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Post by ketmar on Aug 15, 2024 19:19:51 GMT -5
p.s.: just in case, DW pals, i got it. it is a very creative way to say "fuck you" (or "go fuck yourself"). i was laughing my ass off when i realized it. why aren't you always such smart and fun?
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Post by ketmar on Aug 18, 2024 4:39:30 GMT -5
by the way. as far as i know, at least some of iwads in "re-release" are tainted with id24 crap. the next k8v build will reject any wad with id24 content (because there is no way to detect if it is safe to ignore; so the engine will do the safest thing possible), so it may not work with iwads from "re-release". that is, don't throw away your normal iwads if you plan to play Doom with k8v engine.
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Post by camper on Aug 18, 2024 10:44:19 GMT -5
Do you see the point of adding to share/basev freedm separately?
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Post by Moonsweeper on Aug 18, 2024 11:28:13 GMT -5
I modified Freedoom.wad with a few of the older assets like the deadflare, now both ZDL and the K8Vavoom engine recognize it as Freedoom2.wad, if I load it by itself, E1M1 turns into MAP01 and et cetera, a few maps don't work because it lacks music for them. If I load a proper Ultimate Doom pwad everything seems to go back to normal, interesting nonetheless.
Also, is there some kind of way to make K8Vavoom play Quake maps? Or is there some kind of automatic tool to convert Quake assets into something the engine can read? Mostly just a curiosity.
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Post by ketmar on Aug 18, 2024 19:45:19 GMT -5
Do you see the point of adding to share/basev freedm separately? why? there is nothing special in this wad from the engine PoV. it doesn't need any special support, so it could be downloaded as any other pwad. Also, is there some kind of way to make K8Vavoom play Quake maps? Or is there some kind of automatic tool to convert Quake assets into something the engine can read? Mostly just a curiosity. nope. this is still idTech1 engine. don't be fooled by various fancy features: it is still good old 2.5D Doom. just with a lot of additional parts, holding together with duct tape and swearing. ;-)
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Post by Moonsweeper on Aug 18, 2024 21:34:42 GMT -5
Sorry, I just wrote this all to quickly so I didn't elaborate on what I were asking, apparently the original Vavoom had 3D floors that used code from Quake. I don't know if it was replaced by the GZDoom like 3D floors, I was wondering if the code was just for 3D platforms.
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Post by ketmar on Aug 18, 2024 21:55:45 GMT -5
apparently the original Vavoom had 3D floors that used code from Quake. nope. it never was the case. there never was any Quake code in Vavoom, and the engine always was idTech1 derivative. old software rasterizer was based on Quake span rasterizing code, but this is only about drawing triangles, nothing more. it is physically impossible to make a "hybrid engine", because everything is completely different between Doom and Quake. it is either one, or another, there is no "in between".
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Post by ketmar on Aug 18, 2024 21:58:18 GMT -5
to make it slightly easier to understand, let's use beloved car analogy. ;-) truck has wheels. bike has wheels. but there is no way to create a hybrid "truck-bike", even if you will use the same paint to paint both.
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Post by camper on Aug 19, 2024 4:32:14 GMT -5
why? there is nothing special in this wad from the engine PoV. it doesn't need any special support, so it could be downloaded as any other pwad. The motivation why I wrote this was the following: since doom is now non-free as a trademark, we have to use the original iwad. I suppose that using Freed(infinity)m instead of the original doom2.wad but for the original game might be considered as not quite the right thing to do.
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Post by camper on Aug 20, 2024 7:57:07 GMT -5
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Post by ketmar on Aug 20, 2024 8:58:06 GMT -5
go and write it! ;-) vwad library is FOSS, so anybody may write any tool they need. but definitely not from me, because i don't need it.
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Post by camper on Aug 21, 2024 7:50:03 GMT -5
If I understood correctly what vwad and its tools are. But that's not true. Is it an encrypted archiver-packer?
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Post by edgelord on Sept 13, 2024 21:02:00 GMT -5
Hey there again!! Great to be back. I am still working on my dark fantasy project, now focused on building it in DECORATE, and in K8Vavoom. I have a few questions - the main being about brightmaps and models. I have an md3 model with one single texture. I have a brightmap for it. After a long while of messing around with it, I managed to make it work in GZDOOM (newest build), but it seemingly doesn't work with K8Vavoom. Does K8Vavoom support 3d models with brightmaps in any way? If not, is it planned? (And yes, I do need the BM, the object is for accent lighting in an environment). I want to use this amazing engine for my project, but this is important for me - speaking of... so there will be an ultrawide screen support, right?
