How to use voxels in GZDoom ?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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NeoHippo
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How to use voxels in GZDoom ?

Post by NeoHippo »

DooMAD made a test map, with voxels between VX_START and VX_END markers.
When I load this map into GZDoom, all I get are the sprites.

As usual I am probably doing something wrong or have misunderstood how this is supposed to work.
Could somebody, please, shed some light onto this.
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NeuralStunner
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Re: How to use voxels in GZDoom ?

Post by NeuralStunner »

There's no Voxel support in GZDoom yet. For now, you'll have to use the ZDoom Voxel build included in that zip.
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Gez
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Re: How to use voxels in GZDoom ?

Post by Gez »

If you want to, you can try compiling GZDoom's voxel branch. It's not in the trunk.
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NeoHippo
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Re: How to use voxels in GZDoom ?

Post by NeoHippo »

NeuralStunner wrote:There's no Voxel support in GZDoom yet. For now, you'll have to use the ZDoom Voxel build included in that zip.
Ah, ok. I'm jumping the gun then.

Gez wrote:If you want to, you can try compiling GZDoom's voxel branch. It's not in the trunk.
If I could, I would.
I've tried several times in the last 5 years and always was met with disappointment.
Now, in my old age, I learned just to wait until it is official. :-)

For me, building levels is more enjoyable.
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VGA
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Re: How to use voxels in GZDoom ?

Post by VGA »

Is there a windows compiled GzDoom of the voxel branch ?

I've checked out Zdoom's voxel build and it looks awesome but suffers from instability/crashes. Also, it's the software renderer :-D
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Graf Zahl
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Re: How to use voxels in GZDoom ?

Post by Graf Zahl »

The voxel stuff has long been merged into the trunk by now.
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VGA
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Re: How to use voxels in GZDoom ?

Post by VGA »

Ha ! Thanks. I didn't even think to try voxel_test.wad with the gzdoom svn build I already had !

Epic fail on my part, but I don't care, it looks awesome ! It's like 3d sprites :angel:
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