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32:9 assets wrong alignement with animated parts. #144
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Oh my, so this rounding up wasn't precise enough. No other ideas what to do yet, and probably I need a small break from Inter. Meanwhile, I want to experiment with something different -- colored sector light in TrueColor mode. Inter is a bit off for such purposes, though it might be a cool to have some barely tinted colored sectors on vanilla maps, but Jaguar is a perfect field for such experiments. And hooray, first result: But under the hood it's not even close to be as simple as GZDoom's UDMF sector coloring. 🤥 |
No stress. This is nothing urgent and for the moment i am drawing these assets. Ah, now i see were you are the last days. Jaguar DOOM continues :) Truecolor seems to be your passion. |
Helloho :) Just for info. Woof had the same problem with its new 32:9 mode and my Ultra-Widerscreen assets. Now it is fixed: add DivRoundClosest function, formatting #1786 |
Oh, cool, thanks for letting know! But not now, not now, I'm all in this... 🤩 colored.lighting.+.animated.sky.mp4 |
Wow! That looks great. A must have for Inter-DOOM. Is that your Jaguar DOOM engine? I had build JD after you put your 2.0 branch in the master branch, but did not know which IWAD to use exactly. I have that jaguar.wad from the RD base folder. |
By the way, i have sent you the latest Ultra-Widerpix854 version at Doomworld. Ignore the wall of text, it is obsolete now :) Some autoload folders contain different versions. |
Yep, it's Inter-Doom "on TrueColor steroids".
No, no, no, no, no. No. Forget that old stuff, it won't work. An IWAD has been reassembled as well to keep original Jaguar lump names and to avoid using uncanonical assets. Here, development but absolutely working version: yaguar-doom-2.0-dev.zip. There still some things to do, at the moment colored lighting is almost same to PSX Doom (color values and sectors comes from there, but I extended it a bit for more logical look), but blue colormaps needs to be improved to prevent "I don't see a darn thing" situation. Full bright sprites have also some potential improvement for coloring. Animated skies are there and re-polished to have identical to vanilla placements. Default settings are same to vanilla Jaguar, but in terms of mechanics it's not a 100% Jaguar - explosions and collision detections are more stable like in PC version, and game logics runs on 35, not Jaguar's 20 fps. Nightmare more is not same to Jaguar, it's reasonably challenging.
Ah, I'll check it soon. Once I got an itch for colored lighting, I went to yet another introvertic trip... |
Wel... 😕 Current implementation have exactly one advantage: it is fast. Engine doesn't need to perform any dynamical calculation for coloring, all colors are basically first rows of So what's disadvantages then? Here they are:
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Good morning, wow, wow, wow, Jaguar-DOOM looks so great and atmospheric and more alive with colored light and animated skies. I can see that truecolor is your passion and that is a fine thing :) Isn't there a compatible mapping standard that could be integrated in your engines how to implement the coloring into maps? And the animated sky is the absolute burner! Would like to see those features coming someday for the Inter-ports too. And i have seen that the Jaguar-DOOM titlescreen is in 32:9 :) |
I have pulled RFomin's improvement, so intermission elements drawing should be finally precise.
Speaking honestly, despite of making some things more complicated, it gives a lot of space for visual improvements. At least not in Inter, which must stand as a "source port", not a "mod". And of course, having 16,777,216 of possible colors is better than having just 256. 🎨
Nope, nothing for now. AFAIK, sectors can be colored via UDMF map format, but coloring technique is still a huge question. Jaguar maps are still bare bone "Doom in Doom" format, except Jaguar having own linedef specs for key-locked doors, and colored sector using more or less pregenerated color sets, passed through TrueColor code and injected into map sectors by the engine.
Me too, honestly. Even if it will be started in Heretic (fewer maps), it will give the game a second breath, a colorful soul and much more deeper perception. But I need to figure out how to implement it with different approach, as current one still too hardcoded.
Guess who inspired me to do that! 😜 |
Thanks! It works perfect.
To have truecolor is a big advancement. Last year i drawed textures and realiized actively that the DOOM palette lacks many colors. So i had to reorganize my textures or change parts of them. And the original DOOM blues are... hmm, i say special.
I will later have a look at the Eternity DOOM format in UDB.
Heretic has 5 episodes plus three levels of a IDCLEV only sixth episode. How do you mean fewer in that case? Tinier levels?
And who inspired me with her source port to do the 32:9 assets? 😊 As far as i remember the 32:9 mode was only a test to show a limitation error Inter-DOOM had with the horizontal resolution which caused diagonal wipe effect. Woof can now do 32:9 too. Perfect Times for ultra wider fetishists 😁. By the way, i am fiddling around now with drawing between the bunnys extended bunnyscreens. After that i will start Heretic and Hexen assets in 32:9. |
Hooray, 32:9 story finally ends! There still a case with bunny scroll most-left column of pixels. I'll check it later, probably it should be fine now even without rounding correction. Beware! Such monitor may require additional working table. 😱
Map format itself won't help as my coloring implementation is totally different. It can't use any desired color, it's using basically a ... not even a custom
For now, there are just 28 extra colors for sectors, which takes literally nothing to precalculate, inject to level and render in game.
Not exactly. It's literally a "one game" with small levels, while Doom have 1, 2, TNT and Plutonia. It's a huge amount to work with. Hexen, in theory, could be even simpler to colorize, but it's... It's Hexen. 🤥
Cool, glad it's all was useful! Seeing how you are progressing with art is totally impressive. Honestly, never though it is possible to draw such good way without Photoshop! BTW, engine now able to support up to 10x rendering resolution, but there is no need to extend current 6x for higher values. It will give mostly nothing than terrible fps dropoffs. |
Ouch, 12 GigaBytes bigger executable needs some RAM :) That sounds not so easy to handle.
Ah, you mean it that way. Has PSX DOOM not all parts with lightning? I really don't know, because i am not that pro PSX DOOM player.
To be honest. If someone had asked me to do widescreen assets last month, i had no glue how to do that. I am surprised everytime i have done a new picture that it seems to work what i do with GIMP. I am surely not that super-pro asset drawer.
10x sounds nice. But the truth is, that my Ryzen 8700G is good enough to hold 4x with high stable framerates, but 5x gives the Ryzen hard times to dip not below 140fps @32:9. |
Hello again :)
After completing the DOOM2 32:9 assets, at the moment i am drawing the DOOM intermission screens.
Unfortunately i have noticed that these 854 pixel wide assets are jumping around with the animated parts.
The 576 pixel wide i had made before do not have this problem.
After noticing it i checked the 854 pixel wide in Woof and Woof has not that problem.
Here is something to look at:
A unfinished WIMAP2 is in there, but it shows fine the problem.
DOOM_ultimate_Widepix854_JN.zip
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