Release Discussion

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3rd_3ye
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Re: Release Discussion

Postby 3rd_3ye » Sat Aug 22, 2015 7:55 pm

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Re: Release Discussion

Postby 3rd_3ye » Sun Aug 23, 2015 12:34 am



I'd much preferred to have embedded this vid, but 3 browser crashes later and I'm tired of fighting a cheap smartphone.

It's a little early to be counting on polyobjects in 3dge. Still, lighting fx are not what comes to mind when thinking about them, so I posted the above.

I'm nearly certain dynamic lights could do the same trick, but anywho.
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Re: Release Discussion

Postby 3rd_3ye » Mon Aug 24, 2015 9:50 pm

Everything's set for 3dge 2.0.2 except bugs and what's to be put off for next release. I know, I knoooow that this is stupid-late, but it turns out sonic robo blast, based on an old version of doom legacy, has limit removing polyobjects.


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Re: Release Discussion

Postby 3rd_3ye » Tue Aug 25, 2015 10:41 am

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Re: Release Discussion

Postby 3rd_3ye » Fri Aug 28, 2015 8:05 am

Based on recent blahs down at blahbook, Coraline just cooked up a really nice batch of inventory system for HOD. So no need for weirdly bound action keys or what not in heretic.
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3DGE 2.0.2 test build bug fixing edition

Postby 3rd_3ye » Mon Aug 31, 2015 12:35 pm

Alright all you happy Doomers out there, this is a code tightening/error busting editon of 2.0.2 released by Coraline today.
No new features here, please abuse this to the most sadistic levels possible and report back.
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Re: Release Discussion

Postby Coraline » Fri Sep 04, 2015 3:51 pm

So, I've attached an image that shows what the new lighting engine does to 3D models/textures/etc. I had described it a few posts up.

As you can see, this shader calculates the light at different angles to textures. It will look more impressive on 3D models, but it also does the same for stock DOOM patches as well. It's being integrated into the rendering engine as I type, and is OpenGL 2.0 compatible only. So if your card does not support it, the engine will not activate the feature. In other words, we are not forcing it upon the userbase.

In addition to this small sample, normal/specular highlights, and bump maps will become available. This will all compliment the new lighting and shadows code that will eventually make its way into 3DGE 2.1.0.
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3rd_3ye
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Re: Release Discussion

Postby 3rd_3ye » Fri Sep 04, 2015 6:24 pm

Yowzers man! =s It looks like that spritelamp someone posted at another forum several days ago. Wow, 3dge with another graphic layer! Modders will eat this up!

I hope all my hand wringing in another thread didn't make you feel as though you had to show something. I mean, my onboard gfx chip from 06 will certainly run opengl 2.1 stuff (mine ran hl2). Even cheapoid budget cards from 08' will try to, that wasn't my concern. It's the thought of having 2 vastly separate development builds that concerns me. Most gl ports with a software renderer had to dump the non- hardware exe., it was too much to keep both renderers updated.
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Re: Release Discussion

Postby 3rd_3ye » Sat Sep 05, 2015 4:47 am

@everyone else: It's okay to celebrate this. Opengl2.1 is roughly equivalent to directX9.c, so if your gaming hardware was made after 2003, it will be able to deal with the new stuff more than likely.
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Re: Release Discussion

Postby Coraline » Sat Sep 05, 2015 9:04 pm

It isn't maintaining two ports - it's only adding an OpenGL 2 layer is all. It's all integrated into the code - even on the Dreamcast side. It will only initialize if it detects your card can handle it - case closed. =)
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