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About pramenid
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Cool, thanks for the explanation. I knew something was off about my bright idea ;)
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I am curious -- it seems you are rendering voxels as geometry. Is it feasible to render them using GL_TEXTURE_3D, using GL_NEAREST filtering? Then the geometry is a box. Do the models use the Doom 256-color mapping and a transparent color index? It seems then that models could trade off memory cost (some 64x64x64 model being 256k) but with very simple geometry. n.b. I have never done this before and may be missing some obvious issue with this approach... but thought I'd get it out of my head before I went to sleep. ;)
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Nice! Looks good using the k8-voxels-afznc7.pk3 pack from last week. I am curious, you showed examples reikall voxels in the screenshots, but the latest build doesn't seem to recognize those .pk3s directly (yet). So is there another version of k8-compatible voxel assets based on that?
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> also, all, does this screenshot look interesting? It does! I was holding off asking for this :) Looks good, but I might recommend converting from https://www.moddb.com/mods/reikalldoomvoxels, which seems to be more up-to-date. And it covers many more environmental models (barrels, trees, lights, etc)... and has nicer healthpack models, IMO.
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I get it. I am actually on the bleeding edge and taking my chances. What's the point of living, otherwise? :)
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No worries, I'm also a dev and know how it goes when the refactoring urge strikes! Will stay on release builds if I'm doing some more serious DOOMing.
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@ketmar I tried out the latest master and saw the texture fixes for dark.wad and that it and ma_val.pk3 have no unexpected sound leakage. (Similar sound fixes for Ancient Aliens.) Thanks!
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Thanks for looking at the issues I reported and glad you're able to communicate. FWIW, Ancient Aliens runs fine, rendering and behavior-wise. There I also encounter the issue about sound propagating from monsters hiding in monster closets. Otherwise, enjoying loading quicksaves with ~200k decals of blood and slime all over the level. It's a blast!
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All the best! Enjoying Ancient Aliens this week :)
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Also, sorry to report that in Hurt.wad, this elevator doesn't work (I hear the sound effects but nothing changes): at "3809 -4148 -223". (Also, the "leaking sounds from monsters" issue affects this WAD too.)
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Ketmar: another report from "playing WADs in different engines". I see in Hurt (https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hurt) that the smashing columns seem to have a miscalculation of their texture coords. Right outside the entrance ("4594 -3740 -260"). Not sure if this is related to the warning: "Warning: /home/ejs/Downloads/games/Hurt.wad:decorate:104: Empty state detected; this may not work as you expect!" This WAD is pretty but full of suspicious log messages... hurt-log.zip
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Works, thanks! And thanks for the tip about `mypos`... I was trying to find some way to get that to appear on the automap but gave up, lol. Must remember the Quake influences :) While I've got your attention... this issue might be a little deeper. In that same wad, at map start, after you go through the first available door and land at "695 648 0", then shoot the lone zombieman, the horde of enemies hidden outside the map all make a lot of noise and you hear them making noise for the rest of the level. This also doesn't happen in gzdoom (where they stay silent and you're none the wiser about them until they teleport in after hitting a switch at "423 522 0"). Something something sound-blocking linedefs?
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Ketmar: nice port! Very fun to use. I was playing ftp://mirrors.syringanetworks.net/idgames/levels/doom2/Ports/m-o/ma_val.zip (yes, because Decino just played it ;), and found that there is an irritating repeating sound (which seems to be associated from the ceiling/floor fan near the entrance, see screenshot). Repro'd in today's master and the build561231 tag, Debian 11 / x64. Not entirely sure why this sound it is being triggered by the fan -- no similar sounds play here in gzdoom. Just in case other sounds from the mod were involved, I unpacked the zip+pk3, removed all the sounds and sndinfo.lmp, and the sound remained. I did some logging and it seems to be from sound 207 (lump 65929) (plats/pt1_mid: dsstnmov). I can work around it in source for now (faking an error) and all else is fine. File with related logs attached (using the original .pk3 and "Warning: sound" logging and my hack active). edit: I realized there is a gzdoom feature to show a "video feed" near this area, which isn't in this port -- not that I'd expect all those things to work here. But that feed seems to refresh at the same rate as the sound does. Maybe that's related? log.zip