![]() Hi its me again two weird things happen when fully testing out 2.2.0 (i talked too soon wen i said everything was fine, but in my defense i'll say i came across these problems after going through a whole level, my initial report was before playing)ġ) some crosshairs included with pb (any after number 5 to be precise) cause a green rectangle to appear in the screen where crosshair is supposed to be, you can still see the crosshair but green is totally opaque, limiting your vision quite a lot. Thus, it seems to have to do something with seg splits and gl3.Ĭould it be the way the map is built by zdbsp? I use the UDMF standard settings in GZDB. On the GT315 I guess it's too much work at a time so it gets stuck.Īgain, when starting without the glversion 3 switch on the GTX750 everything is fine. Just before such a change in brightness the game is slow for a fraction of a second. When I move a little bit other seg splits become bright, while the ones which were bright earlier now become dark. It seems that only single seg splits a brightend by the dynamic light (above the reflective floor), while others at the same time are dark. When opening the map in 2.2pre on the GTX750 WITH glversion 3 switch on the map slows down around the light, as mentioned before. The dev option is tested and confirmed working with latest zscript features. When using the node viewer plugin in GZDB I recognised this: It has option for gzdoom 1.9.1, 3.2.5 and DEV. So the 2.2pre ports work fine on the GT315 just without planereflection. Suggestion: Wouldn't it be a simple solution to let reflectiveness be switched off via the options menu in GZDoom?Īnyway, I found how to deactivate planereflection. Without the gl3 option the map works fine.Ĭan it be the case, the map is too complex? The felective area is large, there are several linedefs around it, and alltogether it has around 1700 sectors.ĭoes it make sense to send you the map without customised resources? (The file would be several MB when adding the required resources to it.) Now, if I remove all things from the existing map and thereafter just add one single additive light above the reflective water, the GTX750 slows down again. Supports Heretic, Hexen and partially Strife. If 2.2pre-1876 is run WITH gl3 option on the GTX750 DOES slow down on my existing maps (not on the new test map). ZDoom is an enhanced port of the official DOOM source code to Win32 and Linux it adds new features not found in the version published by id Software. (No matter whether gl3 option is switched on or off) If I created a simple new test map with reflective floor and an additive light over it, the GT315 DOES WELL with 2.2pre-1876. ![]() Plus All-New Episode IV: Thy Flesh Consumed.The demons came and the marines died. I made some more tests and found out the following: The complete megahit game that set the world afire. GzDoom 1.9.1 -> For run with OpenGL 2 GzDoom 2.1.1 -> For run with OpenGL 3 I had write that OpenGL versions use by that versions because some years ago a. ![]()
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