Want some Bloom in your GL Port (Yes, Zandronum)

General discussion of the port and Doom-related chat.
darkstar64
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#21

Post by darkstar64 » Mon May 13, 2013 2:33 pm

I guess the SSAO and certain settings depend on the card you have. On the original thread some people were having problems with Nvidia beta drivers or something. So unfortunately, the SSAO isn't all that great. The least I get is the black lines in the sky.

Anyways, I've decided to play without it simply because a game like Doom has no need for bloom. Not to mention it can cause some slight lag if you're running less than amazing hardware.
Last edited by darkstar64 on Mon May 13, 2013 2:40 pm, edited 1 time in total.
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#22

Post by BlackFish » Fri May 17, 2013 2:00 am

Turn SSAO off. It's much more worth it for the bloom. Having subtle bloom settings (Bloomdarken higher than 1 for example) in software lighting works well.
Last edited by BlackFish on Fri May 17, 2013 2:00 am, edited 1 time in total.

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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#23

Post by im1hpu0 » Tue May 21, 2013 5:06 pm

how i can use it in dengine (doomsday engine) ???

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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#24

Post by ZZYZX » Tue May 21, 2013 5:49 pm

I think I remember bloom GL hack being used with EDuke32 port :)
Well, anyway, it's really weird to play with this turned on, especially in CTF.

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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#25

Post by BioHazard791 » Thu Aug 29, 2013 4:47 am

How can I make this slightly darker? I had an issue where it was too dark for me, then I turned SSAO off and it fixed it, but it's not dark enough. I run a nVidia 570GTX, so if I have to change some settings in the panel then I don't mind.

Image
Last edited by BioHazard791 on Thu Aug 29, 2013 4:48 am, edited 1 time in total.

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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#26

Post by LifeKILLED » Mon Nov 04, 2013 9:12 am

Image

Some effect like SAO i've maked with this parameters in QeffectsGL.ini
[zandronum.exe]
Anisotropy=0
Multisample=0
SSAO=1
SSAOScale=999
RenderFrame=1
... and there is a problem with sky like in GZDoom

What's harder? Make SVN of Zandronum or of opengl32.dll? Second can't fix problem with sky...

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Monsterovich
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#27

Post by Monsterovich » Tue Nov 05, 2013 12:16 pm

Bloom effect should be added to GZdoom code, but we are too lazy to do that. Well, how it's possible to affect bloom on the hud and menu?

Like in this:
[spoiler]Image[/spoiler]
Last edited by Monsterovich on Tue Nov 05, 2013 12:22 pm, edited 1 time in total.

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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#28

Post by bazzoka » Tue Nov 05, 2013 1:55 pm

darkstar64 wrote: EDIT: OH GOD, brace your eyes for brightness when you pick up an invulnerability sphere!
What are you talking aboooo...tttttthhhhhhhaaaaaaaa! MY EYE'S! THEY ARE BURNING!!!
Last edited by bazzoka on Tue Nov 05, 2013 1:55 pm, edited 1 time in total.
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#29

Post by Ænima » Tue Nov 05, 2013 8:58 pm

Monsterovich wrote: Bloom effect should be added to GZdoom code, but we are too lazy to do that.
It's not because the GZ dev's are lazy. The reason it probably won't be added is because it's just a visual gimmick and wouldn't be worth maintaining. If players want to use it, they can download the DLL themselves.
Monsterovich wrote: Well, how it's possible to affect bloom on the hud and menu?
This has been explained before. The "effect" is added post-rendering, so it kinda just applies to everything that's on the screen. Now honestly, I have no clue what the OpenGL renderer's code looks like, but I'd imagine that in order to exclude skies, HUDs, and text from the bloom effect, you'd have to go through the entire code and make a LOT of changes.
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#30

Post by BlackFish » Mon Nov 11, 2013 3:57 pm

LifeKILLED PM'ed me to update this thread with an update that he made to the source. It makes the fancy SSAO shadows work, but they bleed through the sprites still.
https://drive.google.com/file/d/0BxwczZ ... sp=sharing
Last edited by BlackFish on Mon Nov 11, 2013 3:58 pm, edited 1 time in total.

