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TDRR

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Posts posted by TDRR


  1. 1 hour ago, ketmar said:

    alas, there is only one way to fix it: throw away that crappy intel gpu emulator. the engine says the exact reason why nothing will work as expected. the hardware is perfectly capable to run everything k8vavoom needs, but the drivers are FUBARed.

    Fair enough, that's reasonable. Either way I just decided to lower the resolution and played around with some of the shadowmap and light filtering features, and squeezed some more performance out. Looks pretty and runs acceptably, so I'm happy! :p

    I wonder, though- are there any other options? Going back to Windows for this PC is an absolute no for me, those drivers are horrible and crash exceedingly often. And in Linux, well the other ones I know are practically ancient Mesa versions under a different name, AFAICT. Either way, I'll stick with this, so thanks anyways.


  2. Hey man! Hope you're doing alright, good luck out there.

     

    I've recently tried to compile and run k8v on Puppy Slacko 8.3.2 beta, which was shockingly, really easy! Didn't expect the only requirement to be SDL2, that's awesome.
    But I've run into an issue. While shadowmaps work fine,  neither stencil shadows nor lightmaps work. Stencil shadows just behave as if dyn lights had been disabled, and lightmapping looks like... this:

    Spoiler

    Screenshot.png.691414db51994342f5223ba8981bfe14.png

     

    I assume that's due to this:

    Init: OpenGL: Intel Open Source Technology Center / Mesa DRI Intel(R) G41 (ELK) / 2.1 Mesa 21.1.1
    Error: OpenGL: your GPU drivers are absolutely broken.
    Error: OpenGL: reported OpenGL version is NOTHING, which is a nonsense.
    Error: OpenGL: expect crashes and visual glitches (if the engine will run at all).

    Any workaround for that? (and, I'd stick with shadowmapping, but performance decays really, REALLY quick on this old iGPU)


  3. 49 minutes ago, ketmar said:

    try to do:

    k8vavoom.exe --help 2>help.txt

    ;-)

    K8Vavoom even has a help parameter? That one's very rare in Doom ports :p

     

    49 minutes ago, ketmar said:

    it is necessary to not blow up k8vavoom. it is safe to call unknown ACSF with any number of args, tho: ACS VM knows the number of arguments, and should pop them from the stack even if it cannot execute the ACSF itself. ACSFs are a kind of a special opcode that explicitly records argument count in the compiled ACS code.

    Ah, great to know then. The idea is to help with K8Vavoom support, not kill it, so I'll definitely keep that in mind, heh.

     

    And, this isn't an issue or bug per se, but it'd be nice to have. You know how there's two multiplier CVARs for light size and brightness in GZDoom? Could K8Vavoom get that too? It might sound a bit niche, but given Heretic and Hexen have almost no custom maps it's hard to fully appreciate all of K8Vavoom's lighting enhancements in them, and that'd help a lot, even more so with Hexen which has many light-casting objects around but their light is often too dim or small to be really noticeable.

     

    EDIT: Oh, seems like Hexen MAP04 crashes on enter, with the following error:

    Quote

    Host Error: invalid pobj #2 configuration -- bad line #450 (invalid sectors)

     


  4. 8 hours ago, ketmar said:

    yah! great to see you again! ;-)

    Same! Very glad to see you never stopped improving this more and more, either.
     

    7 hours ago, ketmar said:

    the parser is quite messy, and currently the only reliable way to do it is to crash. alas. also, no mod author ever reads any warnings. ;-)

    That is very true :p
    I guess that's fine enough, I've already patched D4T v1.0.1.1 to work better with current K8V, so maybe I'll do the same, albeit with current QC:DE, given it's not likely to get updates anymore. Would be cool to play those awesome mods with a matching awesome port!

     

    7 hours ago, ketmar said:

    yes, Spanish Inquisition easily confused. that's why i made it into a warning instead of fatal error. it's there more for mod authors to double-check that they're doing it right. here, it is hard to say what the author really meant. usually, you can hush The Inquistion by adding extra parens, like: `((velx) || (vely) || (velz))`. looks stupid, but should work. ;-)

    Good thing it's just a warning then, lol

    I'll try to keep that in mind for my own stuff, thought there wasn't any workaround for a bit.

     

    8 hours ago, ketmar said:

    because the whole MENUDEF parsing is a gross hack. it supports only a subset that was easy to implement, and everything else is solved with "-nomenudef" ;-) and some menudef things simply cannot be implemented at all with k8vavoom UI.

