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0.9.14
Posted: Mon Oct 31, 2005 23:20
by Graf Zahl
There's a new version - and this time there's a new feature!
After seeing Blackfish's skyboxes I decided to add native support for Quake2/Unreal style skyboxes to the engine so that they can be used in existing maps as well without the need of modifying the map itself.
Defining them is simple:
This goes into the same lump as the dynamic light definitions. To make things easier this version allows the use of the generic name GLDEFS in addition to the game specific definitions DOOMDEFS/HTICDEFS etc.
In this lump add:
Code: Select all
skybox sky1
{
sky1_
sky2_
sky3_
sky4_
skyub
skyfb
}
skybox sky2
{
uskyb
skyub
skyfb
}
There are 2 options:
1. You have 6 square graphics, one for each face of the cube. You must specify all 6 of them in order: North, East, South, West, top, bottom.
2. You have one graphic for the 4 sides of the cube plus a top and bottom graphic. Then you must list the 4-sides graphic first, then top then bottom. The leftmost part of such a graphic must be the north face, the rightmost part the west face.
The skybox object is treated like a texture, i.e. you simply set it in the mapinfo lump like a regular sky texture.[/img]
Posted: Mon Oct 31, 2005 23:27
by BlackFish
ah interesting. Have you tested these?
Posted: Mon Oct 31, 2005 23:30
by Graf Zahl
What 'these'?
Posted: Mon Oct 31, 2005 23:32
by BlackFish
bah nevermind.
but how do I define it for a specific map? mapinfo?
Posted: Mon Oct 31, 2005 23:35
by Graf Zahl
Yes. The name defined in the lump is added to the texture table so that there's no need for convoluted or incompatible definition methods.
Posted: Tue Nov 01, 2005 1:21
by Soultaker
I must wait to dl this after I get my new rig. That shot is total awesomeness.
Posted: Tue Nov 01, 2005 2:07
by BlazingPhoenix
o_O so does this mean we can use skyboxes without all that hardwork? touche Graf

.
Posted: Tue Nov 01, 2005 3:48
by Manc
I cannot start gzdoom .9.14. Double clicking the exe results in it starting up for about 2 seconds then it disappears. Starting it from the run box using
gzdoom +logfile log.log
provides this in said file:
Code: Select all
Log started: Mon Oct 31 20:40:34 2005
adding gzdoom.wad (146 lumps)
adding ./doom2.wad (2919 lumps)
adding h:/games/gzdoom/skins/lights.wad (4 lumps)
CPU Speed: 1664.159561 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Athlon(tm) XP 2000+
Family 6 (7), Model 8, Stepping 1
Features: MMX MMX+ SSE 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
and nothing else. I have started this without a config file, just the bare essential files. 0.9.12 never did this. Here are my system specs:
AMD Athlon XP 2000+
768MB RAM
RADEON 9800 XT 256MB
Windows XP SP2
SB Live! 5.1
Posted: Tue Nov 01, 2005 3:56
by The HavoX
Manc wrote:I cannot start gzdoom .9.14. Double clicking the exe results in it starting up for about 2 seconds then it disappears. Starting it from the run box using
gzdoom +logfile log.log
provides this in said file:
Code: Select all
Log started: Mon Oct 31 20:40:34 2005
adding gzdoom.wad (146 lumps)
adding ./doom2.wad (2919 lumps)
adding h:/games/zdoom/skins/lights.wad (4 lumps)
CPU Speed: 1664.159561 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Athlon(tm) XP 2000+
Family 6 (7), Model 8, Stepping 1
Features: MMX MMX+ SSE 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
and nothing else. I have started this without a config file, just the bare essential files. 0.9.12 never did this. Here are my system specs:
AMD Athlon XP 2000+
768MB RAM
RADEON 9800 XT 256MB
Windows XP SP2
SB Live! 5.1
Now
this is one of the main reasons I
won't be running GZDoom for quite a long time (until it becomes completely stable)
Posted: Tue Nov 01, 2005 3:57
by Manc
The HavoX wrote:Now this is one of the main reasons I won't be running GZDoom for quite a long time.
Actually I give gzdoom mad props, I think it's an interesting experiment and I'm liking what I can do so far. I am just unfortunate to have run into this in a step release. Such things happen with free underground hobby software.
Completely stable is quite a tall order there buddy.
Posted: Tue Nov 01, 2005 4:45
by The HavoX
Are you joking? I've had problems with GZdoom the first time I ran it.
The TITLEPIC screen was fucked-up, and I experienced crashes when I tried starting a new game.
A few weeks later, my 128mb ATi Radeon 9800 Pro AGP card died and I had to replace it with a 256mb Radeon x700 Pro.
Posted: Tue Nov 01, 2005 4:48
by Manc
I've only started using it regularly since 0.9.12.
The HavoX wrote:
The TITLEPIC screen was fucked-up, and I experienced crashes when I tried starting a new game.
A few weeks later, my 128mb ATi Radeon 9800 Pro AGP card died and I had to replace it with a 256mb Radeon x700 Pro.
Are you trying to blame gzdoom for destroying your card or something? Sounds like you might have more general computer problem. Other than a few very minor glitches it runs smooth for me, quite stable.
But, I don't want to detract from the current topic at hand: teh latest version doesn't start for me!
Posted: Tue Nov 01, 2005 5:14
by BlackFish
Well there is a bugs forum y'know! Anyway my guesses are...
A) It has to do with GZdoom being somewhat unfriendly to ATi cards for some reason (the whole fog bug).
B) You may not have overwrote all the files?
C) Poor Graf must search for a new bug.
Posted: Tue Nov 01, 2005 5:24
by The HavoX
Manc: I'm not saying that GZDoom is to blame here. I've owned that 9800 Pro for two years and it was recently having overheating problems... then one day when I booted up my PC I saw artifacts on my monitor. That was a sign that the card was dying, and it had to be replaced.
BlackFish: I DID file a
bug report two months ago about the SAME problem I've been having. It's been fixed, but I'm too scared to try it out.
Posted: Tue Nov 01, 2005 5:27
by wildweasel
Well, how do you know if it's really been fixed or not if you don't try it?