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BloodGDX (News & Releases)

User is offline   m210® 

#181

View PostXxMiltenXx, on 14 August 2017 - 09:14 AM, said:

Do you know what error messages you were getting? I am not a programmer myself, but with the help of the Wiki I was able to compile GZDoom on my own.
What you can ignore on the Wiki is the FMOD bit, as FMOD has been removed from the newest GZDoom versions.
There are pre-built versions available, but I am sure you have your reasons why you want to compile it on your own.

No, I forgot error messages..but it's like syntax errors.
I want to compile it with drawing voxels as GL_LINES, and calc a polygons for rendering.
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User is offline   XxMiltenXx 

#182

View PostM210, on 14 August 2017 - 09:23 AM, said:

No, I forgot error messages..but it's like syntax errors.
I want to compile it with drawing voxels as GL_LINES, and calc a polygons for rendering.


Odd. I can only offer you to compile it for you if you give me the altered files, but it would be easier if we could fix the compiling on your end.
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User is offline   m210® 

#183

So, I don't need to compile gzdoom now...I just hacked it as well as I made reverse engineering :thumbsup:

And now I see, that GZDoom rendering using not optimized voxel models and it has a good performance. Therefore I just need to do also.

Attached File(s)


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User is offline   Zaxx 

  • Banned

#184

View PostM210, on 15 August 2017 - 06:02 AM, said:

So, I don't need to compile gzdoom now...I just hacked it as well as I made reverse engineering :thumbsup:

And now I see, that GZDoom rendering using not optimized voxel models and it has a good performance. Therefore I just need to do also.

Lol, you're going to put in GZDoom code to BloodGDX? :P
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User is offline   m210® 

#185

View PostZaxx, on 15 August 2017 - 06:04 AM, said:

Lol, you're going to put in GZDoom code to BloodGDX? :thumbsup:

I just noticed that gzdoom can drawing a lot of voxels too fast. Its fast therefore gzdoom using VBO, but I didnt know that its using not optimized voxels. But java can't draw a mesh with more then 50k polygons, I don't know what I can do with it. I was surprised that gzdoom can draw voxels with more then 50k polys..but I want to test it now.
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User is offline   Devon 

#186

View PostM210, on 15 August 2017 - 06:14 AM, said:

I just noticed that gzdoom can drawing a lot of voxels too fast. Its fast therefore gzdoom using VBO, but I didnt know that its using not optimized voxels. But java can't draw a mesh with more then 50k polygons, I don't know what I can do with it. I was surprised that gzdoom can draw voxels with more then 50k polys..but I want to test it now.


Very intresting.
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User is offline   Tekedon 

#187

Any chance you can add MP3 support? :)
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User is offline   SonicB00M 

#188

I think it would be nice if this thread was used only by M210 for news, announcements and releases. You have a whole board for discussuons and suggestions. A clean thread just for news would be a great place to stop by and check the current status of the project without going through all the other stuff :)
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User is offline   Devon 

#189

View PostTekedon, on 23 August 2017 - 11:37 PM, said:

Any chance you can add MP3 support? :)


Oh it would be so nice if i could use the soundtrack with GDX.
M210 will add it im sure off it.

I hope it gets done soon.
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User is offline   m210® 

#190

View PostTekedon, on 23 August 2017 - 11:37 PM, said:

Any chance you can add MP3 support? :)

I can, libgdx support mp3 and ogg, but I working on other things now :)
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User is offline   TheXna 

#191

View PostM210, on 24 August 2017 - 07:17 PM, said:

I can, libgdx support mp3 and ogg, but I working on other things now :)


Watcha working ? :)

This post has been edited by TheXna: 26 August 2017 - 02:17 PM

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User is offline   m210® 

#192

Hi all. At last time I worked on demo sync and fixed some enemies and effects, but I still have unsync demos...now I decided to take a break from decompilation and started working on models loading.

So, maybe the next release will be support md2/md3 models :)
md2 loader is succesfull added to bloodgdx.