    Oh, that's actually fine then. I was mostly reporting that after thinking there probably was no parameter to do that (tried with -ignore-menudef because I recalled there's a -ignore-zscript which did work, so :p), but now it's not a big issue, thank you.

     

    8 hours ago, ketmar said:

    actually, it is more reliable now, because that actor will always be there, even in "-nogore" mode. i simply moved Gore Mod code into the main basepak, and the engine now knows about gore blood actors, and has some special code to process them. so they will stay there.

    That's reassuring, good to know it'll stay then.

     

    8 hours ago, ketmar said:

    also, you can use `int CalcPlayerLight (int flags)` ACS extra function (index 861), it should never ever return 0 for k8vavoom.

    Ah, that's very useful! Is the one parameter necessary or optional?

     

    I'll try to continue testing and report any other inaccuracies and such. One I forgot, ACS Warp seems to not return a value, but in ZDoom it returns whether the warping failed or not.


  5. Hey, it's been a while :p
    It's really awesome to see the shadowmapping, and in particular that it works with sprites! One thing I always wanted was sprites to cast dynamic shadows, but of course that wasn't reasonable with the old methods. Very neat to see this, which creates a lot of pretty eye candy even in vanilla Doom maps.


    Besides that, I've noticed some small problems with DECORATE, ACS and MODELDEF.

     

    [DECORATE]

    1. Gotos jumping to non-existing states are a fatal error. This is reasonable, because it makes no sense to do that. However, some mods do it even if they have a virtual jump before it, which is the "right way" to do it, so perhaps those cases should be replaced with a Stop or Goto Null and let go with a warning?

     

    2. A_ZoomFactor requires two arguments, but the function in ZDoom actually doesn't require any. A call with no parameters resets the FOV back to 1.0.

     

    3. Weapon.SlotNumber has priority over Player.WeaponSlot, but in ZDoom this is the other way around. This might break a few mods having all the weapon slots jumbled around.

     

    4. Projectiles, when bouncing on the floor (at least those of BounceType Hexen), won't count towards the counter that would put them into the death state, so at one point they'll just slide along the floor until they hit walls enough times to explode.

     

    5. "Spanish Inquisition says: in decorate, thou shalt use `|` to combine constants." has some false positives. As in, not even that it's called in places where flags are used properly or something, I mean stuff that uses ||, logical OR! :p

    Like this example from D4T:

    "MARM A 0 HealThing(!(velx || vely || velz))"


    [ACS]

    6. The layer flags in HUDMessage aren't supported. Not a big deal or very high priority, it's a seldom used feature but just in case you're not aware.

    7. SetMusic only supports 8-character long names, not full paths.


    [MODELDEF]

    8. INHERITACTORPITCH is broken. Like, very broken. The models using it display upside down and facing backwards, and don't respond to any changes in pitch at all.

     

    Oh yeah, and MENUDEF. Why not ignore unknown option values? In ZDoom they're left as "unknown", but you could very well just gray them out or remove the entry completely. Surprisingly often, mods include shortcuts to various ZDoom options, but anything K8Vavoom doesn't have will cause an error.

     

    1 and 2 in particular would be nice to have solved. They're the only things stopping QC:DE and D4T from booting up in K8Vavoom (and in fact at least D4T does play pretty nicely in K8V once that's resolved).
    Also, since you can check if an actor exists using SpawnForced in ACS, could one K8V-exclusive actor that is always guaranteed to be there, be added to help detect K8Vavoom reliably? I'm currently using K8Gore_Blood for that purpose, but given that's been changing from a "mod" to a built-in feature, I'm kinda afraid it'll change in the future, again.


  6. Well. is that little problem only visual or once it's there you can't get it out? Because i really doubt i can fix that. (But admittedly i did chuckle when i saw that screenshot)

    By the way, i was planning to add a Zombie mode that is planned to be sorta like Unturned, but i don't really have any good ideas about how to make it interesting, anyone has any ideas?


  7. More weapons, more 1 sided walls so the map runs better, WASD vehicles that don't dissapear after leaving them (I already converted 2 DCenter vehicles so if you want them just tell me) and maybe more stuff for fun on single player, missions like shipping drugs or weapons and stealing banks and other sorts of GTA-y stuff.

     

    If you ever get around to it, i would like to help with coding and such.


  8. Click this link to see the same post in the ZDoom forums

     

     

     

    0ca4fc80737bbed8a503a6067a37cc68.png
                  Doomguy's Unknown Battlegrounds

     

    This mod is mainly made for competitive gamemodes (Such as Deathmatch) but Single-Player
    is supported too.
    The aim of this mod is to be a fairly open-world (nothing as ridiculous as GTA 5 or Just Cause though) multiplayer
    mod that plays sorta like PUBG, big cities with a closing barrier thingy etc. You know the drill.

