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


  • Content count

  • Joined

  • Last visited


About dpJudas

  • Rank
    Junior Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. dpJudas

    Zdoom Friendly mods, Something that is dead?

    That's really only one of the things improved GZDoom's software renderer after ZDoom stopped. Of other things worth mentioning: fixed pixel center math (no dancing sprites, no edge artifacts, higher quality texture mapping), multi-threaded rendering, dynamic lights, 3d floor fixes, non-power-of-two flats, better voxel depth sorting, skies that fade out, 6-bit blending tables (instead of 5 in zdoom), keep aspect ratio in windowed mode if the window is resized, resolution scaling. And in nightly builds you can enable 3D models (r_models 1) which will probably land as a fully supported feature in one of the next GZDoom releases. :)
  2. dpJudas

    Do any Doom ports support Ambient Occlusion?

    The SSAO pass in GZDoom is a HBAO variant (newer than original HBAO, can't recall the name of the paper it is based on right now). It is called SSAO since there's been so many variants of screen space AO since the original depth-only SSAO algorithm. As a result, most newer games don't try to name the specific algorithm. The near screen boundary artifact is an inherent limitation of screen space AO as it cannot sample depth information outside the rendered canvas. Theoretically, the effect could be reduced a bit by rendering more than just the visual screen, but that comes at a performance cost. By the way, the level complexity has no impact on the cost of a screen-space algorithm.
  3. dpJudas

    [Solved]GZDoom 3.2.5 options and performance?

    Disabling the render buffers is only really meaningful for ultra low end. The impact of using render buffers is extremely minimal for recent hardware. Even something as old as yours I don't think they will have any impact worth mentioning. Toggling render buffers off helped because vid_scalefactor stopped having any effect on the rendering at all. The scaling feature uses the render buffers to render into a smaller or larger buffer and then scale the result to the monitor resolution.
  4. dpJudas

    [Solved]GZDoom 3.2.5 options and performance?

    You changed the scale factor to 2 (vid_scalefactor). That causes it to do supersampled antialiasing - that is, it renders at twice the resolution and then scales it down. The scale factor allows you to render the game at a lower or higher resolution than the video mode you're rendering at. A mid-end card from 2010 will be way too slow for that. Change vid_scalefactor back to 1.0 and you should be getting the same performance as when you turned gl_renderbuffers off.
  5. dpJudas

    Which should I get?

    It would be more correct to say that it exploits bugs in a specific point version of ZDoom. Bugs that most likely would be fixed if Randi ever did another release of ZDoom. It doesn't work in GZDoom because there the bugs have been fixed.
  6. dpJudas

    Specific Things in Doom that annoy you

    I think you're focusing too much on conscious decision making. Think of it this way: imagine you're a mediocre player that isn't very good at the game. If all RNG elements are removed from a game, it will almost immediately become clear to you that you actually suck at the game and humans generally quit things they suck at. Now, if a dice is introduced in such a way that your poor play sometimes succeeds you get a rush from your good fortune. Heck, you might even think you're really good and the times the dice go against you that's just bad luck. Ask any fish in Poker and they'll tell you about the day where they were winning at the poker tables and what a magic night it was. I know you didn't say ALL RNG elements, just the weapon damage. But once you go down that rabbit hole your next complaint will be the huge spread on the shotgun or whatever next ruins your play. The thing that you're really complaining about is your bad fortune. It will always be there, until you've reduced all the RNG parts to be insignificant. Once it is insignificant, no poor player will want to play online (they will always lose every single game), and single player will be boring and predictive.
  7. dpJudas

    Specific Things in Doom that annoy you

    I think RNG weapon damage is an important factor in causing chaos in an encounter. A predictable encounter is a boring encounter. If you know you can take the hit of a Revenant every time it becomes strategy to simply eat the bullet once in a while. On the other hand, with its current damage level, the rule really is "do not ever get hit by a revenant" and the RNG part allows a weaker player to sometimes survive while still getting hit. In multiplayer high RNG values allows a lesser player to sometimes kill a better one. The war of attrition is unfortunately something mappers introduced. If you look at the original games, the general rule is that if you survive a pack of monsters there's plenty of health packs around to heal up with. Most mods on the other hand have greatly reduced the health pack to the degree that whether you got RNG'ed high or low by that Revenant now decides whether you have to load a save game or not.
  8. dpJudas

    How much do you care about Doom's plot?

