Moving to v1.0.00

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Graf Zahl
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Moving to v1.0.00

Post by Graf Zahl »

Yes, that's correct. No more 0.9.x versions!

After updating to the current ZDoom code GZDoom is no longer based on an unofficial version so I decided to finally go to 1.0.

This version also contains a major reorganization of the rendering data which hopefully will make adding new features easier in the future.

The first results of this are already in here:

- Support for additive lights. Additive lights don't look as good as normal multiplicative lights but they require far less resources so they may be a choice if performance is critical. To use them either add 'additive' to the light definitions in GLDEFS or use thing types 9810-9814.

-Shader support for warping textures. They are disabled by default though because they most likely require some more recent hardware to work well. If you want to check it out enable the feature in the menu.

-While redoing the rendering organization I was also able to optimize skybox rendering so it no longer needs a stencil buffer if there is only one skybox. A result of this is far better performance in some levels.
Xtife
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Post by Xtife »

this is based on the svn code randy recently released? is it floating point? or just part of it :)
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Post by BlazingPhoenix »

:o Great news Graf!
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Graf Zahl
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Post by Graf Zahl »

No floating point yet. It only means that all the .96x features are now 'official'.
Xtife
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Post by Xtife »

well thats good :) why wouldnt randy release a full binary then
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Post by NecroMage »

Awesome stuff!

@Xtife: there are still some major bugs in the svn version that make it to unstable to for use still.
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Post by Zeg-Vok »

Wow. *In cheesy Infomercial "actor" voice* But Graf, how does this affect me?
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Post by SlayeR »

You got the shader depth fog working yet? ;)
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Post by Graf Zahl »

No. I want to restructure the fog handling first so that I can better switch between different fog shaders.
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Post by SlayeR »

Hmm, for some reason I can't enable the warp shader, just forces it to false.
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Post by Graf Zahl »

What does it say in the console? This effect happens when the shader can't be set.
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Post by BlazingPhoenix »

Any other features that're planned for 1.0.00?
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Post by SlayeR »

There are no error messages I can see. Just a bunch of 'Init Shader *: @' (where @ = some character that obviously isn't part of the font :P)


Can you post your startup log?
lemonzest
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Post by lemonzest »

Nice, i like the new layout for some menu items. shame about my save games tho.
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Post by lemonzest »

SlayeR wrote:There are no error messages I can see. Just a bunch of 'Init Shader *: @' (where @ = some character that obviously isn't part of the font :P)
it looks like something in quake2 font. but i get the same init list
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