Moving to v1.0.00

News about GZDoom.

Moderator: Graf Zahl

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Alter
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Post by Alter »

There will be new decorate features for weapons????
lemonzest
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Post by lemonzest »

has there been a change with the lighting system? i wiped out my ini and made a new one (so new defaults can take) and then set up as usual, and now when i blow up barrels it colours the walls differently (looks odd, bright purple!!), and power ups have a nice glowing effect. please note that the additive lighting is OFF,
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Graf Zahl
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Post by Graf Zahl »

Silver Sonic wrote:Any other features that're planned for 1.0.00?

Since it has been released there is nothing further to plan!
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Graf Zahl
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Post by Graf Zahl »

lemonzest wrote:has there been a change with the lighting system? i wiped out my ini and made a new one (so new defaults can take) and then set up as usual, and now when i blow up barrels it colours the walls differently (looks odd, bright purple!!), and power ups have a nice glowing effect. please note that the additive lighting is OFF,

The barrels look as they should for me.
lemonzest
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Post by lemonzest »

hmm, in trying to take a screen shot, it does not seem to be writing screenshots, everytime i press the key i have bound "G" it just says "\ScreenShots\DOOM0000.PNG" over and over not writing anyting :(

edit: only works when i give the screenshot a name, ie type "screenshot doom.png" in console ,used to just work on hitting the bound key and it auto incremented, doom0000.png doom0001.png etc i think its broken now.

http://homepage.ntlworld.com/lemonzest/doom1.png
http://homepage.ntlworld.com/lemonzest/doom2.png

Both screenshots from version 1.0.0
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Graf Zahl
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Post by Graf Zahl »

Strange. Something is wrong with that version. In my private test version compiled 10 minutes earlier the light looks correctly.
lemonzest
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Post by lemonzest »

how about the screenshot command bug?
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Graf Zahl
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Post by Graf Zahl »

That one's fixed. I overlooked one of Randy's changes and didn't adjust my code.
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Post by Graf Zahl »

Fixed the light bug as well. It was just an uninitialized variable.

But now I'd like some information about the shaders, especially with ATI cards.
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Nash
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Post by Nash »

Any updates to the DoomBuilder CFG?
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Graf Zahl
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Post by Graf Zahl »

Not yet. But you can add the additive light things yourself. It's just the numbers of the normal lights + 10.
lemonzest
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Post by lemonzest »

this is what i get with the a ATi Radeon X800XT

http://homepage.ntlworld.com/lemonzest/shaders.png

notice the Init business.
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Graf Zahl
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Post by Graf Zahl »

All that tells me is that ATI's driver is outputting a garbage message for its shader compilation. But does it work in the game?
lemonzest
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Post by lemonzest »

how do i test?
Deathlike2
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Post by Deathlike2 »

Log output of my ATI card...

Code: Select all

Log started: Mon Feb 27 14:16:37 2006

 adding gzdoom.pk3
 adding ./doom2.wad (2919 lumps)
CPU Speed: 1001.283662 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Athlon(tm) 64 Processor 3200+
  Family 15 (15), Model 4, Stepping 10
  Features: MMX MMX+ SSE SSE2 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 9800 Pro x86/MMX/3DNow!/SSE2
GL_VERSION: 2.0.5646 Win2000 Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control 
Occlusion query enabled.
Init Shader 'Inverse': 
Init Shader 'Gold': 
Init Shader 'Warp1': 
Init Shader 'Warp1NoFog': 
Init Shader 'Warp2': 
Init Shader 'Warp2NoFog': 
Resolution: 1280 x 1024
Init DOOM refresh subsystem.
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
Init Shader 'Inverse': 
Init Shader 'Gold': 
Init Shader 'Warp1': 
Init Shader 'Warp1NoFog': 
Init Shader 'Warp2': 
Init Shader 'Warp2NoFog': 
I believe the inverse shader code is invulnerability (when everything turns white/inverse color)..

The other shaders, I have no idea.

I am getting the same junk info that others have with regards to shaders... on both ATI and NVidia video cards.. (refer to lemonzest's pic)..

I still don't know whether it is working or not.

Edit: The NVidia card...

Code: Select all

Log started: Mon Feb 27 15:34:35 2006

 adding gzdoom.pk3
 adding ./doom2.wad (2919 lumps)
CPU Speed: 803.914548 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Athlon(tm) 64 Processor 3000+
  Family 15 (15), Model 4, Stepping 8
  Features: MMX MMX+ SSE SSE2 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6600/AGP/SSE2/3DNOW!
GL_VERSION: 2.0.0
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
Support for non power 2 textures enabled.
Occlusion query enabled.
Init Shader 'Inverse': 
Init Shader 'Gold': 
Init Shader 'Warp1': 
Init Shader 'Warp1NoFog': 
Init Shader 'Warp2': 
Init Shader 'Warp2NoFog': 
Resolution: 1280 x 1024
Init DOOM refresh subsystem.
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
Init Shader 'Inverse': 
Init Shader 'Gold': 
Init Shader 'Warp1': 
Init Shader 'Warp1NoFog': 
Init Shader 'Warp2': 
Init Shader 'Warp2NoFog': 
Last edited by Deathlike2 on Mon Feb 27, 2006 21:42, edited 3 times in total.
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