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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#31

Post by katZune » Mon Nov 11, 2013 8:48 pm

BlackFish wrote: LifeKILLED PM'ed me to update this thread with an update that he made to the source. It makes the fancy SSAO shadows work, but they bleed through the sprites still.
https://drive.google.com/file/d/0BxwczZ ... sp=sharing
welp i tried to download the opengl32.dll but just say: Not Found

Error 404
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#32

Post by bazzoka » Mon Nov 11, 2013 9:00 pm

katZune wrote: welp i tried to download the opengl32.dll but just say: Not Found

Error 404
um... it worked for me just fine.

There you go:
https://www.dropbox.com/s/vq0zjhixqeuw5 ... m_beta.rar
Last edited by bazzoka on Mon Nov 11, 2013 9:04 pm, edited 1 time in total.
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#33

Post by katZune » Mon Nov 11, 2013 9:15 pm

oh shit! thank you, maybe there is something wrong with me...

oh and this is how it look :P

[spoiler]Image[/spoiler]
Last edited by katZune on Mon Nov 11, 2013 9:39 pm, edited 1 time in total.
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#34

Post by BioHazard791 » Wed Nov 13, 2013 11:52 pm

Monsterovich wrote: Bloom effect should be added to GZdoom code, but we are too lazy to do that. Well, how it's possible to affect bloom on the hud and menu?

Like in this:
[spoiler]Image[/spoiler]
I can provide the settings for you, they haven't been changed recently anyway because I never got any responses until I saw them today..

[gzdoom.exe]
Anisotropy=0
Multisample=0
MultisampleHint=0
Bloom=1
BloomSteps=128
BloomDarken=7
BloomScale=0.707
SSAO=0
SSAOScale=1.0
SSAOMinZ=0
SSAOMaxZ=0.33
RenderFrame=2
Hue=0
Saturation=0
Lightness=0
Emboss=0
EmbossScale=0.666
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=30.0


[zandronum.exe]
Anisotropy=0
Multisample=0
MultisampleHint=0
Bloom=1
BloomSteps=128
BloomDarken=7
BloomScale=0.707
SSAO=0
SSAOScale=1.0
SSAOMinZ=0
SSAOMaxZ=0.33
RenderFrame=2
Hue=0
Saturation=0
Lightness=0
Emboss=0
EmbossScale=0.666
DOF=0
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=30.0

I want to give it a more Battlefield 3ish look so any help on that would be awesome. Nothing too dark though because I want to be able to see things..

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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#35

Post by ryupichu suszuki » Thu Nov 14, 2013 12:44 am

0.0 whoa those are some pretty cool effects, too bad i cant do it cause i got a crappy laptop :(
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#36

Post by Catastrophe » Thu Nov 14, 2013 6:44 am

If only these lines could somehow be hidden: http://postimg.org/image/6ccawpp0t/

btw what are your settings strikerman?

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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#37

Post by BlackFish » Thu Nov 14, 2013 3:25 pm

Not sure why he's not just posting in the thread but.

"
http://www.youtube.com/watch?v=BuYqcbMeC_I

All Zandronum setup is in video.

SSAO and sprites - just turn off "Smoth sprite edges" option.
And for sky hack you need turn on option "Force additive lighting"

"

The sprites fix currently works in both Zandronum and Gzdoom, but the skyfix only works in Zandronum right now.

EDIT: In maps or wads that use Skyboxes (The 6 image kind), the skyfix won't work. It only works with traditional doom skies.
Last edited by BlackFish on Thu Nov 14, 2013 4:21 pm, edited 1 time in total.

bazzoka
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#38

Post by bazzoka » Thu Nov 14, 2013 9:38 pm

For sure DOF is working like a charm.

[spoiler]Image
Image[/spoiler]

But SSAO is still harken on sky.

[spoiler]Image[/spoiler]
You can say good bye to your thread. Cause i am killing it.

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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#39

Post by Catastrophe » Fri Nov 15, 2013 1:31 am

Ok so blood creates these weird shadows seen here: Image

See, those shadows in that teleport area? How do I turn it off? It makes anyone standing there almost invisible.
Last edited by Catastrophe on Fri Nov 15, 2013 1:31 am, edited 1 time in total.

bazzoka
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RE: Want some Bloom in your GL Port (Yes, Zandronum)

#40

Post by bazzoka » Fri Nov 15, 2013 5:50 am

Catastrophe wrote: Ok so blood creates these weird shadows seen here:
[spoiler]Image[/spoiler]

See, those shadows in that teleport area? How do I turn it off? It makes anyone standing there almost invisible.
In QeffectsGL(.ini)

Code: Select all

SSAO=0
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