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

GRAU

Members
  • Content count

    79
  • Joined

  • Last visited

1 Follower

About GRAU

Recent Profile Visitors

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

  1. Hello. I have got a request. Implement please a smart palete-replacement algorithm into delphidoom. For example. I load RDVOX to play it with doom 2. And the normal blue indexes are somehow shifted in RDVOX to get more colors for advanced blue lights. And i have to reload water and some other textures into RDVOX just to have them translated nice to new palete instead of having darker or lighter colors ingame. So can you make the engine to transform ALL THE RESOURCES with different paletes (loaded from doom/doom2 itself too)on the runtime into the last loaded palete? Then i will have not to add new textures to compatibility wad each time someone wants to play a custom boom or vanila wad that includes some new blue textures with RDVOX. This will save a lot of my time, nerves and improve picture in lots of pwads played with my mod, and may be not only my. For example remove from rdvox's PAL3PTCH.WAD all resources excluding PLAYPAL and COLORMAP and try map02 of doom2. Look at water. Look an blue door sides...
  2. Well, man you use Open GL i see. I have no idea why does it changes the sky to black. There ARE some issues with palete using side wads with custom blue textures but that isn't it. I am still vorking over lost soul graphics. The current screenshot is transforming pixel-by-pixel from idle to atack, by the eye method. And when i got this picture i got an idea to save the quad-eyed skull for future, mat be, trash, projects:
  3. i thought about new sprite. But i am not sure that i can create something better then this now. So i will come back to this later, when i will understand - what actualy i need
  4. Well looks like i will make it like in Rage 2 - there the bfg looks similar to dooms one. or remake it into a hi-tech butt
  5. Link? Looks like i dont know what are you takling about(
  6. Today i was improving those 2 idle/chase frames. I added a little light above chicks, and a layer of dots from right and left. The most changes were in the place where model contacts with fire effect: and so we get this prety color transition: Another thing i plan to add to 0.39 is BFG9K. It looks like a sprite from the side: But if we come and look closer we may see some more: I still can't understand what are those metal trims on the back(in the left of screenshot)
  7. I have some progress with lost soul. I hgave 2 frames finished, they have minimum difference and replace A and B idle/chase states. So i made some tests of combining this voxel and a flame from red torch. Looks like that vorks:
  8. Looks like i havefinished that kebab... That was not easy %)
  9. I have allready tried FPCDoom.Actually i thought it will runRDVOX like Delphidoom does. But it couldn't that time. This was in december 2019. I didn't like a lot R4G4B4 there - looks worse then the predefined 256 indexes. Anyway, i belive - you know what to do) I always wish to see as low sys requirements as it is possible, ZDoom based ports had that. But they have some strange problems when applying voxels to some classic/prboom wads, problems with scene z-sorting. I belive in delphidoom. The last release had nice performance. the only serious issue was that green color everywhere :D So i hope you will found a way to optimize delphidoom even for singlecore CPU's. BTW i collect some old cpu's, run doom sourceports sometimes on them, and not only. However, the 2-core processors that I usually use are now considered obsolete too. I think i gonna try Delphidoom on Pentium 2 for Slot1 with 320-512mb SDRAM as soon as i will find a compatible hdd for that =)
  10. I am asking myself another thing. if you plan udmf, and it has custom sector color (lightcolor) parameter - will that need enlarging of colormap twice for each next sectorcolor? or we make easier by just calculating anything in sector color BEFORE translation to 8bit palete? Imagine that we need just to render whole scene in rgb, applying sector colors, applying damage or pickup fades. As usual in 32bit. And only then we translate to final 8bit palete. Isn/t it a way to solve? Or this is cpu-heavy way?
  11. Isn't there a way just to precalculate all those damage red-faded tables and pickup yellow-faded tables? why do we need to do it realtime while the engine may do all those calculations using the LAST LOADED CUSTOM palete once at runtime?? Another idea, if previous is not working is not to make "fixed but slow" and "unfixed but fast" releases but to do it as an option. Can not you?
  12. GRAU

    What device do you use for aiming & turning?

    Usual wired mouse on a desktop computer, wireless mouse for floortop pc)) Sometimes Dual-Shock style gamepad for playing games like silent hill 1-4 or something from NES
  13. I got strange experience during redefining dynlights in new version. 8bit renderer drags nearly any yellow/softyellow dynlight color to green colors fromn palete. I even looked how qzdoom does this. But there is no such effect. color 1 0.7 0.3 color 1 0.6 0.1 color 1 0.5 0.2 (even 1 0.5 0 and 1.0 0.6. 0) - all those colors have not to look as green. We have lots of brown, orange, even some yellow-red in palete, i even tried to add some more yellow... but why do i see this: 1 0.7 0.3 - Column (light column) Delphidoom QZDOOM Candelier, color 1 0.6 0.1 Delphidoom QZDOOM Candle, color 1.0 0.5 0.2 and even torch that is nearly red - 1.0 0.4 0.1 - we have pinc colors, we have orange - why border is green? Delphidoom QZDOOM Please try to do something with this, may be add some menu for changing color-preference logic.. we need more experiments i think. I want to see delphidoom as a best sourceport, at least for playing classics with some lights and voxels)
  14. That is not a problem. But i got another one. You said i jneed a flag +passmobj and a lower then 30 height to jump over a barrel. I did it. Just look what i got: When i try to jump over a barrel - anything is nice. But when i try to jump ON a barrel - can. But i cant move there. I cant walk over a barrel. I set the height to 20 and radius up to 32 to show this. Both player and barrel has +passmobj flag. If i jump on a barrel - i can stay but trying to walk or to run, allready staying on an object looks imposible. The inimation is looking like the player is running all the time i stay on the barrel. But when i try to jump out - it pushes me out with a great speed. Like all the movement i had to do is stored somewhere untill i stay on a barrel and thei is given momentaly to a player! I added the files lower RDDVOX.zip RDVXTEST.zip
  15. The song is good, but i think this wad needs more scary ambient, more suspense. But songs themselves are realy good. I didn't know about tall textures. Didn't think about that. How heavy is this problem? may it cause crashes?
×