ZDoom 2.6.0, after much anticipation, is released

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Re: ZDoom 2.6.0, after much anticipation, is released

Postby Project Dark Fox » Tue Jul 03, 2012 8:28 pm

ibm5155 wrote:edit: Someone update the "zdoom edit demo" wad to show how tho use the new zdoom things =D

Why can't you?

@ZDoom 2.6.0: \o/
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Re: ZDoom 2.6.0, after much anticipation, is released

Postby ibm5155 » Tue Jul 03, 2012 8:50 pm

maybe i could, but not now...

http://mancubus.net/svn/hosted/zdoom/zd ... es/openal/

is this branch updated to the zdoom 2.6?
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Re: ZDoom 2.6.0, after much anticipation, is released

Postby Nash » Tue Jul 03, 2012 10:36 pm

Will there be an official GZDoom release to coincide with ZDoom 2.6.0?
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Re: ZDoom 2.6.0, after much anticipation, is released

Postby Blue Shadow » Wed Jul 04, 2012 2:28 am

There already is, but...

Realm667 news page on the release of ZDoom 2.6.0 wrote:... there is an official GZDoom 1.6.0 too, but technical problems prevented Graf Zahl from updating his homepage. Here is a direct download link.
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Re: ZDoom 2.6.0, after much anticipation, is released

Postby solarsnowfall » Wed Jul 04, 2012 11:52 pm

Props to the dev team.
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Re: ZDoom 2.6.0, after much anticipation, is released

Postby TheDarkArchon » Thu Jul 05, 2012 12:08 am

We've already got a thread for people who have return after performing the disappearing act, thank you very much :P
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Re: ZDoom 2.6.0, after much anticipation, is released

Postby ReX » Fri Jul 06, 2012 4:11 pm

Graf Zahl wrote:You can use the 1.5.6 download link and edit its contents to 1.6.0 and you should get the new version.

I tried this link, but it wouldn't work:

http://www.osnanet.de/c.oelckers/gzdoom ... -1-6-0.zip

I even tried:

http://www.osnanet.de/c.oelckers/gzdoom ... -1.6.0.zip

EDIT: Never mind. http://www.osnanet.de/c.oelckers/gzdoom ... 1-6-00.zip did the trick.
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Re: ZDoom 2.6.0, after much anticipation, is released

Postby Nash » Sat Jul 07, 2012 12:20 pm

solarsnowfall wrote:


I THINK MY HEAD JUST EXPLODED
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Re: ZDoom 2.6.0, after much anticipation, is released

Postby Hirogen2 » Tue Jul 10, 2012 8:08 am

Dancso wrote:
Graf Zahl wrote:Uh... Haven't you been following development or what?

Been living under a rock for a while now. I did hear that 3D floors could someday make their way into software but I didn't know it was this close to the present :)

Legacy had them 10 years ago, sort of ;-)
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Re: ZDoom 2.6.0, after much anticipation, is released

Postby Graf Zahl » Tue Jul 10, 2012 10:14 am

So?
GZDoom had them for 7 years, sort of. Means nothing in this context.
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Re: ZDoom 2.6.0, after much anticipation, is released

Postby ibm5155 » Wed Jul 11, 2012 8:53 am

lets hack eduke and stole the polymer render, then everyone is going to be happy \o/



hehe, nevermind, i think it´s a suicide mission
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Re: ZDoom 2.6.0, after much anticipation, is released

Postby Gez » Wed Jul 11, 2012 9:25 am

Given that people are bitching about GZDoom not being lightning-fast on their 3DFX Voodoo 2 from 1997; I can't imagine anyone being happy with Polymer, the rendering engine that requires a Pixar render farm to play vanilla Duke Nukem 3D levels.
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Re: ZDoom 2.6.0, after much anticipation, is released

Postby Hellser » Wed Jul 11, 2012 3:13 pm

I'd be happy with Polymost for ZDooM. Shame it's abandoned. :(
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Re: ZDoom 2.6.0, after much anticipation, is released

Postby ibm5155 » Sun Jul 15, 2012 8:09 am

Gez wrote:Given that people are bitching about GZDoom not being lightning-fast on their 3DFX Voodoo 2 from 1997; I can't imagine anyone being happy with Polymer, the rendering engine that requires a Pixar render farm to play vanilla Duke Nukem 3D levels.


Actually for me the dynamic lights is not the problem and yes the sectors render (i can render +- 200 dynamic lights at 30fps) but larger sector maps like the ghouls forest 3 i got 24fps =/
For duke 3D just a TC is good =D

EDIT:at gzdoom render, on software i think i got 240fps on GF3
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Re: ZDoom 2.6.0, after much anticipation, is released

Postby RAMM » Sun Jul 15, 2012 11:54 am

It is really nice to see an update after all this time! There are some really nice features that we – the mappers – have been longing for. Much appreciated, devs! :ugeek:

Gotta blow the dust off from my good old Doom Builder and start building some new maps again. Maybe this time I'll actually get one finished product.
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