BloodGDX (News & Releases)
#152 Posted 10 August 2017 - 11:51 AM
Creating the "texture.def" file with the instructions M210 posted a few pages back in this thread only enables the overcast skybox (from the first level), but the night-time/hell skyboxes don't work.
Thanks to M210/Anyone that can help
#153 Posted 10 August 2017 - 12:29 PM
Fantinaikos, on 09 August 2017 - 08:20 AM, said:
Sound fonts should be handled at a system level rather than by BloodGDX...
#154 Posted 10 August 2017 - 08:27 PM
Mr. Death, on 10 August 2017 - 11:51 AM, said:
Creating the "texture.def" file with the instructions M210 posted a few pages back in this thread only enables the overcast skybox (from the first level), but the night-time/hell skyboxes don't work.
Thanks to M210/Anyone that can help
You don't have to create anything, the "texture.def" file you need is in the "addition" folder along with the skybox files in the current release.
#155 Posted 11 August 2017 - 12:24 AM
Zaxx, on 10 August 2017 - 08:27 PM, said:
Worked like a charm, Thanks Zaxx
#156 Posted 11 August 2017 - 04:54 AM
Attached File(s)
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scree0005.png (185.33K)
Number of downloads: 66
This post has been edited by M210: 11 August 2017 - 04:55 AM
#158 Posted 11 August 2017 - 08:25 AM
Newken, on 11 August 2017 - 05:35 AM, said:
I have missing textures in CP, including the sky. How did you get those working?
#159 Posted 11 August 2017 - 08:28 AM
#160 Posted 11 August 2017 - 09:11 AM
Newken, on 11 August 2017 - 05:35 AM, said:
Im not an artist, therefore I can't help you but maybe someone can in future
#161 Posted 11 August 2017 - 09:26 AM
Any new progress on major mod support and cutscene sounds?
BTW those glitches must be just an NVIDIA rendering thing, i've an Intel and they not appear.
#162 Posted 11 August 2017 - 09:29 AM
M210, on 11 August 2017 - 04:54 AM, said:
That's great! Can't wait to see this in the game!
#163 Posted 11 August 2017 - 09:32 AM
Phredreeke, on 11 August 2017 - 08:28 AM, said:
Oh, thanks, it's working now.
#164 Posted 11 August 2017 - 09:35 AM
Fantinaikos, on 11 August 2017 - 09:26 AM, said:
Any new progress on major mod support and cutscene sounds?
BTW those glitches must be just an NVIDIA rendering thing, i've an Intel and they not appear.
What controversy? We were just reporting a widespread new issue on NVIDIA hardware. NV has a 70% market share meaning chances are most users of BloodGDX will use an NV card, it's important to get to the bottom of these things.
And I think it's important to note that reporting an issue is not an attack against the project in any shape or form + bugs like this appearing are expected at this stage of development.
#165 Posted 11 August 2017 - 09:42 AM
Zaxx, on 11 August 2017 - 09:35 AM, said:
Not THAT controversy. I was talking about the nonsensical flame war on hires contents.
https://forums.duke4...-contributions/
This post has been edited by Fantinaikos: 11 August 2017 - 09:46 AM
#166 Posted 11 August 2017 - 10:13 AM
Fantinaikos, on 11 August 2017 - 09:42 AM, said:
https://forums.duke4...-contributions/
Oh, I missed that one. I've yet to see any high res texture project that I like for any classic 2.5D FPS so a Blood HRP does not interest me.
#167 Posted 11 August 2017 - 10:51 AM
M210, on 11 August 2017 - 04:54 AM, said:
Now this is pretty cool.
I really wanna see more screenshots of this, please? =)
This post has been edited by Devon: 11 August 2017 - 10:53 AM
#168 Posted 11 August 2017 - 02:08 PM
M210, on 11 August 2017 - 09:11 AM, said:
That would be great.
