jval

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  1. 1366x768 using software renderer.
  2. Heretic - Wide Area Beta
  3. I really like the outdoor enviroment (first photo). I'm looking foward to it!
  4. Thanks for your question, it gives me the opportunity to explain the method I've used. The glBegin()/glEnd(), etc commands of the script are translated into an internal intermidiate structure that holds the appropriate mesh information. This is done when we execute the script. The script actual is generating the structure, it does not render the model. (i.e. script is not running while rendering).The actual rendering is performed by parsing the structure and performing the appropriate drawing functions. Yes, the rendering is performed with the old deprecated functions in the editor, but there are no restrictions on what rendering techniques we will eventually use. We can render the structure using VBOs, D3D or even software rendering.
  5. A new meintainance release (ver 2.0.3.706) is available. New features/fixes: Support for procedural models (generated with DD_MODEL tool) when using the OpenGL renderer. Download link at sourceforge: https://sourceforge.net/projects/delphidoom/files/DelphiDoom%202.0.3/
  6. DD_MODEL is a tool for creating procedular models for DelphiDoom. Current version is 1.0.2. Features: Script Editor with syntax highlighing. Fast compilation. Build in 3d preview with frame animation. Export to binary (compiled format) files (*.dmx) Decompile binary models (future version hopefully will support decompile of MD2/MD3 etc model formats) Decompile the model's script to C or Pascal source. Downloads: https://sourceforge.net/projects/delphidoom-procedural-modeler/files/DD_MODEL_1.0.2/ (Windows executable and full source code). Procedural Model is a new DelphiDoom's model format available for the OpenGL renderer (version 2.0.3.706 or higher). The mesh is generated with script using opengl commands. The application uses PascalScript as it's scripting engine. Every model can have a number of Frames. A frame can call other frames (i.e. you can use a frame as a submodel). Special care has been taken to avoid dead ends when recursively calling frames. DelphiDoom can use the *.dmx files or compile the source code and render the model. An example can be downloaded here. Example code (generates a spinning plane): model model1; procedure MakePlane; begin glbegin(GL_QUADS); glTexCoord2f(0,1); glVertex3f(-0.5,-0.5, 0); glTexCoord2f(1,1); glVertex3f( 0.5,-0.5, 0); glTexCoord2f(1,0); glVertex3f( 0.5, 0.5, 0); glTexCoord2f(0,0); glVertex3f(-0.5, 0.5, 0); glEnd; end; var i: integer; begin SetFrame(0); // Set current frame to #0 MakePlane; // Draw something // Spin it for i := 1 to 359 do begin SetFrame(i); // Set current frame to "i" glMatrixMode(GL_MODELVIEW); glPushMatrix; glRotatef(i , 0.0, 1.0, 0.0); CallFrame(0); // Call frame #0 glPopMatrix; end; end. Screenshots: Example:
  7. Vanilla needs 4 Mb RAM at least. Won't run with 2 Mb.
  8. A new meintainance release (ver 2.0.3.705) is available. New features/fixes: Hud drawing speed optimizations in 2560 x 1440 & 3840 x 2160 resolutions. Fixed music pitch problem as mentioned by RTC_Marine: Download link at sourceforge: https://sourceforge.net/projects/delphidoom/files/DelphiDoom%202.0.3/
  9. Your CPU has an integrated Intel HD Graphics 4600 GPU. Make sure that when running gzdoom.exe your video display uses the nVidia card.
  10. A new meintainance release (ver 2.0.3.704) is available. New features: PascalScript can now access DLLs from inside pk3 files. (or WAD files if using the PK3ENTRY lump). (download DLL inside WAD Example) Smooth freelooking. Now the engine does not ignore the slight variations in mouse movement as noticed by RTC_MArine: Internal save/load version updated to version 2.03 for all branches. Added gl_no_glfinish_hack console variable to avoid with OpenGL slowdown on systems with Intel HD4000 and Windows 10 (default is True). Further information can be found at intel communities forum Will load configuration file (*.ini) of previous versions. Download link at sourceforge: https://sourceforge.net/projects/delphidoom/files/DelphiDoom 2.0.3/
  11. A new version of DD_VOXEL tool (ver. 1.3.1) is available. Downloads: https://sourceforge.net/projects/delphidoom-voxel-editor/files/DD_VOXEL_1.3.1/ (MS Windows executable and full source code) DD_VOXEL is a tool for creating voxels for DelphiDoom. Features Simple editing (like a paint program) Imports *.KVX voxels Exports *.DDMESH voxels (optimized mesh for DelphiDoom's OpenGL renderer) Heighmap and terrain importing Copy/Paste front, back, left, right, top and down views Optimized OpenGL rendering Screenshots: (using the Voxel Vehicles Pack 1.0) Screenshot with Heightmap and terrain example:
  12. You can look at that thread: https://www.doomworld.com/forum/topic/64148-delphidoom-progress-in-3d-perspective-in-software-mode-now-with-voxel-support/#comment-1165911 It's a compination of zaxisshift aspect ratio changing depending on the look up/look down angle panning and stretching of horizontal lines depending on the line Y position a trapezoid to rectangle transformation
  13. I consider multiple TEXTURE3 lumps inside the WAD structure as more appropriate behaviour, since using TEXTURE4, TEXTURE5 etc will cause uncertainty among loading at once multiple mods. But ... for now, only one single TEXTURE3 lump is supported (the one at the last WAD loaded). I stick to that since the purpose of TEXTURE3 lump is to: provide textures that are using existing patches (PNAMES) easy declaration of texture names (set numpatches to zero and use a hi resolution replacement between HI_START & HI_END lump markers). Future plans include the creation of an extended (probably with scipt/text-based syntax) declaration of user defined textures. Before that I want first to find out how other ports deal with custom texture definition (ZDoom, Vavoom, others?) and make a compatible implementation.
  14. A new meintainance release (ver 2.0.2.703) is available. This release includes new features such as: Support for PCX images as external textures. New mobj functions to control flow depending on map & world variables. Support for 'TEXTURE3' texture lump. Builds map nodes if missing from wad file. Download link at sourceforge: https://sourceforge.net/projects/delphidoom/files/DelphiDoom%202.0.3/
  15. Radge stands for [RA]ndom [D]oom [GE]nerator and it is a command line tool for Windows to create random maps. It is based on slige (build 490). Downloads: https://sourceforge.net/projects/radge/ The purpose of this project is to explore the potential of random map generation using various algorithms in the future. In order to use the levels with a source port you must first build the nodes with an external tool such as glbsp. The project is written in Pascal language. The source code can be compiled with FPC/Lazarus.