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[BUG FIXED] Introduction is done!


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 Post subject: Re: Introduction is done!
PostPosted: 08 Jun 2012, 20:35 
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The thing is that if ZDoom made use of this CVAR, what would it do with it? Since it only has a software renderer, I guess it'd just set it back to 0 all the time. Then when you play GZDoom, what happens? Answer: GZDoom starts in software mode.

I doubt this is what anybody wants.


I have a better idea for detecting if you are running GZDoom in hardware mode: try to spawn a dynamic light actor in ACS. The spawn function returns the number of things spawned, and if you tell it to spawn an actor that doesn't exist, it'll silently fail and return 0.

So you have these possible results:

spawn failed: ZDoom
spawn succeeded and vid_renderer 0: GZDoom in software mode (treat as ZDoom)
spawn succeeded and vid_renderer 1: GZDoom in OpenGL
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, 22:43 
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Hades Elemental  Hades Elemental
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What if ZDoom ever adds the pointlight definitions for compatibility reasons?


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 Post subject: Re: Introduction is done!
PostPosted: 08 Jun 2012, 23:06 
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Well then you hope ZDoom also adds 32-bit rendering.


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 Post subject: Re: Introduction is done!
PostPosted: 09 Jun 2012, 07:46 
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Brilliant idea :) Would you volunteer to adjust the TITLEMAP to make it work like that?


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 Post subject: Re: Introduction is done!
PostPosted: 10 Jun 2012, 10:10 
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You know, I think a much better idea -- one that is a lot less hacky -- is to use this.


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 Post subject: Re: Introduction is done!
PostPosted: 10 Jun 2012, 11:35 
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This is awesome :) So actually, I can define a seperate texture that I have paletted with .e.g Photoshop and ZDoom automatically uses this one if it is in software mode - right?


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 Post subject: Re: Introduction is done!
PostPosted: 10 Jun 2012, 12:45 
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Hades Elemental  Hades Elemental
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Oh right, palvers exists too :P
Yeah that should do it.


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 Post subject: Re: Introduction is done!
PostPosted: 21 Jun 2012, 17:33 
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Gez wrote:
You know, I think a much better idea -- one that is a lot less hacky -- is to use this.

I won't be able to take care of this until my phase 3 slot - which is a bit late - so can someone else take a look at it?


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 Post subject: Re: Introduction is done!
PostPosted: 14 Aug 2012, 19:48 
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Took care of the TM_BACK.png, unfortunately the software zdoom.exe permanently crashes for me so I can't test it if it works. *UPDATE* PALVERS makes zdoom crash, what's wrong with that syntax?

PALVERS lump
Code:
TM_BACK TM_BACKP


*UPDATE*
Works!


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