' UP a level in to 'D3'. That folder should then contain the PK4 files I guess?

     

    The file sizes shown only check THAT folder, it is not a recursive operation (This was to speed up loading)

     

     


  5. 1 hour ago, HTiD said:

    Just finished Doom 3 it's taken ages on and off playing but wow that was fun! Admittedly I didn't play much to start with and playing other stuff in between but I got hooked and loved playing through that campaign! On to resurrection of evil next and after the lost mission!

     

    May I ask, without trying to sound like a entitled little bitch or bossing you around but what have you got lined up as working on now and your what future plans? BFG edition perhaps? 

    Yes it's a great game!

     

    Looking at 'Raze Touch' (name TBD!) Seems to be working well so far.


  6. 21 minutes ago, MattFright said:

     

    I can tell you i am! And on that note, it really would be nice if you disabled the debug text spam in the next update, funnily enough thats the only thing holding me back from using this port sometimes.

    Yes I have removed that debug text a while ago now, also most of the light modes works and there are other bug fixes. I'll post it here when 4.6 is released.


  7. On 4/22/2021 at 3:47 PM, Kyle07 said:

    I have maybe a question, which was already asked. I tried to continue my playthrough on D-Touch on the PC. On D-Touch I played a custom wad via PRBoom Plus 2.6.

    I downloaded the same now for pc and tried to load my save file from this custom wad. But on the pc I received the message about a corrupt save file.

     

    Are the source ports within delta touch customized or why was this attempt by me a failure? I would love to have some kind of cross-save between pc and mobile. :)

     

    I'll give it a go. I have not  changed anything to do with the save games so I guess it depends how they are technically implemented and if they have any architecture dependent data. There may just be a check in the engine which can be disabled.


  8. 5 minutes ago, Nash said:


    When I press this button the app seems to freeze and I'd have to force-close the app...

     

    Huh, this suggests the log is huge, does it work if you press it while on another engine? Try waiting for a bit longer while loads.

    I need to fix it so loads large logs in pieces.


  9. 26 minutes ago, Nash said:

    Would it be possible to add detailed DECORATE/ZScript error messages on startup, like its PC counterpart? It's really hard to debug mods on Delta Touch when all it says is "7 DECORATE errors" but it doesn't tell me which mod, and which line, is it having trouble compiling... :P

     

    Did you know about the 'View last log' button in the app? It should show you the full last log generated by the engine which may help? 


  10. 2 hours ago, Nash said:

    Not sure which thread to put this in. :P

     

    With the up-and-coming potato GLES2 backend, will there be a possibility to bring back the shader-based lightmodes ("software" and "vanilla", at least?), or are those the sacrifices that had to be made to get back the fast performance?

    Secondly, framerate tanks when standing in front of a mirror (using the potato renderer). Can be tested easily by downloading Kinsie's test map pack, warping to the map called "test" and then turning around to face the mirror.

    Yeah I plan to add the other lightmodes back, they operate differently so I need to figure out how they work.

     

    I noticed the mirror issue actually, not sure what I broke but I think it basically tries to the draw the entire level seen from the mirror. I think it's something to do with the clipping planes I broke, not sure yet.

     


  11. 33 minutes ago, Nash said:


    Ah, yes, the mouse is still connected to the PC, with the data going over the USB cable.

     

    After some Googling, it seems I could get an OTG cable and plug my USB mouse directly into the phone. I'll give that a shot, thanks!

    Yes that usually works, but then how will you connect to the pc at the same time? 

     

    Bluetooth mouse should also work! 


  12. 54 minutes ago, Nash said:

    New to the Delta Touch party. Anyone know if it's possible to control Delta Touch with a PC mouse and keyboard, if the phone is connected to the PC via USB?

     

    I've enabled developer mode on my phone, and am sending video and audio to the PC (via USB) using srccpy and sndcpy. WASD (on the PC's keyboard) and clicking stuff on the screen with the mouse seems to work, but I can't seem to get mouselook to work in Delta Touch.

     

     

    Mouse should work, but you need to connect it to your phone, is the moue still connected to the PC and the mouse data is going over the USB cable?


  13. 9 hours ago, CrbnBased said:

     

    I'll see what I can get working on mine and try to report back.  I have a pi 4 with 8GB, I forget the clock speeds.  I'll see what it can do and try to report back.

    Oh great! Yes wait though, I'll make a branch with a couple of changes to use, otherwise the Pi will try to use GL3 context with some sort of emulator (that's what my Ri Pi 3 did anyway) 


  14. 11 hours ago, Gez said:

    https://forum.zdoom.org/viewtopic.php?f=49&t=71889

    Depending on the results of this benchmarking campaign, this may get folded back into GZDoom and/or LZDoom. :)

     

    Thanks for the link! Very interesting to see the results when they come in and how the modification translates to PC platforms and if they help or make it worse.

     

    Actually I tried the build on a Raspberry Pi 3, definitely helped in a speed but still wasn't playable running at 15-20 FPS which long pauses when loading new shaders. May work on Raspberry Pi 4, I'll give it a try when I get one.

     

     

    Also did a few updates, interesting one is now 'Fixed color map' is working again, this fixes the black and white 'invulnerability' screen mode.

    It doesn't use a second pass, instead performs the color fragment operation in the main render pass - this mostly works but currently looks bad with transparent objects.

    New code is now in this branch: https://github.com/emileb/gzdoom/commits/master

     


  15. 2 hours ago, ReaperAA said:

    I tried it on my 2017 laptop (with intel i5 8th gen CPU and AMD Radeon 530 GPU) and I got varied results.

     

    I think it's possibly the updating of the vertex data which uses a very old method in the GLES2 code. There is a common extension to GLES2 to allow the use of glMapBuffer, I'll be adding that in as an option which  might make a difference for larger maps.


  16. 7 minutes ago, 0o0[ULTIM4TE]L1FE[F0RM]0o0 said:

    Hi again, okay so I tried the new version and the resolution is much better now, it's looking really clear like GZDoom but for some reason everything is way too bright, why is that?

     

    (Full menu options) Display Options- > Hardware Renderer ->Sector Light mode: Change to something else, some of them are broken


  17. 10 minutes ago, 0o0[ULTIM4TE]L1FE[F0RM]0o0 said:

    Also, I apologized because I was a little bit tripping out at the moment, everything already felt like a magic drug trip but I'm better now! Well, I wanted to try GLESZDoom because of the little screenjerking that's going on when there's too much Brutal Doom on the screen, like it's sort of lagging and it feels weird to use the mouse. Also how do I make that blurriness go away? I tried changing the texture settings multiple times but it just keeps on looking blurry, it's actually extremely nauseating to look at

     

    If you pc is only 3yrs old and runs doom 2016 at 180 fps there is a good chance this won't help you out (and may be worse) , but just try and see what happens. 

     

    I did an update which should fix the texture filtering modes, make sure you have downloaded the new 0.2 version. Let me know if it still doesn't work. 

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