#169 Posted 11 August 2017 - 10:04 PM
Devon, on 11 August 2017 - 10:51 AM, said:
I really wanna see more screenshots of this, please? =)
I haven't such textures more, I got it from eduke32 hrp
#170 Posted 12 August 2017 - 06:18 AM
and here's an attempt at a high res version
Edit: Actually it probably needs more space to the sides of the moon to avoid it repeating too early.
This post has been edited by Phredreeke: 12 August 2017 - 06:39 AM
#171 Posted 12 August 2017 - 08:59 AM
I havn't attempted to do much with the original files, except extend the vertical size to 512px.
I have made a skybox with the file, though the moon shifted slightly in the sky from where where it is in DOS, its further to the right (skybox starts in slightly different viewing direction?)
Add these images to the "skyboxes" directory (where the other images are)
SkyBoxFilesforCP
Make sure to name them correctly (see description under each image)
Also, add the following text to the texture.def file.
skybox {
tile 4037 pal 0
top "skyboxes/4037_UP.png"
down "skyboxes/4037_DN.png"
front "skyboxes/4037_BK.png"
right "skyboxes/4037_RT.png"
back "skyboxes/4037_FR.png"
left "skyboxes/4037_LF.png"
}
#173 Posted 13 August 2017 - 02:34 AM
1. Hires sprites fix
2. Hires Glow and detail mapping support
3. Deleted InsertPlayer again
4. Some synthetic crashes fix
5. Added hires skybox for Cryptic Passage
I'm planning start working on md2/md3 models now
#174 Posted 13 August 2017 - 05:23 AM
M210, on 13 August 2017 - 02:34 AM, said:
1. Hires sprites fix
2. Hires Glow and detail mapping support
3. Deleted InsertPlayer again
4. Some synthetic crashes fix
5. Added hires skybox for Cryptic Passage
I'm planning start working on md2/md3 models now
Awsome stuff as always!
What does highres sprites fix do?
And isnt it a higher priority to make voxel renderer faster?
#175 Posted 13 August 2017 - 06:05 AM
Devon, on 13 August 2017 - 05:23 AM, said:
What does highres sprites fix do?
And isnt it a higher priority to make voxel renderer faster?
Hires sprites was cutoff
I need to learn strange build voxel loader at first, because without optimization with 50k polygons some voxels wont drawing. Btw, can someone help me to compile GZdoom from source code? I wasted 4 hour for trying, but still can't to compile it.... This is the main reason not to love c++
This post has been edited by M210: 13 August 2017 - 06:06 AM
#176 Posted 13 August 2017 - 06:09 AM
Devon, on 13 August 2017 - 05:23 AM, said:
What does highres sprites fix do?
And isnt it a higher priority to make voxel renderer faster?
Well, I think M210 would rather get more features (ogg music playback? ) in the game rather than spend time optimising especially when it's running adequately fast for him already.
#177 Posted 14 August 2017 - 05:47 AM
M210, on 13 August 2017 - 06:05 AM, said:
I need to learn strange build voxel loader at first, because without optimization with 50k polygons some voxels wont drawing. Btw, can someone help me to compile GZdoom from source code? I wasted 4 hour for trying, but still can't to compile it.... This is the main reason not to love c++
Are you on Linux or Windows?
ZDoom Wiki: Compile on Linux
ZDoom Wiki: Compile on Windows
The Windows one is a little bit outdated (as it is for ZDoom and not GZDoom specifically), but shouldn't have changed much. You should use Visual C++ and CMake if you are on Windows.
#178 Posted 14 August 2017 - 08:43 AM
I think I wasted maybe 2 hours for a wait when compiler show the next error code while compiling
#179 Posted 14 August 2017 - 08:44 AM
M210, on 14 August 2017 - 08:43 AM, said:
small clarification:
the next and next and next for(int i = 0; i < 1000000; i++) { and next } error code
#180 Posted 14 August 2017 - 09:14 AM
M210, on 14 August 2017 - 08:43 AM, said:
I think I wasted maybe 2 hours for a wait when compiler show the next error code while compiling
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.
This post has been edited by XxMiltenXx: 14 August 2017 - 09:18 AM