Hey everyone,
I've been working on the 32bpp color port of the Odamex client for the last week or so. I just wanted to "officially" throw this out there for everyone to help test out. Let us know what you think!
This 32bpp port only enhances the rendering portion of the game; i.e. it does not affect how textures or sprites are loaded. 32bpp removes the need for color-mapping which is what the 8bpp mode uses to find the "best" color among the 256 available colors for the lighting effect. 32bpp mode just uses the raw RGB value of the darkened color for lighting and thus you won't see any aliasing effects (e.g. colors shifting hue from red to brown).
Latest binary (Win32) is here:
http://bittwiddlers.org/ftp/jim/software/odamex/odamex-32bpp-71dcc38.zipYou can find future binaries (check Last Modified date stamp) here, and the required SDL dlls:
http://bittwiddlers.org/ftp/jim/software/odamex/In order to use these binaries you'll need the VC2012 C++ redistributable for x86 platform installed. You can download it here. Be sure to pick
x86!
http://www.microsoft.com/en-us/download/details.aspx?id=30679I have all the code up on my GitHub repository at:
https://github.com/JamesDunne/odamexThere is a README-32bpp file included in the ZIP package which documents what has changed and what issues are known.
If you're looking for a quick test, just go to the Video Options menu screen and flip "32-bit color" to "Yes". The change should take effect immediately. For an even quicker way, use the console (~) and type "vid_32bpp 1" to enable and "vid_32bpp 0" to disable (i.e. go back to 8bpp).
All vanilla DOOM and DOOM 2 maps are working.
Please help by testing out custom PWADs with extra BOOM effects enabled, e.g. ACS scripting, custom lighting, translucency, etc.
Also, please report any significant performance loss while in 32bpp compared to the 8bpp mode. Use `vid_fps 1` to show the FPS counter in the lower-left corner of the screen and report those numbers, along with which PWAD and map.