Also I testing VBO for voxels, maybe I can add it too.

And one more important change: I fixed glfog on different resolutions

Attached File(s)



This post has been edited by M210: 29 August 2017 - 07:03 AM

2

User is offline   Krypto 

#193

View PostM210, on 29 August 2017 - 06:31 AM, said:

And one more important change: I fixed glfog on different resolutions


Amazing, thank you so much <3
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User is offline   Tekedon 

#194

View PostM210, on 29 August 2017 - 06:31 AM, said:

And one more important change: I fixed glfog on different resolutions


Wonderful! Is the GLFOG level matched to the depth cueing in the original now?
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User is offline   m210® 

#195

View PostTekedon, on 30 August 2017 - 09:36 AM, said:

Wonderful! Is the GLFOG level matched to the depth cueing in the original now?

At first glance - yes

And md3 working now too :)

Attached File(s)


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#196

Cool, but do we already have md2/3 models?
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User is offline   m210® 

#197

We have models in BloodCM HRP :)
Some models we can use for BloodGDX HRP
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User is offline   Newken 

#198

That laser sight. :)
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User is offline   Tekedon 

#199

Does this mean all sprites could be replaced by models? Weapons you are holding even?
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User is offline   m210® 

#200

yes. but while I don't made VBO, it's not good idea to do this :) But I try to make it at near future
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User is offline   m210® 

#201

I added test VAO for voxels and made a three screenshots:
1 - old voxels renderer (114fps)
2 - without voxels (190fps)
3 - new voxels renderer (180fps)

Attached File(s)

  • Attached File  1.png (164.63K)
    Number of downloads: 39
  • Attached File  2.png (162.75K)
    Number of downloads: 26
  • Attached File  3.png (164.6K)
    Number of downloads: 39

3

User is offline   m210® 

#202

Other test: 97 Barrels and 1 TNTBox
1 - old voxels renderer (14fps)
2 - without voxels (216fps)
3 - new voxels renderer (122fps)

Unfortunately, without voxels it's still faster :)

I'm tested it on Celeron J1900 and Intel HD Graphics

Btw, MD2/MD3 models is completed now and also can rendering with VAO

Attached File(s)

  • Attached File  1.png (121.4K)
    Number of downloads: 36
  • Attached File  2.png (112.64K)
    Number of downloads: 26
  • Attached File  3.png (121.41K)
    Number of downloads: 39


This post has been edited by M210: 05 September 2017 - 06:18 AM

4

User is offline   Phredreeke 

#203

Realistically can you expect that many voxels in an actual map though? Also, how does this scale at higher resolutions?
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User is offline   Newken 

#204

Nice progress! :)
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User is offline   m210® 

#205

Its just faster about 5-10times, you can calc performance for your PC with same voxels.
I don't tested it on other resolution, but I think it gives the same result
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User is offline   Tea Monster 

  • Polymancer

#206

Why on Earth are you using MD3?
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User is offline   Tekedon 

#207

Very nice work! Alexander for president!

When do you think you'll make the next release?
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User is offline   m210® 

#208

Quote

Very nice work! Alexander for president!

When do you think you'll make the next release?

Thanks :) I want to fix more some bugs and rewrite input setup, because I rewrote mouse button setup. I will release a new version, when I complete this.

Quote

Why on Earth are you using MD3?

Because eDuke32 using it too :D So, why not? :)
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User is offline   Phredreeke 

#209

View PostM210, on 05 September 2017 - 08:07 AM, said:

Thanks :) I want to fix more some bugs and rewrite input setup, because I rewrote mouse button setup. I will release a new version, when I complete this.


Support for additional mouse keys?
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User is offline   m210® 

#210

View PostPhredreeke, on 05 September 2017 - 08:37 AM, said:

Support for additional mouse keys?

yes, but I cant't test more then 3 buttons :)

This post has been edited by M210: 05 September 2017 - 09:02 AM

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