Discussion split off from the documentation thread

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Moderator: Graf Zahl

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BlazingPhoenix
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Post by BlazingPhoenix »

We need some documentation on the ModelDefs lump......
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ellmo
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Post by ellmo »

I have a question about ZIP handling. Where do I put text lumps like ANIMDEFS HIRESTEX and such?

...and another question: does GZDoom have any problem with warping and scaling *.PNG textures, or is it just me?
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Graf Zahl
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Post by Graf Zahl »

You put such lumps in the main directory. The only reason I allow the specific 4 subdirectories in the global namespace is to allow any user to group resources properly. Anything you put in there is fully interchangeable in the global namespace (i.e. putting a graphic into sounds/ is the same as putting it into /graphics.
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ellmo
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Post by ellmo »

Okay, I think I got it working.
But one thing still bothers me. Can High-Quality textures be warped?
I have:

ANIMDEFS:

Code: Select all

WARP2 texture AWATER
HIRESTEX:

Code: Select all

define AWATER 64 64
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Graf Zahl
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Post by Graf Zahl »

Unfortunately not, unless you use shaders. Warping a 256x256 texture is utterly prohibitive in terms of performance as it takes approx 8 ms to warp the texture and 2 more ms to upload it to the graphics card. Every map that attempted this suffered from severe performance problems. As a result I have disabled software warping for hires replacements altogether.
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ellmo
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Post by ellmo »

Oh... so that's the case. Any texture above 64x64 won't warp?
Then I'll have to reduce their size... or fina another way around. Thanks GZ.
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Graf Zahl
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Post by Graf Zahl »

128x128 is no problem. The only textures that don't warp at all are hires replacements. Large normal textures do warp but you won't be happy with the performance.
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ellmo
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Post by ellmo »

Well, call me an idiot. But still nothing. Still getting those sexy pink flats when I use ANIMDEFS... There are absolutely no hi-texture replacements. Just 128x128 Flats. And even if their size is a problem - I've tried with 64x64. Does the same.
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Asylum.rar
a small map with flats and ANIMDEFS stored in ZIP
(101.7 KiB) Downloaded 120 times
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Graf Zahl
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Post by Graf Zahl »

You can't warp true color textures. They are always treated like hires replacements. Make them 8 bit and they should work. Furthermore, there seems to be a bug in the code that should detect such textures when trying to warp them.
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ellmo
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Post by ellmo »

NOW I understand.
Too bad I had to change my liquid flats to 8bit BMPs; thanks to RTC's palette I managed to keep most of their beauty.
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Post by Enjay »

You can warp 8 bit pngs in their own palette too. No need to force them into a different palette.
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Post by Cutmanmike »

I know this offtopic stuff is getting off the scale here but why was A_DualPainAttack added? To me it seems too... specific. I know the doom64 pain elemental had a two way lost soul attack but... I dunno... it seems odd for something like that to actually get added.

:nope:
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Post by Enjay »

I think Justin had it in for his own mod, for which he built a custom exe. He submitted the code to Graf and it was included. It seems kind of legit to me seeing as how it emulates a Doom derivative monster's attack and the effect had been coded anyway, so why not?
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Graf Zahl
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Post by Graf Zahl »

It was a 30 second copy&paste operation so I didn't bother about the specific-ness.
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Cutmanmike
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Post by Cutmanmike »

Does this mean the old alpha doom bfg could be added too? (Unless of course it's already in and someone hasn't stated it on the wiki)
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