Recent content by Eidolon

  1. Eidolon

    Installing SRB2Kart on Steam Deck (AUR Method)

    It should be noted that while this will work, the recommended way to install third party apps on stock SteamOS is with flatpaks (usually through Discover in the desktop environment). There are flatpak distributions of both SRB2 and Kart available on flathub that work well on Deck. Flatpak...
  2. Eidolon

    Adventure Sonic (v1.8b)

    @Metalwario64 Could I bother you to make a version of this mod that doesn't have any workarounds for the old uncapped/uncapped-plus build? It'd be a great testing resource for the new uncapped MR. https://git.do.srb2.org/STJr/SRB2/-/merge_requests/1783#note_35082
  3. Eidolon

    SRB2 Uncapped

    @Fafabis Hey, are you on the main discord? I'm the author of the patches used for this build's interpolation feature, and I'm currently working on the rewrite branch I started for 2.2 a while back. I need to know if you based this fork on the old version of the interpolation code or the new...
  4. Eidolon

    [Intended] Using P_RemoveMobj on objects from thinkers.iterate("mobj") stops the loop

    This isn't a bug, it's actually intended behavior. Not exactly intuitive, but intended. The same issue happens with using iterators in other languages (in Java, you get a ConcurrentModificationException). One of the caveats of a language that allows side effects naively. The way to work with...
  5. Eidolon

    Suggestions

    Are you using MD2s? MD2s are a massive, enormous CPU performance bottleneck because of the way the renderer is implemented right now, and has nothing to do with the speed of the GPU.
  6. Eidolon

    OpenGL renderer overhaul progress

    I'm not responsible for anyone's broken computers. Old, working hardware, that makes sense to try supporting. Literally broken hardware? Absolutely nothing I can do about that. That's your problem, not mine.
  7. Eidolon

    OpenGL renderer overhaul progress

    Hardware rendering is: simpler to implement and maintain more flexible for future development scalable (ever tried to play srb2 at 1920x1200? it's barely playable by even the fastest processors) easier for people to customize parallelized on 99% of computers implicitly, even intel drivers...
  8. Eidolon

    OpenGL renderer overhaul progress

    If you want high end graphics, go play Unreal Tournament 4.
  9. Eidolon

    OpenGL renderer overhaul progress

    I will be managing a technical document on the gitlab wiki which is located here. The plan right now is to model the new renderer around Strife: Veteran Edition's. It's a fairly flexible system which will hopefully enable us to optimize and offer different rendering paths based on system...
  10. Eidolon

    Greg Wilmot, The Mediocre-ist is no longer with us.

    Why would you title this thread "no longer with us"? That's a very, very specific phrase that doesn't match at all with what happened here.
  11. Eidolon

    OpenGL renderer overhaul progress

    So, bad news bears. Well, kinda bad news bears. The most recent commit to my cleanup-opengl branch. The good news is, my vertex array approach vastly, significantly, enormously (we're talking like 10x framerate up to 600fps) improves performance in ERZ2 on my uncapped branch. The bad news is...
  12. Eidolon

    OpenGL renderer overhaul progress

    I'm not obligated to give you anything as far as I'm concerned, especially not your own personal confirmation message that you'll get your moddable shaders.
  13. Eidolon

    OpenGL renderer overhaul progress

    I will not make fixed function an option for people who have computers that support GL2. There is no reason for them to be using it. You will be able to reimplement the old look by writing a set of fragment shaders replicating the effect you want. Jesus Christ. You gotta wonder why this game...
  14. Eidolon

    OpenGL renderer overhaul progress

    ShadowHog, for the record, it's a little more than an if/else statement. And I'd appreciate it if you wouldn't backseat program. I'm uploading Doom textures to the GPU as red channel-only 8-bit textures such that the red channel in the shader exactly represents the U component of the palette...
Back
Top