|
Post by grau on Apr 28, 2022 17:17:28 GMT -5
Transparency in voxels could be tricky. The most obvious thing I can think of is that rendering requires the back (no visible) side of the voxel to be rendered too. As for zdoom - it always did easy - it rendered voxel the same as non-translucent, into a sprute, but then - rendered this sprite as translucent on the scene. And it worked perfect. I love how easy is it done. Only Delphidoom renders internal volumes of the translucent voxels - that is done perfect, and it is one of the reasons to create specific versions for delphidoom. 4 example in current RDVOX the HelthVial has liquid animated inside the bothe, done as a single voxel. But i am here with great news - looks like a can release RDVOX-0.42: скачать картинки многоThis tree wass one of the key things i planed to add in 0.42
|
|
|
Post by grau on Apr 30, 2022 13:53:13 GMT -5
RDVOX-0.42 :Bloodbath" is OUT! This release brings a couple of new blood effects and bullet puff effects. Also there are a few new "big" voxels - burned gray tree (TorchTree), hanging body 2 (with legs, guts removed), and 2 "small" voxels - "Pool of blood and guts", and a "pool of blood and bones". Only ZDoom version is available now: www.moddb.com/mods/rdvox/downloads/rdvox-042or RDVOX-0.42.zip (From RDW server)
|
|
|
Post by grau on May 12, 2022 18:10:53 GMT -5
|
|
dn
Body Count: 02
the motherfucking darknation
Posts: 1,762
|
Post by dn on May 13, 2022 23:47:30 GMT -5
Still fucking awesome. I assume you're aware of this dude's similar project, but I'll drop the link here for my homies. As for transparency... you might be able to fake it by sticking two models on top of each other (similar to how you can make pseudo cell-shading in Quake 3 using shaders). Probably not much use for moving objects, but static shit ought to work fine.
|
|
Gokuma
You're trying to say you like DOS better than me, right?
Resident DB English Teacher
Posts: 1,211
Member is Online
|
Post by Gokuma on May 14, 2022 0:04:57 GMT -5
These voxels rox0r my box0rs!
In a completely platonic way of course.
|
|
|
Post by grau on May 16, 2022 6:51:35 GMT -5
Checkout new Delphidoom pre-release 0.42G, be first of the first! New blood effects, guts and hanging bodies - await you! rdw.xp3.biz/RDVOX/RDDVOX-0.42G.zip
|
|
|
Post by grau on May 16, 2022 7:00:58 GMT -5
Still fucking awesome. I assume you're aware of this dude's similar project, but I'll drop the link here for my homies. As for transparency... you might be able to fake it by sticking two models on top of each other (similar to how you can make pseudo cell-shading in Quake 3 using shaders). Probably not much use for moving objects, but static shit ought to work fine. sticking two models on top of each other - gives fucking blinking in software of lzdoom and zdoom software renderers. MY primary task is to forge this pack for soft renderers cause i like LZDoom and dont like GL in doom at all. As for Daniel - i know him, we talk sometimes on twitter, and i could accept - his workspeed is far better then my, but i have my own features and ideas - i dont wish to make ABSOULUTE 3D copies of sprites. I Make same-looking things but as i wish to see it, but daniel creates voxels with 99% match to original sprites. THat is cool but i see some ojects in absoulutely different way. I also add to RDVOX some blood and fireball effects i never seen in Chillo's (daniel's nickname on twitter) proj. And the main one - my pack ALWAYS works in any zdoom 2.7(or higher) based software, even blood there is translucent. BTW - check out my new pre-release of Delphidoom version - RDDVOX-0.42(g) rdw.xp3.biz/RDVOX/RDDVOX-0.42G.zip
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 16, 2022 8:19:17 GMT -5
I checked out RDDVOX-0.42G in Delphi Doom v2.0.7.734 on Irkalla official release maps 01,02 and 10, it was great! It is cool how those fucking skulls blow up into chunks (second level has enough skulls, and in general Irkalla has enough skulls/PEs). This time map10 exited like intended by the author btw... New environment voxels work great, they exactly happen to be present on those maps
Wish Delphi Doom in software mode didn't lag in general - it is not the problem of your voxel pack btw, the port lags without it even on vanilla Doom II and Doom I. Even on your screenshots you have less than 35 FPS, which may mislead people into thinking the voxels are to blame, yet they are not. Delphi Doom for me has exact same amount lag on vanilla doom II iwad without RDDVOX as it has on Irkalla with RDDVOX, which means that lag is somehow a constant of the port that doesn't depend on level complexity (lol!). Maybe lights cause that lag, dunno.
