VoidSW Public Beta
#32 Posted 24 May 2020 - 07:38 AM
F11 for brightness didn't function in the previous iteration either.
It would be recommended to have the key defaults be the same as the defaults in the original.
#33 Posted 24 May 2020 - 12:20 PM
- Some of the console commands are missing (map, exit/quit, god, map...), and some have no effects (r_maxfps). I'll have to use the normal cheat codes instead. For example, SWLOC to display the FPS counter.
- Screen flashes are not working as expected. For example, when you're blinded, the screen turns completely white for some seconds. In the classic render, it's just barely white, but you can still see around. In OpenGL, it turns white, but for a shorter period.
- I also got one crash to desktop, but there was nothing in the log, like a normal exit. Happened when I was surrounded by enemies (especially shadow ninjas), I pressed a lot of keys in panic, and poof...
- Seeing medikits from a different ROR level cause them to turn into a flat tile 0 (Classic render only):
- Because the engine handle differently one-sided flat voxel sprites from the original game, some keycards (tested in level 16) don't appear when looking at them from a certain angle (you can still pick it up, it's just invisible):
Once looking from a certain angle (seen from the front), it becomes visible:
#34 Posted 24 May 2020 - 01:49 PM
#35 Posted 24 May 2020 - 02:33 PM
// HUD Title Screen (2324) (widescreen extension by Hendricks266) tilefromtexture 2324 { file "sw-tiles/9400.png" } // HUD Status Bar (2434) tilefromtexture 2434 { file "sw-tiles/9401.png" }
EDIT: Err, not really, the tiles are now aligned to the left side of the screen, and xoffset does nothing...
This post has been edited by Darkus: 24 May 2020 - 02:37 PM
#36 Posted 25 May 2020 - 03:25 AM
#37 Posted 25 May 2020 - 04:29 AM
NightFright, on 25 May 2020 - 03:25 AM, said:
I played through a few levels of the two expansions and never had any problem. Just a word of warning the game keeps all its saves available in the menu and if you load a save file that was created playing with a different expansion, textures and enemies will be replaced or missing.
#38 Posted 25 May 2020 - 06:58 AM
Darkus, on 24 May 2020 - 12:20 PM, said:
Thanks for the detailed reports.
Darkus, on 24 May 2020 - 02:33 PM, said:
No, this statement is wrong. Redefining those tiles over their original number is what is wrong. General Arcade knew this.
WangGDX fell for the trap:
I haven't implemented support for using the 9000-range tilenums because I'm unsure if I want to hardcode anything using tiles up there.
NightFright, on 25 May 2020 - 03:25 AM, said:
Yes.
#40 Posted 25 May 2020 - 09:29 PM
This post has been edited by Ninjakitty: 25 May 2020 - 09:32 PM
#41 Posted 28 May 2020 - 12:56 AM
Ninjakitty, on 25 May 2020 - 09:29 PM, said:
Indeed. Mouselook is very smooth when standing still. However when moving, strafing or jumping, it seems to stutter a bit. I don't experience this issue with EDuke32, NBlood or RedNukem.
This post has been edited by axl: 28 May 2020 - 12:56 AM
#42 Posted 28 May 2020 - 05:25 AM
This post has been edited by icecoldduke: 28 May 2020 - 06:00 AM
#44 Posted 28 May 2020 - 06:55 AM
Phredreeke, on 28 May 2020 - 06:41 AM, said:
I'm not talking about FPS, i'm talking about the refresh rate of your monitor. If your monitor is only 60hz PolymerVK won't make your gameplay smoother, but if you have a 144hz monitor, then you'll notice the gameplay a lot smoother compared to Polymost.
This post has been edited by icecoldduke: 28 May 2020 - 07:01 AM
#46 Posted 28 May 2020 - 08:45 AM
R A D A Я, on 28 May 2020 - 07:03 AM, said:
With Vulkan we control how gpu command buffers are submitted to the GPU, and when we stall the main thread if the GPU is behind the CPU. With OpenGL your at the whim of the driver, which becomes a more noticeable bottleneck at higher refresh rates, not to be confused with higher framerate, I'm talking about higher refresh rate monitors.
This post has been edited by icecoldduke: 28 May 2020 - 08:49 AM
#47 Posted 29 May 2020 - 01:25 PM
This post has been edited by R A D A Я: 29 May 2020 - 04:52 PM
#50 Posted 08 June 2020 - 12:32 PM
Ninjakitty, on 25 May 2020 - 09:29 PM, said:
I think that the possible bit of horizontal jitter reproduced upon beginning to jump or landing on ground, all while concurrently turning left or right, is resolved.
#51 Posted 08 June 2020 - 01:39 PM
NY00123, on 08 June 2020 - 12:32 PM, said:
I think it is too, now it's smooth as hecc! I rike dat!
#52 Posted 10 June 2020 - 08:27 AM
Since I use the debug builds, I didn't get any crashes, except this one: enabling kid mode crashes VoidSW when a censored tile is displayed:
#53 Posted 11 June 2020 - 01:54 PM
#54 Posted 14 June 2020 - 04:42 PM
also is there any way to disable/enable vsync or cap the framerate like you can in eduke32? would be nice for the options menu to have the option. maybe it does now, idk. the build i was last using was from the end of last week
#55 Posted 14 June 2020 - 05:19 PM
#56 Posted 15 June 2020 - 06:19 AM
#57 Posted 15 June 2020 - 06:21 AM
Lunick, on 14 June 2020 - 05:19 PM, said:
Indeed
#58 Posted 15 June 2020 - 11:55 AM
Lunick, on 14 June 2020 - 05:19 PM, said:
interesting. though it seems like a 1 in 3 chance or so with voidsw
#59 Posted 09 July 2020 - 07:39 AM
Quote
That being said, not sure if this is best done here or better saved for upstream though.
Graf Zahl told to report it here as well, so I decided to post this here.
This post has been edited by ReaperAA: 09 July 2020 - 07:39 AM
#60 Posted 16 July 2020 - 11:23 PM
Reason is that Striker had some problems with using the newer revision in EDuke32-OldMP.
IPv6 support is lost, while, at least in theory, Windows XP support is resurrected.
A side-effect of this is that the command-line syntax for starting up a Peer-2-Peer game is now reverted to what's there in EDuke32-OldMP and older versions of JFDuke3D and JFSW.
2-players example:
Player 0: voidsw -net -n1 <player1Addr> Player 1: voidsw -net <player0Addr> -n1
It's still not ideal, but at least the option is there.
ReaperAA, on 09 July 2020 - 07:39 AM, said:
Graf Zahl told to report it here as well, so I decided to post this here.
Thanks for bringing the attention, I've hopefully taken care of the problem. I've also responded in the ZDoom thread.