Another few questions

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Tsukiyomaru0
 
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Another few questions

#1

Post by Tsukiyomaru0 » Fri Nov 02, 2012 7:36 pm

This time it is about... Renderers.
(Mind they relate to experience on Skulltag 0.98e, thus I'm oblivious if these changed in Zandronum 1.0
* Could you perhaps find a way to make Software able to use fullpitch basing a new Software Rendering Engine on the game Descent?
* How long until Voxel becomes added into Zandronum?
* Is it me or OpenGL ignores obstacles when rendering the view? (as in: renders objects you can't see but are behind a wall you are looking at, causing a strain on the resource use and making it possible for SkullHackers to use)
* Is it possible to make the Software Rendering Engine handle MORE colors? (There are CVARs that seems to change how many colors can exist on screen at most, apparently, but are limited to 8-bit depth and 255 colors palettes)

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Marcaek
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RE: Another few questions

#2

Post by Marcaek » Fri Nov 02, 2012 7:42 pm

Mind they relate to experience on Skulltag 0.98e, thus I'm oblivious if these changed in Zandronum 1.0
Why not just download it and find out then?

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Ænima
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RE: Another few questions

#3

Post by Ænima » Fri Nov 02, 2012 8:59 pm

Tsukiyomaru0 wrote: * Could you perhaps find a way to make Software able to use fullpitch basing a new Software Rendering Engine on the game Descent?
http://zdoom.org/wiki/Polymost

Probably never going to happen since Randy gave up on it years ago.
Tsukiyomaru0 wrote: * How long until Voxel becomes added into Zandronum?
A long time. Voxel support (for both software AND OGL) was implemented in a GZDoom revision a few months ago. Which means that Zandronum will have it in 24 months or so. Be patient and help speed the process along by testing testing testing and reporting any bugs you find on the tracker.
Tsukiyomaru0 wrote: * Is it me or OpenGL ignores obstacles when rendering the view? (as in: renders objects you can't see but are behind a wall you are looking at, causing a strain on the resource use and making it possible for SkullHackers to use)
IIRC, sprites are rendered last, and map geometry first. I know this because sometimes (with my video card), i witness some sprites "bleeding" through walls or being visible from a long way away, even though there are walls blocking it. And I don't think it's much of a "resource strain" just to draw the sprites themselves, unless you're playing a custom mod that has tons of clientside effects or something. In which case, it's the mod-maker's job to ensure that these things do not cause FPS drops. For example, many effects in SST are removed from the game when they are out-of-view of the player. But no, Zandronum does not do this by default.
* Is it possible to make the Software Rendering Engine handle MORE colors? (There are CVARs that seems to change how many colors can exist on screen at most, apparently, but are limited to 8-bit depth and 255 colors palettes)
Software will always be limited to its current number of colors. It will most likely never support true color like OpenGL does.
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Tsukiyomaru0
 
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RE: Another few questions

#4

Post by Tsukiyomaru0 » Sat Nov 03, 2012 4:52 am

Voxel support has been "on trial" for long in "custom" ZDoom versions (Or was it alpha revisions?), and was adopted into it as of 2.6.0.

Also, sorry to be a bugger, but this got to me recently: In CTF (and perhaps derivated modes like 1FCTF, Skulltag and Possession), seekers doesn't seem to work correctly. A MageStaffFX2, for example, is unable to use its seeking behavior unless you have the target locked on at mid close range. Is there any specific cause for this?

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Ænima
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RE: Another few questions

#5

Post by Ænima » Sat Nov 03, 2012 4:59 am

Tsukiyomaru0 wrote: Voxel support has been "on trial" for long in "custom" ZDoom versions (Or was it alpha revisions?), and was adopted into it as of 2.6.0.
Yes, I'm aware of this; BUT, Zandronum would probably be backporting voxel support from GZDoom (not just ZDoom) because GZDoom actually supports rendering voxels in hardware (by converting them to MD2 models ingame, since voxels technically can't be rendered in anything other than software without some form of "emulation" which only GZDoom has implemented).
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Tsukiyomaru0
 
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RE: Another few questions

#6

Post by Tsukiyomaru0 » Tue Nov 06, 2012 5:52 pm

Well, guess that resolves it... Can it be moved to "Resolved" then? Thank you for the assistance, by the way.

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