     

    Let's get to the good stuff, shall we?

     

    Features!

    Spoiler

    -D-Touch/Zandro/1.8.6 Compatible!
    -Optimized for very crappy computers and phones
    -Animated using the latest TEXTURES technology, saving a lot of disk space
    -12 new weapons
    -Vehicles!
    -Female status bar face controlled via the current player skin
    (That means it works on GZDoom too!)

    -Voice Taunts!
    -One menu where you can switch to the next map, add/remove bots and a bit more
    -Splitscreen compatibility using SSZDoom and the file DUBG-Splitscreen.pk3
    -(Optional) Sprays! code from this adapted for 1.8.6
    -1 new map (Doom City by Shamus Young, more in future updates)
    -Compatible with any monster mod
    -Player vs Player Glory kills
    -A bunch of stolen borrowed sprites

     

    Weapons

    Spoiler

    Fist: Your fist, which alternating both fire and altfire keys can combo, and killing an enemy
    with the fist executes a glory kill animation

    • AltFire: Use your right fist, alternating this with fire
      allows you to execute combos
      Ammo: Infinite (You can't run out of fist)

    Pistol: Just a regular semi-automatic handgun

    • AltFire: Toggle laser sight, boosting damage and accuracy
      at the cost of firing speed
      Ammo: Bullets
      Clip capacity: 18 bullets

    Colt Revolver: A strong single-action revolver with great accuracy

    • AltFire: Fan the hammer, greatly increasing firerate while lowering accuracy
      Ammo: 2 Bullets per shot
      Clip capacity: 8 shots

    Shotgun: A pretty accurate pump-action shotgun

    • AltFire: Kick, dealing a fair amount of damage
      Ammo: Shells
      Clip capacity: 10 shells

    Super Shotgun: A very strong double barrel shotgun with a long reloading time

    • AltFire: Fire one barrel at a time
      Ammo: Shells
      Clip capacity: Draws directly from ammo pool

    Assault Shotgun: An automatic shotgun with fast firerate, but slow reload time and big spread

    • AltFire: Kick
      Ammo: Shells (See a pattern yet?)
      Clip capacity: 20 shells

    Minigun: A really fast firing minigun, but it is quite heavy and slows you down

    • AltFire: Nothing
      Ammo: Bullets

    UAC Compact SMG: A side-loaded sub machinegun with a fast firerate but a fairly long reload

    • AltFire: Nothing
      Ammo: Bullets
      Clip Capacity: 35

    Assault rifle: A rifle that works best in short controlled bursts to keep accuracy

    • AltFire: Switch between Burst/Automatic firemodes
      Ammo: Bullets
      Clip Capacity: 25

    Heavy Rocket Propelled Grenade Launcher: A really heavy RPG that has a lot of power 
    with the downside of slowing you down

    • AltFire: Nothing
      Ammo: Rockets
      Clip Capacity: 2

    UAC Mark II Railgun: A very powerful Railgun with perfect accuracy but at a small speed
    penalty

    • AltFire: Zoom in, immobilizing the user
      Ammo: 10 Cells per shot
      Clip Capacity: 40

    Mysterious red sphere: Has a chance to spawn in place of the Soulsphere or Megasphere

    • AltFire: ???
      Ammo: ???

     

    Vehicles

    Spoiler

    Note: To use vehicles, get close to them and press the "Use" key
    They are controlled using your movement keys or any device you use for moving
    Press E to get off them

    Motorbike: A regular motorbike with great speed but crappy handling
    Health: 150

    Green Car: A normal car with bad speed but great handling
    Health: 500

     

    Screenshotz!

    Spoiler

    Screenshot_Doom_20180519_235944.png
    Screenshot_Doom_20180520_000005.png
    Screenshot_Doom_20180520_000055.png
    Screenshot_Doom_20180520_000113.png
    Screenshot_Doom_20180520_000131.png

     

     

    Credits can be found in the main PK3 itself.

     

    Remember to bind your keys before playing!

     

    Apply pressure on this long bar of text so a page will load where you can press another button to DOWNLOAD! this mod

     

    Feedback is greatly appreciated, any suggestions will be considered.


  9. Looks pretty interesting, however, it would be a great idea to NOT include any wads or source ports or whatever along the level packs because if anyone wanted to play this with D4T they could simply load it along with your mod.

     

    Also, is this mod playable without D4T?

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