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[BUG FIXED] Introduction is done!


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 Post subject: Re: Introduction is done!
PostPosted: 08 Jun 2012, 09:10 
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Site Admin  Site Admin
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Yes, you are right, this looks terrible in software mode... out of curiosity, is there a way to display one TITLEMAP for GL and another one for Software? Afaik, there was actually a check somewhere for acs that can read out which mode is activated. That way I'd create two different variants.

*EDIT* found this, now trying to get it working
Code:
if ((GetCVar("vid_renderer")) == 0)


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 Post subject: Re: Introduction is done!
PostPosted: 08 Jun 2012, 09:53 
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Okay, unfortunately I don't get it working but maybe someone else does.

I attached the latest TITLEMAP.WAD to this post. At the left, you've got the original room that's working fine in hardware mode. On the right, there is an exact copy of that room that is supposed to be used in case of software mode. I tried to add a script that moves the player to this room, but for some reason it doesn't work. Beyond the copy needs to be adjusted to look right in software mode as well.

Maybe someone else can take care of that, who has a good hand in converting things to 8bit. I can't even get the PAYPAL working in Photoshop :P Good luck ;)


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titlemap.wad [18.75 KiB]
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 Post subject: Re: Introduction is done!
PostPosted: 08 Jun 2012, 15:33 
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Cyberdemon  Approved Adder
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Couldn't this be achieved through the use of HudMessage, then? Since, as you know, the software renderer supports ture color rendering when it comes to 2D graphics (well, at least for Windows).


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 Post subject: Re: Introduction is done!
PostPosted: 08 Jun 2012, 15:46 
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The effects done here are hardly to achieve with hudmessage, especially scrolling repeatlessly


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 Post subject: Re: Introduction is done!
PostPosted: 08 Jun 2012, 16:10 
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Chaingunner  Chaingunner
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Tormentor667 wrote:
Code:
if ((GetCVar("vid_renderer")) == 0)


Using that won't work. even if you use zdoom, it's zero. This is probably due to the fact that zdoom now does 3D floors.
There may be another CVar that would work. Mapinfo knows to ignore some things because they aren't in zdoom, the CVar for one or more of those may work. *goes to check the wiki*

Or we could make the textures work for both renderers.

Code:
fadeto(0.0,0.0,0.0,1.0,0.0);
delay(70);
fadeto(0.0,0.0,0.0,0.0,5.0);
Light_Fade(1, 255, 140);

This makes the titlemap start completely black then fade in, regardless of the port.
Don't stalk anyone; follow them with puppy-like affection.


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 Post subject: Re: Introduction is done!
PostPosted: 08 Jun 2012, 18:19 
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Vid_renderer has nothing to do with 3D floors. The CVAR doesn't even exist in pure ZDoom.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Introduction is done!
PostPosted: 08 Jun 2012, 18:31 
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That explains all... is there another way to determine if we are in software or hardware mode in general? Or can this CVAR be added to ZDoom?


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 Post subject: Re: Introduction is done!
PostPosted: 08 Jun 2012, 18:35 
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Hades Elemental  Hades Elemental
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The only thing I can think of is to add a dynamic pointlight into an area you can't see to, tag it and check against that tag with ThingCount - if in ZDoom, it'll get replaced by an exclamation mark and lose the tag.

...

OK OK, I know that's bad advice, could you please put down those flamethrowers already? :(


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 Post subject: Re: Introduction is done!
PostPosted: 08 Jun 2012, 18:36 
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Cyberdemon  Approved Adder
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Tormentor667 wrote:
Or can this CVAR be added to ZDoom?
Why would you want to add a CVAR that serves no purpose to the engine? :-P


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 Post subject: Re: Introduction is done!
PostPosted: 08 Jun 2012, 18:36 
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Yes, it's bad :)

Oh can you plase also add Xaser's track as credit music to the next build?

http://ionline.vectec.net/music/zcredit_song.zip


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