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About ketmar
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(Banned) k8vavoom developer
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WARNING! THIS IS VERY OFFICIAL! ;-) for several reasons, i don't feel like i can freely express myself on DoomWorld anymore. i won't be reading this topic, and won't publish k8vavoom updates here. this DOESN'T mean that k8vavoom development is stopped, no wai. i have no intention to drop the project, and new exciting engine features are on their way! please, note that you can report bugs and request features directly at Fossil repo too. you don't have to register there, just login as anonymous. tickets are premoderated, so don't worry if they won't appear immediately. there is a very simple forum there too, so if you have any k8v-related questions, you can ask 'em there. i am really sorry for how things turned out. stay with us at our new home if you can, you won't be disappointed! ketmar is off, and logged out.
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thank you, i'll look at it. will try to implement support for the next public build. this is the way k8vavoom works: i prefer it to abort when it sees something it doesn't understand, instead of silently ignoring everything. because nobody reads warnings anyway. ;-)
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(Digital Foundry coverage) PrBoom+ RT/Doom Classic: RayTraced - Real Time path tracing in PrBoom+um
ketmar replied to Redneckerz's topic in Source Ports
thank you, Oh Wise One! your Great Wisdom truly enlightened me, and now i've seen the light! i hope to hear more Wise Words from you, because i definitely know nothing about computer graphics, and cannot learn without being guided by somebody Really Wise! -
(Digital Foundry coverage) PrBoom+ RT/Doom Classic: RayTraced - Real Time path tracing in PrBoom+um
ketmar replied to Redneckerz's topic in Source Ports
so, it's [censored because some wise moder will warn me again for "self-promotion"] shadowmap lighting mode, only requiring the latest GPU? ;-) -
that's exactly why i am using STB and DR libs: they aren't "libraries" in the way we used to. just drop that file in your project, and that's it. they meant to be simply #include-d, no strings attached, no extra dependencies required. they aren't do their own file reading or sound output too, you just feed them with data, and get decoded samples in output buffer. which is, i believe, way more "bullet-proof" than to expect SDL to have all decoders included in each possible distro.
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@wesleyjohnson why don't simply use external libraries to decode various sound formats instead? there is drlibs, for example, with "dr_mp3.h" single-header decorer in the style of STB (that's what i'm using in k8vavoom to play mp3s).
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but why? i mean, what do you want to accomplish with that? i mostly don't want people to use VavoomC (at least not until it is strictly necessary). DECORATE and ACS can be implemented mostly anywhere (at least partially), but VC/ZS can't. also, as Gez noted, encouraging people to use VavoomC will force me to freeze it, effectively blocking any further major engine changes (because Vavoom is not "scripted in VavoomC", it is written in VavoomC, even physics and playsim). you can add new DECORATE actions with VavoomC code, though, if you really need to. i see this as a better way of modding, because other engines could reimplement those new actions with ZS/C/C++, and the mod will work there too. so, if you have something you want to do, and you feel that k8vavoom is missing some specific API, i may simply add that new API instead of giving access directly to engine internals.
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you can always create a branch from what you have now, then switch back to master, do "git reset --hard some-old-commit", and then do "git pull". this way, you will basically move all your current work to a new branch, then "rewind" master back in time before you started, and sync it again. so you can have you cake and eat it too.
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i could trade that for vocals like yours (and a small bit of your soul). exclusive offering, no strings attached!
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Plotting the correlations between fans of Doom and fans of metal music
ketmar replied to Alex S.'s topic in Everything Else
power metal forever! love the music, but usually hate the lyrics. sometimes it is good that English is not my native language. -
@Lippeth be very, very careful, my friend! it may look innocent at first, like "oh, i won't do anything big, just modify some small things here and there", but after some time you may suddenly found yourself developing a full-featured source port!
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there is simply no voxel data left after building a mesh. also, voxel model is hollow inside. and the renderer can render only textured triangle soup/triangle fan. so it is possible, but will require some significant rewriting of renderer. definitely not now. ;-) p.s.: also note that you need a proper model for volumetric (stenciled) shadows. and shadowmaps won't look that good too. there are ways to render small voxel models entirely with GPU shaders, but it will require bumping minimum OpenGL version, and quite recent GPU for good performance. and rewriting the whole renderer for new GPUs too. ;-) it's a purely visual effect, they don't exist in the game world, and cannot interact with it. i.e. the answer is "no, sorry".
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@Steinkrauz, please, don't promote anything from that author here. thank you.
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basically, there are 3 copies of exactly the same things on exactly the same spots, repeated many times for different thing locations. manual cleanup may take ages.
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sorry, i don't know about any automatic way to do that. but i'm not using UDB, so don't take my answer as The Final Truth. ;-)