Page 1 of 2

0.9.27

Posted: Sat Feb 04, 2006 18:49
by Graf Zahl
Here's the latest update - and this time there's a few new features! ;)

- Finally added a hires texture namespace. When using a WAD put all textures that are supposed to replaced existing textures with hires versions between HI_START/HI_END. If using a ZIP put them in the 'hires' folder.

- Added a Transfer_WallLight special that works like Transfer_Ceiling/FloorLight, just for walls. It has 2 parameters:
- lineid - specify the id of the lines affected by this
- flags - 1:affect first side, 2:affect second side, 4:disable fake contrast. Flags are additive.

- The GL renderer finally supports the fake contrast of the software renderer. But since I know that some people don't like it there's an option in the menu to disable it.


I also updated the DoomBuilder/WadAuthor configurations for the Transfer_WallLight special.

Re: 0.9.27

Posted: Sat Feb 04, 2006 19:24
by Enjay
Graf Zahl wrote:- Added a Transfer_WallLight special that works like Transfer_Ceiling/FloorLight, just for walls. It has 2 parameters:
- lineid - specify the id of the lines affected by this
- flags - 1:affect first side, 2:affect second side, 4:disable fake contrast. Flags are additive.
OK, for those of use who don't use WA or DB ;), it's type 16 yes? [edit]Yup, certainly seems to be correct.[/edit]

Also, does it actually set a lineid as well? ie does the line with the special also become identified with the lineid argument number, or is it purely for identifying the target lines?

No way to just affect upper/lower/mid?

Posted: Sat Feb 04, 2006 20:16
by Graf Zahl
This special does not set a line ID. This isn't necessary because you either use it in a control sector or on an otherwise unused line to transfer the properties.

No, it affects the entire line. I just expose some previously inaccessible ZDoom functionality with it.

Posted: Sat Feb 04, 2006 20:23
by Shinjanji
Where can we download it? The downloads page is still only showing .26

or am I overlooking something obvious?

Posted: Sat Feb 04, 2006 20:27
by Graf Zahl
No. The update apparently vanished somewhere. I'll have to do it again.

Posted: Sat Feb 04, 2006 20:28
by Shinjanji
Ok, thanks.

Oh the irony, however. I ran into a situation just minutes ago that transfer_walllight can fix!

talk about handy!

Posted: Sat Feb 04, 2006 21:26
by lemonzest
what exactly does fake contrast do?

Posted: Sat Feb 04, 2006 22:21
by Graf Zahl
Fake contrast is the effect that changes brightness for perfectly horizontal and vertical lines in the software renderer. I got support almost for free because it uses the same data I needed for the Transfer_WallLight support

Posted: Sat Feb 04, 2006 22:27
by Nash
Very nice, Graf! Thanks for the new version. I'm lovin' it.

Posted: Sat Feb 04, 2006 22:40
by Enjay
Shinjanji wrote:Where can we download it? The downloads page is still only showing .26

or am I overlooking something obvious?
Well, it's fixed now, but it was pretty obvious. You just had to put a 7 where the 6 was in the previous download. ;)

Posted: Sat Feb 04, 2006 22:56
by Nash
The fake contrast can sometimes break certain lighting effects that were intended by the author, but I guess that's why it's an option.

There's this one wall in Strife MAP01 (Sanctuary) where there's a light being cast onto a vertical wall. Without the fake contrast, the intended effect is retained (the wall is bright).

With the fake contrast, that part of the wall suddenly becomes dark. It looks weird but I can cope with it.

Posted: Sat Feb 04, 2006 23:02
by Graf Zahl
If you absolutely don't want fake contrast you can completely disable it for your map by specifying 'evenlighting' in MAPINFO for it. ZDoom has had that option for a long time.

Posted: Sun Feb 05, 2006 0:07
by Enjay
It's nice to have as an option. Ever since Zdoom introduced "evenlighting" I've been trying to work out what I prefer: and I still don't know. :?

Posted: Sun Feb 05, 2006 0:12
by Graf Zahl
It heavily depends on the maps. On dark maps I prefer fake contrast but on modern tech maps like Daedalus I prefer evenlighting. Occasionally it might even be preferable to customize the fake contrast values.

Posted: Sun Feb 05, 2006 1:52
by Enjay
On the hi-res textures thing: Do I still need to define large, true colour graphics in HIRESTEX before using them in a UT-style skybox, or can I just stick them in a WAD and allow GLDEFS to do its magic?