Hi there.
Gzdoom is compatible with my version of OpenGl mode for Vile Flesh, apart the fact that there is no compatibility with the fragglescript for the lightnings.
I have no opengl lightings at all, apart the ones controlled internally by the Gzdoom engine.
http://dlw.doomwadstation.com/Best_of_1.html#vile
May I dream to have a fully Gzdoom compatibility for this megawad, making Gzdoom totally compatible with Doom Legacy?
On the screenshots, you can see "before" and "after" my work.
Playing with Gzdoom, I have the 3D structures, but no opengl lightning, like on the first screenshot.
Vile Flesh - Legacy's version
Moderator: Graf Zahl
- Jive
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Vile Flesh - Legacy's version
- Attachments
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- Map01_2.jpg (30.97 KiB) Viewed 1542 times
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- Map01_21.jpg (40.35 KiB) Viewed 1542 times
- wildweasel
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- Jive
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thank you for your answer!!
I wasn't clear enough: I have dynamic lights, and opengl mode... when it is already coded by the engine.
In my mod, I used tricks with fragglescripts and dehacked code in order to add static opengl lightnings, like you can see it with the doom legacy engine on the 2d screenshot.
Those additive lightnings are not rendered with gzdoom. They are purely ignored.
For example, here is the script used for map26:
I wasn't clear enough: I have dynamic lights, and opengl mode... when it is already coded by the engine.
In my mod, I used tricks with fragglescripts and dehacked code in order to add static opengl lightnings, like you can see it with the doom legacy engine on the 2d screenshot.
Those additive lightnings are not rendered with gzdoom. They are purely ignored.
For example, here is the script used for map26:
Code: Select all
//script by Jive
//october 10, 2004
levelname = Service Tunnels
creator = Gwyn Williams
[scripts]
include("things.h");
script 1
{
setcorona(REDSMALL_L, CORONA_OFFY, 20.0);
setcorona(REDSMALL_L, CORONA_SIZE, 220.0);
//setcorona(REDSMALL_L, LIGHT_RADIUS, 100.0);
setcorona(GREENSMALL_L, CORONA_OFFY, 20.0);
setcorona(GREENSMALL_L, CORONA_SIZE, 80.0);
setcorona(GREENSMALL_L, LIGHT_RADIUS, 100.0);
setcorona(BLUESMALL_L, CORONA_OFFY, 20.0);
setcorona(BLUESMALL_L, CORONA_SIZE, 240.0);
setcorona(BLUESMALL_L, LIGHT_RADIUS, 100.0);
setcorona(REDTALL_L, CORONA_OFFY, 30.0);
setcorona(REDTALL_L, CORONA_SIZE, 280.0);
setcorona(REDTALL_L, LIGHT_RADIUS, 100.0);
setcorona(GREENTALL_L, CORONA_OFFY, 30.0);
setcorona(GREENTALL_L, CORONA_SIZE, 80.0);
setcorona(GREENTALL_L, LIGHT_RADIUS, 100.0);
setcorona(BLUETALL_L, CORONA_OFFY, 30.0);
setcorona(BLUETALL_L, CORONA_SIZE, 280.0);
setcorona(BLUETALL_L, LIGHT_RADIUS, 100.0);
setcorona(CANDLE_L, CORONA_SIZE, 60.0);
setcorona(CANDLE_L, CORONA_OFFY, 8.0);
setcorona(CANDLE_L, CORONA_COLOR, "FFFFFFCC");
setcorona(CANDLE_L, LIGHT_RADIUS, 40.0);
setcorona(CANDLE_L, CORONA_TYPE, LIGHT_SPR);
setcorona(CANDLEABRE_L, LIGHT_COLOR, "00ffff88");
//setcorona(CANDLEABRE_L, CORONA_COLOR, "00ffff88");
setcorona(CANDLEABRE_L, CORONA_SIZE, 15.0);
setcorona(CANDLEABRE_L, CORONA_OFFY, 33.0);
//setcorona(CANDLEABRE_L, LIGHT_RADIUS, 100.0);
setcorona(BFGEXP_L, LIGHT_COLOR, "FFE4A950");
setcorona(COLUMN_L, LIGHT_COLOR, "C3E597ff");
setcorona(COLUMN_L, LIGHT_RADIUS, 100.0);
setcorona(COLUMN_L, CORONA_COLOR, "C3E597ff");
setcorona(COLUMN_L, CORONA_SIZE, 80.0);
setcorona(COLUMN_L, CORONA_TYPE, LIGHT_SPR);
setcorona(TECHLAMP_L, LIGHT_COLOR, "D2E6F2ff");
setcorona(TECHLAMP_L, LIGHT_RADIUS, 100.0);
setcorona(TECHLAMP_L, CORONA_COLOR, "D2E6F2ff");
setcorona(TECHLAMP_L, CORONA_SIZE, 80.0);
setcorona(TECHLAMP_L, CORONA_TYPE, LIGHT_SPR);
setcorona(TECHLAMP2_L, LIGHT_COLOR, "EAD0D0ff");
setcorona(TECHLAMP2_L, LIGHT_RADIUS, 100.0);
setcorona(TECHLAMP2_L, CORONA_COLOR, "EAD0D0FF");
setcorona(TECHLAMP2_L, CORONA_SIZE, 30.0);
setcorona(TECHLAMP2_L, CORONA_TYPE, LIGHT_SPR);
}
startscript(1);
- Attachments
-
- VILE-deh.zip
- deh file included within the wad, fragglescripts included within the head of some maps
- (3.47 KiB) Downloaded 98 times
- Graf Zahl
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- Jive
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- Location: Manaus (Amazonia)
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That's too bad, because this megawad was downloaded 1500 times the passed year, and it's pretty the only one complete megawad for Doom II using intensively a bunch of cool tricks, making it pretty without any real interest out of Legacy, making consequently of it a darn good port!!!
I don't care to know that this particular opengl code of legacy was badly designed. The effect IS awesome, and it's the only important point for a player.
Anyway, thank you very much for your friendly answer!
I don't care to know that this particular opengl code of legacy was badly designed. The effect IS awesome, and it's the only important point for a player.
Anyway, thank you very much for your friendly answer!
- Jive
- Posts: 340
- Joined: Sat Mar 11, 2006 23:44
- Location: Manaus (Amazonia)
- Contact: