[Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#21

Post by Ænima » Fri Jul 10, 2015 3:15 am

Yeah it sucks that it's abandoned, that dude obviously put a ton of work into what he had so far.


Anyways point being that a Build-style software renderer might still prove useful to people who want a more 2D-looking game with a limited palette. God knows why but we've been shown in the past that it can be done right and look cool as hell. Better than OGL? Debatable, but that's the developer's choice. I say leave software in if you've already gone through all the work of a rewrite.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#22

Post by Watermelon » Fri Jul 10, 2015 3:58 am

Ænima wrote: I remember a cool survival horror ZDoom mod a while back that was software-only IIRC and it looked pretty cool. That guy could probably make a full-on indie game out of that.
You have me curious now on this game

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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#23

Post by Zeberpal » Fri Jul 10, 2015 7:14 am

Watermelon wrote: You have me curious now on this game
I think it was Haze. Also you might want to look at this guy making software horror http://imgur.com/a/Sptb0
Last edited by Zeberpal on Fri Jul 10, 2015 7:15 am, edited 1 time in total.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#24

Post by TerminusEst13 » Fri Jul 10, 2015 8:48 am

Ænima wrote:I say leave software in if you've already gone through all the work of a rewrite.
Software renderer has not been rewritten, sorry. It was actually easier to rip it out completely than to rewrite it.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#25

Post by ibm5155 » Fri Jul 10, 2015 11:12 am

Out doesn't like like haze, the one that I'm saying is one project with pre-rendered scenery on pages with lights and some lights reflection over floor that only works in software (maybe its haze but I don't remember that dark room)
Edit maybe its haze
http://www.mediafire.com/download/2ked8 ... totype.zip
I'm gonna test it tonight to confirm it maybe the first pics are from an area where I didn't went
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#26

Post by Torr Samaho » Sun Jul 12, 2015 4:54 pm

TerminusEst13 wrote: GLOOME is a commercial-friendly GPL-compliant rebrand of the GZDoom 1.8.10 engine, which is based on the ZDoom engine, which in turn is based on id Software's Doom engine.
Awesome!
TerminusEst13 wrote: This fork hopes to address these issues. All of the licensed code has been rewritten. All of the legally-questionable code (such as Ken Silverman's Build code) has been plucked out and replaced with either more legally-compliant code or outright rewritten.
Is there a list of features lost compared to the GZDoom base? From the discussion it became clear that the software renderer had to be cut and I'd guess that FMOD Ex is gone too.

Are there plans to backport the replacements for the licensed code to GZDoom / ZDoom? The less code in (G)ZDoom with problematic licenses the better.

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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#27

Post by TerminusEst13 » Sun Jul 12, 2015 6:49 pm

Oh shit it's the man himself.
Torr Samaho wrote:Is there a list of features lost compared to the GZDoom base? From the discussion it became clear that the software renderer had to be cut and I'd guess that FMOD Ex is gone too.
Are there plans to backport the replacements for the licensed code to GZDoom / ZDoom? The less code in (G)ZDoom with problematic licenses the better.
As GLOOME is based on GZDoom 1.8.10, any Decorate features that came afterwards aren't in. I can't list any off the top of my head since I'm primarily used to using Zandronum, but I'm sure someone who wants the most cutting-edge features can tell the difference. The ACS is completely up-to-date, though.
https://github.com/marrub--/GLOOME/blob ... atures.txt - For comparison, here is a list of features that GLOOME has over GZDoom.

There's no plans for backporting...at the moment. There's a few concerns.
One of the big things (we assume) GZDoom is slow to accept requests is because of trying to maintain compatibility with over 21 years' worth of mods, maps, features, and etc, while GLOOME has no such worries--marrub's been going around adding features for development willy-nilly because it's not really an issue if an old '96 mapset is going to break.
Likewise, GLOOME's development has been charging so far ahead that doing a pull request would likely overwhelm the GZDoom branch with a lot of irrelevant GLOOME-only fixes/additions/etc.
That being said, it's not out of the question, but we'd probably need to have a discussion with Graf first to figure out what will work and what wouldn't.

EDIT: <marrub> there aren't plans to backport the replacements to gzdoom as I have absolutely no clue how well they work
Last edited by TerminusEst13 on Sun Jul 12, 2015 6:53 pm, edited 1 time in total.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#28

Post by Zeberpal » Sun Jul 12, 2015 7:42 pm

I've read thread posts once again, just realized you're going to remove software render for real.
Would I have any copyright/license problems if I use current Gloom build on creating my game, because I'm very intend to make it software-only? Please reply.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#29

Post by TerminusEst13 » Sun Jul 12, 2015 7:56 pm

Going to? It's already removed. It's been removed from day 1.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#30

Post by Zeberpal » Sun Jul 12, 2015 8:45 pm

Oh it was? daaamn
Ænima wrote: We're already at a point where most modders can say "fuck software users", however I don't think we can just drop it altogether without some backlash. Just leave it in, no biggie. I think some competitive players prefer it.
You can make some pretty badass surrealistic games using software renderer. Can only hope it'd be implemented sometime.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#31

Post by Bloax » Mon Jul 13, 2015 11:00 pm

I wonder how plausible it would be to emulate a palette through screenspace shaders, hm.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#32

Post by titan314 » Sat Jul 18, 2015 2:42 am

Are you guys going to be adding any midi devices other than OpenAL? (Like OPL3 for sound blaster 16 emulation?)

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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#33

Post by Medicris » Sun Jul 19, 2015 1:03 am

Bloax wrote: I wonder how plausible it would be to emulate a palette through screenspace shaders, hm.
I have doubts it would capture the desaturation and darkening over range depending on light level properly (something that could be added into GLOOME's GL renderer down the line...). At that point I would ask why even bother.

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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#34

Post by ibm5155 » Sun Jul 19, 2015 11:50 am

titan314 wrote: Are you guys going to be adding any midi devices other than OpenAL? (Like OPL3 for sound blaster 16 emulation?)
There isn't opl3 emulation cus licenses...
I would recommend you to record an opl3 music to Ogg and it will be fine ( can be used with adlib tracker or dosbox)...
Also there are external midi synthesizer that emulates an opl3 chip.

But still I would recommend the first option, the opl3 emulator uses to much CPU compared to an Ogg music. (the sane goes to fmod synth)

Also the snes music support isn't gpl?
Zeberpal wrote: Oh it was? daaamn
Ænima wrote: We're already at a point where most modders can say "fuck software users", however I don't think we can just drop it altogether without some backlash. Just leave it in, no biggie. I think some competitive players prefer it.
You can make some pretty badass surrealistic games using software renderer. Can only hope it'd be implemented sometime.

If you don't want to sell it you can use zdoom for the same thing
Last edited by ibm5155 on Sun Jul 19, 2015 11:52 am, edited 1 time in total.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#35

Post by Dark-Assassin » Sun Jul 19, 2015 12:16 pm

This SoundFont may help if you want to use OPL emulation: OPL-3 FM 128M.sf2
It doesn't entirely sound the same as the one in ZDoom, but I find it actually sounds better.
IIRC ZDoom uses OPL2, this is based off OPL3.

Also, for those who liked the Pre and Early Windows midi instruments: Gravis Ultrasound Classic PachSet v1.6.sf2

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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#36

Post by titan314 » Sun Jul 19, 2015 3:20 pm

There isn't opl3 emulation cus licenses...
I would recommend you to record an opl3 music to Ogg and it will be fine ( can be used with adlib tracker or dosbox)...
Also there are external midi synthesizer that emulates an opl3 chip.

But still I would recommend the first option, the opl3 emulator uses to much CPU compared to an Ogg music. (the sane goes to fmod synth)
Ok. I am not sure if I want my music to sound like sound blaster 16 or not yet, but thank you for the information. I will probably just play the music in Zdoom and use audacity to record it :v:

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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#37

Post by TerminusEst13 » Sun Jul 19, 2015 10:14 pm

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
A few people have been asking about GLOOME's netplay capabilities. It's functionally the same as GZDoom's. Have a video!

Sorry, but you probably won't be able to make GvH standalone just yet. There are "plans" to have client/server/masterserver multiplayer down the line in the future, but this is in the future. Like, far in the future. Like, Zandronum will be at 6.0 future.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#38

Post by Untitled » Sun Jul 19, 2015 10:20 pm

TerminusEst13 wrote:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
A few people have been asking about GLOOME's netplay capabilities. It's functionally the same as GZDoom's. Have a video!
That honestly looks much better than your previous attempt at GZDoom netplay.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#39

Post by ibm5155 » Sun Jul 19, 2015 11:14 pm

Dark-Assassin wrote: This SoundFont may help if you want to use OPL emulation: OPL-3 FM 128M.sf2
It doesn't entirely sound the same as the one in ZDoom, but I find it actually sounds better.
IIRC ZDoom uses OPL2, this is based off OPL3.

Also, for those who liked the Pre and Early Windows midi instruments: Gravis Ultrasound Classic PachSet v1.6.sf2
Well, I prefer this solution : http://www.vogons.org/viewtopic.php?f=9&t=36667

No timidity required and it Works also with other players/games that support general midi

EDIT: Well, it looks like that vídeo was recorded over a lan, so the out of sync problem would be almost killed on it, and he also touched some network stuff, but idk what he did there...
Also, wouldn't be nice to let some testing build so people test gloome (I already received some pms asking for help to get a working gloome build :S )
Last edited by ibm5155 on Sun Jul 19, 2015 11:48 pm, edited 1 time in total.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#40

Post by TerminusEst13 » Mon Jul 20, 2015 12:15 am

ibm5155 wrote:EDIT: Well, it looks like that vídeo was recorded over a lan
What?
How in the world do you jump to that conclusion?
ibm5155 wrote:Also, wouldn't be nice to let some testing build so people test gloome (I already received some pms asking for help to get a working gloome build :S )
We have been distributing beta builds as people asked for them and in the channel topic. For ease of use, though, they're now in the OP.
Last edited by TerminusEst13 on Mon Jul 20, 2015 12:20 am, edited 1 time in total.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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