News from 13 June 2003 (273 FPS!)

News about ZDoom, its child ports, or any closely related projects.
[ZDoom Home] [Documentation (Wiki)] [Official News] [Downloads] [Discord]
[🔎 Google This Site]

Moderator: GZDoom Developers

Mighty Duck X-treme
Posts: 272
Joined: Tue Jul 15, 2003 5:48 pm
Location: Chesterfield, Missouri

Post by Mighty Duck X-treme »

--DELETED--
Last edited by Mighty Duck X-treme on Mon Jul 21, 2003 11:43 am, edited 2 times in total.
User avatar
Xaser
 
 
Posts: 10772
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Post by Xaser »

Mighty Duck X-treme wrote:I AM A DIPSHIT WHO CAN'T TYPE OR UNDERSTAND WHAT BBG SAID!!!
I Second, Third, Fourth, Fifth, Sixth, and Seventh That.

Better?

[FUTURE EDIT]
Spoiler:
Last edited by Xaser on Sat Feb 20, 2010 1:46 pm, edited 1 time in total.
Mighty Duck X-treme
Posts: 272
Joined: Tue Jul 15, 2003 5:48 pm
Location: Chesterfield, Missouri

Post by Mighty Duck X-treme »

This is getting boring, bucko -__-

Forget it.
User avatar
Xaser
 
 
Posts: 10772
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Post by Xaser »

What was the original post talking about again??? Oh yeah... uncapped frame rate. Man it's amazing how off topic people can get (including myself... take the one person you think gets off topic the most, multiply by 10, and you have me). Ok.. Drop the previous discussion... back to frame rate. Anyway... How close is 48.cab to being finished. I MUST HAVE UNCAPPED FRAME RATE!!!

[FUTURE EDIT] Ironically, this post or another one like it actually prompted a certain (actually quite prominent) member to kindly send me a copy of .47i -- I still have it to this day, somewhere. :P

Also, that parenthetical comment is actually not far off the mark.

[/ELLIPSIS ABUSE]
Last edited by Xaser on Sat Feb 20, 2010 1:48 pm, edited 1 time in total.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Post by wildweasel »

I MUST HAVE IT AS WELL! It's better than JDoom's, anyway, because it's not hogging resources trying to precache all your sprites.
User avatar
Hirogen2
Posts: 2033
Joined: Sat Jul 19, 2003 6:15 am
Graphics Processor: Intel with Vulkan/Metal Support
Location: Central Germany
Contact:

Post by Hirogen2 »

wildweasel wrote:I MUST HAVE IT AS WELL! It's better than JDoom's, anyway, because it's not hogging resources trying to precache all your sprites.
Donot forget, most GL games precache their stuff, including HL, UT, and Heretic2 (some I know of).
User avatar
timmie
Posts: 199
Joined: Tue Jul 15, 2003 3:44 pm
Location: Vancouver, BC
Contact:

Post by timmie »

Yeah, ZDoomGL precaches all the textures for the map and I'll probably look at precaching sprites when I get to supporting hires sprites.
Cyb
Posts: 912
Joined: Tue Jul 15, 2003 5:12 pm

Post by Cyb »

doesn't zdoomgl already support hires sprites?
User avatar
timmie
Posts: 199
Joined: Tue Jul 15, 2003 3:44 pm
Location: Vancouver, BC
Contact:

Post by timmie »

JDoom-style hires sprites, which 0.75 sort of supports right now (it doesn't check for translation information like JDoom does right now).
User avatar
timmie
Posts: 199
Joined: Tue Jul 15, 2003 3:44 pm
Location: Vancouver, BC
Contact:

Post by timmie »

I think I'll copy Randy :)
User avatar
Enjay
 
 
Posts: 26535
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Post by Enjay »

timmie wrote:I think I'll copy Randy :)
Hmmm, interesting. It seems that Randy has a 256x128 texture in the floor, whereas in your screeny things seem to have been resized. Of course, that could just be a function of how I'm looking at it.
User avatar
Kate
... in rememberance ...
Posts: 2975
Joined: Tue Jul 15, 2003 8:06 pm

Post by Kate »

The floor has been scaled down to the same size as a regular flat - 64x64
User avatar
timmie
Posts: 199
Joined: Tue Jul 15, 2003 3:44 pm
Location: Vancouver, BC
Contact:

Post by timmie »

Enjay wrote:Hmmm, interesting. It seems that Randy has a 256x128 texture in the floor, whereas in your screeny things seem to have been resized. Of course, that could just be a function of how I'm looking at it.
Yeah, things aren't perfect yet, I just got it up and running... What you see there is pretty much all that works right now (no menus, console, sprites, etc).
Guest

Post by Guest »

What is the map being played?

Thanks! :?:
User avatar
Mannequin
Posts: 441
Joined: Tue Jul 15, 2003 8:21 pm
Location: On The Lonely Island somewhere.

Post by Mannequin »

Anonymous wrote:What is the map being played?

Thanks! :?:
If you look back a page or two, you'll see that it's a test level that Randy created to show off the fact that in the latest version of ZDoom you can use wall textures as floor textures in a Doom level. (Or something like that. :? )

(Maybe I haven't been paying close enough attention...)
Post Reply

Return to “ZDoom (and related) News”