[Doom.UnknownConsoleVariables]

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

[Doom.UnknownConsoleVariables]

Post by Jive »

Code: Select all

[Doom.UnknownConsoleVariables]
gl_depthfog_multiplier=0.6
gl_automap_dukestyle=false
gl_depthfog_mode=1
wi_totaltime=false
wi_sucks=true
dropstyle=0
savedir=save
I noticed 3 problems:
- I don't have any fog on my screen, no matter my efforts.
- I can't have the normal automap: it's always the dukestyle one (it has disappeared from the menu).
- There is no difference between the times (totaltime and passed time)

Sorry for my newbies questions... :oops:
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

The console variables are leftovers from old versions and don't exist anymore.

With the fog I need more information. What exactly were you doing and is fog enabled in the menu?

The dukestyle CVAR never had any function. What you might want to change is the rotation and overlay settings in the menu

Of course the times are different. But not after the first level which starts at 0:00.

And since there are no bugs reported here this goes to the general discussion forum now.
User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

Post by Jive »

of course, I'm a newbie but not stupid: fog is enabled!!!
I'm playing with the njzd2001.wad by Enjay
Since the very first moment, and I'm now on map04, I don't have any fog anywhere.
It was the same thing for any of the other pwad played before this one.
Of course, all was fine with Legacy, this to let you know that my graphic's card is good for fog: Ati Radeon 9700 Pro with the very latest drivers, totally awesome.

dukestyle map on and off must be an option for Zdoom, maybe?
I thought to have seen it with Gzdoom, but I was surely wrong.

For the times, I should have waited a bit more, but when I enabled it, as far as it was displaying the same time, I didn't think more about it and I disabled it...

Thank you for moving this to the correct forum!!
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

dukestyle was in ZDoomGL. Maybe that's where you have seen it.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

What kind of fog are you looking for? Unless you are using the testfade command or something, you will only see fog if a level has implemented it. I think map08 is the first map in njzdoom2001 where I used fog.
User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

Post by Jive »

Ohhhhhhhhh....
ok ok!!!
Leg... Sh***t... The other port was displaying a full fog by default everywhere, even if it wasn't coded by the authors... On, off, and that's all...!!
It's pretty amazing, yes, but I didn't really like to have fog where an author didn't intend to have one.
As far as I saw the "fog" cvar, I thought that it was the same for GZDoom.

Ok, I said "of course, I'm a newbie but not stupid:"
But... Ok: I AM stupid!!!
:D

And you are right: dukestyle was in ZdoomGl.
I didn't notice that it wasn't in Zdoom, nor in GZDoom.
But... The cvar is still here: "gl_automap_dukestyle=false"
Very confusing for a newbie, indeed!

Don't be afraid: 6 or 12 months more, and I won't anymore ask you stupidities!!!
;)
Locked

Return to “GZDoom”