Lag issues of the Delphi Doom software mode notwithstanding, can recommend playing Irkalla with your pack for a very tense, dark and gruesome experience. BTW, the first level of Irkalla has an area where there are plenty of those trees you added in the most recent version.
UPDATE: Got less lag after I disabled (set to NO) the option "Precise timing" in "Display > Advanced > Uncapped Framerate...". As I mentioned, this is source port business, not to blame on voxel pack.
|
|
|
Post by grau on May 16, 2022 16:31:01 GMT -5
Wish Delphi Doom in software mode didn't lag in general - it is not the problem of your voxel pack btw, the port lags without it even on vanilla Doom II and Doom I. Even on your screenshots you have less than 35 FPS, which may mislead people into thinking the voxels are to blame, yet they are not. Delphi Doom for me has exact same amount lag on vanilla doom II iwad without RDDVOX as it has on Irkalla with RDDVOX, which means that lag is somehow a constant of the port that doesn't depend on level complexity (lol!). Maybe lights cause that lag, dunno. What hardware did you use? I use single-core Pentium 4 3.2GHz, this is my special PC for doom and my soul. So i never seriously warn about framerate, but i can give an advice. Delphidoom is really laggy on high resolutions, but therefore it works even on pentium 2 400mhz with RDVOX and dynlights on, if i use 320x240. BTW - any software renderer in zdoom-based ports too - has same problems, because dynlights use a lot of cpu when cover a lot os space on display, the same thing with smoke of flame sprites (translucency), but zdoom-based ports have far better framerate in higher resolutions - 800x600 and higher, unless delphidoom sometimes faster in low resolutions (<640 x 480 x 8bpp). Another important option to experience 100% idea of RDVOX - use 8bit software, not truecolor. in delphidoom 8bit (or 256colours) is named "medium" quality, changed in scxreen resolution menu (32bit is named "normal" there) And nevermind about dynlights - i use 8bit cause i designed RDVOX for 8bit - RDVOX includes it's own advanced palette, so dynlights look enough good even in 8bit - i changed blue gradient a lot, that is why some blue textures in pwads wads can look strange Try RDVOX 0.42 from rdw.xp3.biz, with LZDoom(sw) - that is my favourite combination now.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 16, 2022 22:45:11 GMT -5
I played with the resolution/detail set to "MEDIUM (1278x960x8bit)" on 4-core i5 (3.40 Ghz). So, the authenticity wasn't compromised. Delphi-Doom is pretty good port, I love their automap. Bug report: Delphi-Doom with RDDVOX can crash when mancubus fires. Strangely enough, this didn't happen on yesterday playing of Irkalla map 11 (which did have instances of mancs firing), but happens today even on Doom II iwad. Without RDDVOX, doesn't happen.
Nevermind, was loading RDDVOX wrong.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 16, 2022 23:26:23 GMT -5
So, from what I guess, if I apply "-file" option to RDDVOX, it ends up being loaded twice in Delphi-Doom or whatever.
I.e. this is correct: doom32 RDDVOX-0.42G.zip -skill 4 -warp 07 doom32 RDDVOX-0.42G.zip -file irkalla.wad -skill 4 -warp 03
yet this would be not: doom32 -file RDDVOX-0.42G.zip -skill 4 -warp 07 doom32 -file RDDVOX-0.42G.zip irkalla.wad -skill 4 -warp 03 and probably some other combinations invalid too.
? With the latter variant (RDDVOX under -file), I am getting warnings about RDDVOX loaded twice, "mancubus fireball" sprite having funny rotations, and instant exit when mancubus fires second volley and who knows what other errors.
This probably needs to be discussed in Delphi-Doom, I dunno.
|
|
|
Post by grau on May 17, 2022 7:04:26 GMT -5
doom32 -file RDDVOX-0.42G.zip So you say - it loads twice when i load this way? okay, ill test, cause i ALWAYS use .bat files with doom32.exe -file .... to load any mods and pwads, and i do the same on zdooms. I will make some more tests of mancubus fire, and try to fix manc missile class if it crashes, that is why i publish release candidate first this time - thank you for feedback!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 17, 2022 22:49:34 GMT -5
doom32 -file RDDVOX-0.42G.zip So you say - it loads twice when i load this way? okay, ill test, cause i ALWAYS use .bat files with doom32.exe -file .... to load any mods and pwads, and i do the same on zdooms. I will make some more tests of mancubus fire, and try to fix manc missile class if it crashes, that is why i publish release candidate first this time - thank you for feedback! That's what it says in <DelphiDoomDirectory>\Data\Logs\doom32_stderr.txt , that it is "invalid wad file", "trying to load twice" (internal workaround?), then at the end "sprite for 'mancubus fireball' has funny rotations". Which is remedied when "-file" is NOT put before RDDVOX. So, actually unsure whether it does end loading it twice, but the result is certainly different, it seems that passing non-wad files to -file may be causing issues. I think you should definitely fix it on the mod's side if possible, but the author of Delphi-Doom might also need to either fix it on their side or at least provide documentation how mods/wads should be loaded, maybe using -file is not recommended?