    I like stories in shooters for the ambience as long as it stays as a backdrop. I think Doom 1 does it very well where the text between the episodes enhances the feeling that you're generally just screwed - going to hell and not coming back. The story in Doom 2 on the other hand just seems way too disconnected to the actual maps. I've seen porn movies with a better story than what Doom 2 had.
  9. The "software" light mode is literally ZDoom. If the GZDoom software renderer is set to 24-bit truecolor it will look exactly the same (100% same algorithm). However, when you use old ZDoom you have to take into account that it using a palette mode where it can't pick exactly the correct light - it snaps to the nearest colormap. The colormap itself also has the problem that it needs to snap to the closest color in the palette. This causes a minor difference in contrast. You might be able to get the contrast to match a little better if you turn on the palette tonemap. Although the error won't be exactly the same, at least it is still forced to snap to the closest color in the palette that way. Problem is, OpenGL doesn't have a "standard light model" that applies to light levels and diminishing light. The closest is the fixed-function fog mode, which has three settings and additional parameters to adjust them. IMO name is bad as it might make some think its the recommended light mode. Never really discussed it with the others why the default is what it is. Could be a preference of Graf or it could be simply historical. I know some people in the community really dislike diminishing light and prefer Dark. But yeah, I should probably ask one day on the ZDoom forums if we should change the default to something closer to vanilla Doom. :)
  10. That's actually what's so annoying thing about the GZDoom light modes. They are named in such confusing ways that a newcomer to Doom has no chance in hell knowing which one is closest to the original game. Doesn't exactly help it defaults to Dark, which doesn't even have diminishing light..
  11. You forgot the most important light mode of them all: Software! The only one that actually looks like Doom.
  12. dpJudas

    (Poll) Your favorite Doom source port?

    I didn't reply to Fraggle's post there because we had derailed that thread too much already. As it seems a bit more on-topic for this thread I'll state my point of view: First thing I did when I returned to Doom after 20 years was to try some source ports and the first one that didn't fail on the most basic requirements was ZDoom. Doomsday was the first I tried afair, but it failed on massive mouse lag and graphics that didn't look at all how I remembered it. GZDoom didn't have the mouse lag, but still its graphics was far from what I expected. The rest of the source ports I did not know. After playing for about a month I got really fed up with looking at the palette banding. At the time I didn't know the upstream relationship GZDoom had to ZDoom, so I figured the easiest way to get truecolor graphics was to improve the software renderer. It was only much later that I figured out I could make GZDoom effectively look like truecolor ZDoom if I fixed certain things. I also agree with some Doom players that pure true color makes diminished light a little bit too perfect/glossy. If it were up to me, the defaults of GZDoom would be completely different, because it boots up looking nothing like what I think Doom should be. As you can probably already tell, I don't prefer a pure vanilla experience. On the other hand, I also don't want a reshade experience. I like Doom to look like the original, with a visual enhancements layered on top. I think that if id software had the ability to do dynamic lights and bloom in 1993 they would have done so. Enhancing a game retroactively is not an easy thing to do - there are certainly things I wish my bloom pass didn't bloom, and there are places where dynamic lights end up creating something that is worse than the original. Overall I think subtle enhancements improve more than they destroy. As this is highly subjective, I understand that some people prefer to have those settings off. One thing I'd like to mention here at the end, just because I like an enhanced vanilla game doesn't mean that I don't value history. Particular Chocolate Doom I think is really good for historical reasons - if you truly want to know how Doom looked like in 1993, there's your port. But once you start enhancing Doom one way or the other, may that be map improvements (boom stuff) or visual, you can no longer claim the game to be entirely like the original. What you are playing now is an altered experience. Some people here feel that playsim changes are sacred and should not be allowed to be changed and if you do, then it is no longer vanilla. I don't agree with that and think that any port that added stuff, playsim backward compatible or not, changed the experience from what original Doom was.
  13. dpJudas

    (Poll) Your favorite Doom source port?

    The newer versions of GZDoom has a few features added that helps getting a more vanilla look. With the video scaling options you can force it to use 320x200 at native monitor resolutions. The software renderer can still use palette output if desired and its texture sampling is of much higher quality (no dancing sprites, etc.). The GL renderer's "software" light mode is identical to the math used by ZDoom now. The palette tonemap mode allows you to get a palette look for mods that doesn't work with the software renderer. Unless you have a real old system that can't support newer versions of GZDoom, there's little reason to stick to ZDoom. Even then, it is better to switch to one of drfrag's ports as they backport some of the quality improvements I did to the software renderer.
  14. dpJudas

    Any way to play Doom on Windows 10 S?

    I haven't bothered checking if libsdl2 supports UWP already or not - there's some chance it does since the purpose of SDL is to try create an OS abstraction. If it doesn't, it is still easier to port from that than a port that uses direct Win32 calls or similar. As for store rejection, there's always the question whether the GPL is compatible with the terms offered there. Given that I won't use the store for other reasons, I never bothered checking, but it is a nice illustration that you're not master in your own house when you target platforms based on stores.
  15. dpJudas

    Any way to play Doom on Windows 10 S?

    That's true, but I still hope nobody ports to this sandbox platform because it will stack all the cards in Microsoft's favor. Make no mistake, if Microsoft got enough people to use their store, they'd try isolate new features and extinguish anyone not moving over. Capitalism dictates that they must try claim the 30% revenue of all sold software if they can get away with it. Anyway, back to on-topic: porting Doom to UWP is probably easiest for the ports that only has the software renderer and uses libsdl2. As for getting the iwad into it, there is probably some kind of "Browse For File" API you can call in UWP to have the user select a file to be moved into the sandbox.