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Post by ketmar on Sept 13, 2024 23:48:02 GMT -5
sadly, brightmaps on 3d models are not supported. i may implement them later, but it will require a whole new set of shaders, and shader management in the engine… let's say it is almost non-existing. the whole renderer need to be rewritten eventually, but i don't have enough time to do it yet.
tl;dr: it MAY be implemented, but not in a way compatible with GZDoom, and i don't know when.
you may get away with a fullbright trick, though. game models could be built from several 3d "submodels", and you can control "fullbright" for any submodel. so you can make a lamp with a separate glowing part, and make that part fullbright, for example. or turn monster eyes to separate models, and make them fullbright. but that's all for now.
as for ultrawide screens… i can only support what i physically own. and i only have a cheap crappy display. so either somebody will send a patch, or we have to wait until i became a rich man and be able to afford additional hardware. ;-)
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Post by gunrock5k on Sept 19, 2024 14:40:25 GMT -5
Okay....I been gone a while. What big changes are in K8Vavoom I missed? I know 3D poly objects are implemented now. Also were is download link to new builds?
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Post by ketmar on Sept 19, 2024 18:50:12 GMT -5
in the first post, as usual. sadly, stupid real life doesn't leave much time to work on k8v, so it's mostly bugfixes, and much improved voxel support (with Cheello voxel pack conversion).
i'll prolly release a new maintenance build soon, just to show that the project is not dead. ;-)
one of other things i worked recently is Oberon compler using JIT. which means that JIT compiler (actually, AOT) for VavoomC might happen too.
tl;dr: the project is in maintenance mode now. but this switch is not permanent, and i will happily resume the normal development as soon as stupid real world stabilizes a little. ;-)
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tdrr
Doomer
Posts: 68
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Post by tdrr on Oct 4, 2024 18:03:32 GMT -5
Two years late, but GDCC now has all K8Vavoom functions and defs*. github.com/DavidPH/GDCCIt's uh, not that important or anything but thought it was worth mentioning here. * except those related to Calc*Light, I couldn't find them in time today, sorry!
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Post by ketmar on Oct 5, 2024 1:04:52 GMT -5
thank you! it was a PITA to support GDCC-generated code (mostly because zdoom bytecode extensions are not properly documented), so i'm happy that my work on supporting it is not futile. ;-)
i really need to write my own ACS compiler, because i always wanted to compile ACS code on wad loading. it's not hard… except keeping the bug-to-bug compatibility with several existing ACS versions. sigh.
p.s.: somehow i never realised that i might simply ask GDCC author about anything i don't understand, and decided to decipher everything myself. lol.
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tdrr
Doomer
Posts: 68
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Post by tdrr on Oct 5, 2024 11:06:43 GMT -5
thank you! it was a PITA to support GDCC-generated code (mostly because zdoom bytecode extensions are not properly documented), so i'm happy that my work on supporting it is not futile. ;-) A bunch of mods use GDCC-ACC, so ultimately you probably had a few reasons to support it anyway :p But it's awesome that K8Vavoom supports it well, and now GDCC can be used to script maps (and the odd gameplay mod with stealth mechanics I suppose) for K8V. [I'd quote the rest of your post but this UI sucks on mobile and I accidentally deleted the rest] You could always use Positron's excellent BCC. It's licensed under the MIT license, written in C99 depending only on the C library, and is 100% compatible with code written for ACC in it's ACC mode. Using it would also mean optionally having support for one enhanced dialect of ACS, BCS, featuring things like structs, references, strict typing and such. Just using it to compile vanilla ACS would be enough however. And yes, GDCC's developer would've definitely been glad to help out. Honestly, he might know ZDoom's VM better than the people who implemented it! :p
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Post by edgelord on Oct 13, 2024 16:34:09 GMT -5
Hey there again!
I hope everyone is doing well. I wanted to know something: Does K8Vavoom support 16-sided sprite rotations? I want to use them for my project, but I don't want to waste time making them if the engine is not compatible. Also, if not will they be implemented? Or is it too much work with the shadow engine and everything...?
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Post by ketmar on Oct 14, 2024 13:03:16 GMT -5
Does K8Vavoom support 16-sided sprite rotations? yes, the engine should support 16 rotations. i never really tested it, though, so there might be some bugs. if you'll find it non-working, please, post the minimal test case here, and i'll fix it.
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Post by ketmar on Oct 14, 2024 13:04:17 GMT -5
You could always use Positron's excellent BCC. It's licensed under the MIT license, written in C99 depending only on the C library, and is 100% compatible with code written for ACC in it's ACC mode. oh, thank you! i should take a look at BCC then!
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Post by camper on Oct 15, 2024 17:50:04 GMT -5
(sorry for the offtopic) I see that decorate is different in different engines. It is necessary to explain to noobs that different ports have their own decorate. I thought that they are the same everywhere, but it is not so. Q-Zandronum now has its own decorate. I think it's worth distinguishing decorates for engines now. For k8 it's its own, it would be good to have a list of differences. github.com/IgeNiaI/Q-Zandronum/wiki/New-Decorate-and-ACS-functions
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