|
|
|
Post by jval on May 18, 2022 10:47:50 GMT -5
I checked out RDDVOX-0.42G in Delphi Doom v2.0.7.734 on Irkalla official release maps 01,02 and 10, it was great! It is cool how those fucking skulls blow up into chunks (second level has enough skulls, and in general Irkalla has enough skulls/PEs). This time map10 exited like intended by the author btw... New environment voxels work great, they exactly happen to be present on those maps Wish Delphi Doom in software mode didn't lag in general - it is not the problem of your voxel pack btw, the port lags without it even on vanilla Doom II and Doom I. Even on your screenshots you have less than 35 FPS, which may mislead people into thinking the voxels are to blame, yet they are not. Delphi Doom for me has exact same amount lag on vanilla doom II iwad without RDDVOX as it has on Irkalla with RDDVOX, which means that lag is somehow a constant of the port that doesn't depend on level complexity (lol!). Maybe lights cause that lag, dunno. Lag issues of the Delphi Doom software mode notwithstanding, can recommend playing Irkalla with your pack for a very tense, dark and gruesome experience. BTW, the first level of Irkalla has an area where there are plenty of those trees you added in the most recent version. UPDATE: Got less lag after I disabled (set to NO) the option "Precise timing" in "Display > Advanced > Uncapped Framerate...". As I mentioned, this is source port business, not to blame on voxel pack. There are some things that affect performance a lot like: - Lightmap: Turning it on/off makes a lot of speed difference
- Lightmap tuning: Lightmap on masked options slows down a lot the rendering, or tune the voxel lightmap accuracy
- Use exclusive fullscreen mode if possible
- If you have a dedicated GPU, use it even in software rendering. Some older intel VGA cards suck
- Try to lower screen resolution
- Use medium resolution (8 bit) instead of true color
- Turn off glow light effects
- Make sure that the engine works in multithreading mode if you have a multi core CPU
- Disable uncapped framerate if you run close or below 35 fps
|
|
|
Post by grau on May 22, 2022 18:03:17 GMT -5
Well, i tried today Delphidoom 2.06.729 and 2.07.735 both on Pentium D 925+2gb DDR, and on my notebook with Pentium M 750 1.86ghz + 1.5gb DDR . Well Here are the results on start spot in rddvox test map:
Pentium M, 640x400x8bit: 2.06.729 - 36fps 2.07.735 - 4-6fps (depending on "light on masked" option)
Pentium D 925, 640x480: 2.06.729 - 39fps 2.07.735 - 28-34fps (depending on "light on masked" option)
So the only thing i can think of - the memory bus bandwidth difference, or some process architecture specifics, but without light on masked options there are no advantages in 2.07 =( I will still continue supporting delphidoom RDVOX versions, but now i have to choose between newer version and nice framerate on ,my laptop
I belive some optimisations needed, but i am not a coder. TW - adding or disabling RDDVOX changes nothing, just 5-10% of framerate.
|
|
|
Post by grau on May 23, 2022 17:24:24 GMT -5
Guys, i have something fresh for ya!! But i still have problems with porting RD Blood effects from RDVOX to RDDVOX and so on with RDXVOX (RDHexen Voxelpack for delphidoom) - i won't start RDXVOX untill i get more information about blood classes in delphidoom - how can i transform that specific system to spawn my own blood effects. But i will focus now on RZXVOX to finish 0.11 as soon as possible. JVAL, please, help me a bit to understand DelphiDoom blood. I need to transform (or replace somehow) basic class, to let it spawn secondary object/blood projectile, with some x,y,z speed (or relative angle_y, angle_x, speed)
|
|
|
Post by grau on Jun 29, 2022 15:42:24 GMT -5
I have created subbranch of RDVOX, it is focused on an old total convention named "Rampage Doom", where we play for baron of hell and kill doom marines))) But gave it it's own name, and it is too different to RDVOX, to just put it here. So i created a discrette topic for that. I think i have to post a link to that thread here: doomer.boards.net/thread/2663/rmpvox-graphics-pack-remaster-rampageBut i also have progress for other projects:
|
|
|
Post by grau on Jul 28, 2022 21:40:36 GMT -5
|
|
|
Post by grau on Aug 2, 2022 18:10:16 GMT -5
|
|
|
Post by grau on Oct 20, 2022 22:29:39 GMT -5
Damn, guys. i havent been here for ages.. But i still have some news and a lot of voxels done during this time: Tonns of them. This thing is named RHVOX. Since i seen - i can not concire with Chillo in creation speed, and nobody really needs extra quality or RDVOX - i decided to give my power to other brances, that are always were forgotten. Now my site is transformed a little, and everyone can now get latest versions of RDVOX, RDDVOX, RXVOX and RHVOX. HTTP://RDW.XP3.BIZYes, i have no advanced security protocol of transfer but i do not collect or require any personal data, just keeping a download page, so feel free to download RHVOX 0.1 or any other Renaissance Voxelpacks there. For all who prefer MODDB i lave a link to my RDVOX mod group: www.moddb.com/mods/rdvoxand first release of RHVOX there: www.moddb.com/mods/rdvox/downloads/rhvox-01And now the really high priority question (at least for me) - How far is Delphidoom's progress in "understanding" of ZDoom decorate/voxedef/lightdef format? Does someone need my work on DELPHIDOOM specific versions? Yes - that takes anough time to just double the result for zdoom only. Or make 2 versions of mod but with low speed. In fact some decorate interpretator in delphidoom was a problem even in RDDVOX 0.42 PLUS - i could not make nice blue blood on the floor due to strange results of "Jumping" actions. I really wish some answer from JVAL, because my RDVOX series will always have some extra optons like fire spprite subspawniing, blood left on the floor and so on. Yes - i can just CUT those options for DELPHIDOOM but i don't like this idea... That is why i TEMPORARY PAUSED work on any Delphidoom forks for RHVOX or any other.
|
|
|
Post by grau on Feb 14, 2023 13:40:23 GMT -5
Oh, damn, seing no interest to this tiopic i moved all my "innovations" to twitter page but i wish this guy still be here)) It will be user in "RMPVOX" remaster for "Rampage Doom" o;d zdoom mod where we play for baron of hell. This model is also usefull for usual RDVOX - as a temporary player model, until i make another one with rifle or shotgun.
|
|
SilverMiner
You're trying to say you like DOS better than me, right?
Posts: 1,344
|
Post by SilverMiner on Feb 14, 2023 14:27:15 GMT -5
Интереса в виде народа нет, потому что, моё предположение, он отваливается на стадиях:
выбор соурс порта - (г/л)здумщиков, а тем более дельфи думеров - меньше условных прбумплюсеров.
здумщики скорее подрубят геймплейные моды, чем будут играть с вокселями с почти ванильным геймплеем.
интерес не выражается не потому что это никому не нужно, а пушто некому интересоваться
|
|
Gokuma
You're trying to say you like DOS better than me, right?
Resident DB English Teacher
Posts: 1,211
Member is Online
|
Post by Gokuma on Feb 15, 2023 21:13:20 GMT -5
This is awesome work. Voxels fit the Doom engine games so much better than 3D models.
|
|
|
Post by grau on Mar 30, 2023 13:26:20 GMT -5
Let i show you some fresh meat: <a href="https://ibb.co/pQ9z3YZ"><img src="https://i.ibb.co/Mf3VRFp/RDVOX-Doom-Imp-A1.png" alt="RDVOX-Doom-Imp-A1" border="0"></a> <a href="https://ibb.co/mtdrCWw"><img src="https://i.ibb.co/82GnDZp/RDVOX-Doom-Imp-A2.png" alt="RDVOX-Doom-Imp-A2" border="0"></a> <a href="https://ibb.co/FsC4WBV"><img src="https://i.ibb.co/gvhZ7DV/RDVOX-Doom-Imp-A3.png" alt="RDVOX-Doom-Imp-A3" border="0"></a> <a href="https://ibb.co/Pm8JSKH"><img src="https://i.ibb.co/smrcBnY/RHVOX-Imp-G-80pct-1.png" alt="RHVOX-Imp-G-80pct-1" border="0"></a> <a href="https://ibb.co/TLxj15f"><img src="https://i.ibb.co/Kwp4DHP/RHVOX-Imp-G-80pct-2.png" alt="RHVOX-Imp-G-80pct-2" border="0"></a> I shall not add those to gameplay until other frames not done.
|
|