LZDoom [beta 2 aka Helloween edition released]

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LZDoom [beta 2 aka Helloween edition released]

Postby drfrag » Sun Sep 30, 2018 5:55 pm

From the creators of GZDoom Vintage, ZDoom LE, ZDoom32, ZDoom CL, RUDE and probably even more i can't remember right now comes LZDoom. :)
This is the old ill-fated legacy build. Yes, D3D and DDRAW are back with a vengeance. Just kidding. :P
This will help some people experiencing crashes with the vintage build on some old intel and ati "cards". Of course it will run on older hardware.
I could release a non SSE2 build if there's enough demand but for XP minimum. Same for Linux.
It's based on GZDoom 3.3.2 so it's the new old GL renderer with most of the later stuff added. AFAIR a couple of important things are missing: 2D shape and thick line drawers, i added fake drawers so it won't crash. Also you can expect a few extra silly features. :)
Of course this is unofficial and you'd better use the vintage build. Grab it here:

Windows 32 bit
Windows 64 bit
Source code

Windows 32 bit Intel HD fixed
Windows 64 bit Intel HD fixed

https://github.com/drfrag666/gzdoom/commits/g3.3mgw

Copyright © 1993-1996 id Software, 1998-2016 Randi Heit, 2002-2018 Christoph Oelckers, et al.
Copyright © 2016-2018 Magnus Norddahl, Rachael Alexanderson and Alexey Lysiuk.
Last edited by drfrag on Sun Nov 11, 2018 2:57 pm, edited 5 times in total.
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Re: LZDoom [beta released]

Postby Graf Zahl » Mon Oct 01, 2018 2:08 am

Just a reminder: This is licensed under the GPL so you have to provide a link to the source here as well. The minimum would be a direct link to the git repo and the active subbranch.
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Re: LZDoom [beta released]

Postby drfrag » Mon Oct 01, 2018 7:00 am

Yes, i forgot to add the link to the source. It was late yesterday, i guess now it's fine.
BTW this is actually forked from master a bit later than 3.3.2. The 32 bit version is a v140_xp build and the 64 bit one is a v141 build.
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Re: LZDoom [beta released]

Postby drfrag » Tue Oct 02, 2018 6:00 am

I've "joined" Hacktoberfest 2018 with a project to add a D3D11 backend finishing the work by dpJudas in the d3d11target experimental branch. D3D9 would be used as a fallback and then DDraw. Okay this would be complex stuff so i don't expect anyone contributing just to get a T-shirt. This could be a good addition, new and exciting shaders would be welcome too. :lol:
So in case anyone is interested (including randi of course) it's here:
https://github.com/drfrag666/gzdoom/projects
Any hints would be welcome.
dpJudas wrote:The D3D11 target is meant to be a "legacy free" target that supports better viewport handling, but still using the old shaders from the D3D9 target. By legacy free I mean that the target assumes the hardware supports basic shaders and 24/32 bit render targets. When the day comes to drop XP support, we can check if anyone with old computer has trouble running with the new target, and if not then phase out the D3D9 target as well. Otherwise just keep D3D9 as fallback in the same way DDraw was used.

This all assumes I finish the work there before getting bored, of course. Right now the D3D11 target has less features than the D3D9 target. :)
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Re: LZDoom [beta released]

Postby kondoriyano » Fri Oct 26, 2018 10:21 am

this is great ! thx so much for this ! now i can playing any gz3.5 mod with my old laptop without crash
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Re: LZDoom [beta released]

Postby drfrag » Sun Oct 28, 2018 2:18 pm

Thanks, you're welcome.
Actually i've found a serious bug: the softpoly renderer crashed at high resolutions (something about capped skies). I've reverted "removed the 8x8 block drawing code from softpoly", there were no conflicts and apparently it was harmless but it wasn't. It's fixed for the next release.
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Re: LZDoom [beta 2 aka Helloween edition]

Postby drfrag » Sun Nov 04, 2018 11:11 am

I've just released a new beta, i planned to do it a few days ago but i was busy with other stuff. It's the beta 2 from OCT 31 aka Helloween Edition. :)
The dither shader is a half-assed feature in LZDoom and needs testing on Intel cards, it should be fast with it disabled and i expect it to be slow when enabled.
Have fun!

Windows 32 bit
Windows 64 bit
Source code
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Re: LZDoom [beta 2 aka Helloween edition released]

Postby Paar » Fri Nov 09, 2018 3:59 am

How is this project related to ZDoom32? Are you planning to maintain both separatedly or is LZDoom full on replacement?

Will new GZDoom features like enhanced ZScript incorporated?
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Re: LZDoom [beta 2 aka Helloween edition released]

Postby drfrag » Sat Nov 10, 2018 7:38 pm

As i said above it's based on a recent GZDoom and should run everything for now, then most likely i'll stick to 3.7x version numbering. The lightmaps will not be portable (same for the vintage build).
They are not related and there's some stuff in ZDoom32 pending for a new release. Now an issue is being investigated by MS and i'll try to get portals and mirrors working with MinGW in the GL renderer by changing the floating point model (no fastmath).
Also i could add full decorate support (a few things are missing) but it would require some work and seems there's not much interest.

About the last beta i've tried it myself on intel (i've been fixing office 365 on my sister in law's laptop with an i3 6006u, it's systematically screwed after every win 10 upgrade) and...
WOW! Severe performance regression with that GL dither half-assed feature. The matrix is being created on every frame even when it's not used and i get one third of the performance, disabling gl_dither has no effect. On nvidia there's only a slight performance penalty when enabled. So i'm reverting this stuff.
This is what i did (present.fp):
https://github.com/drfrag666/gzdoom/com ... 6d1298161a
I still need to try the vintage build (but that feature is not there).
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Re: LZDoom [beta 2 aka Helloween edition released]

Postby drfrag » Sun Nov 11, 2018 2:58 pm

Released a fixed beta for intel with a simplified present shader, of course dither won't work in the intel version. I will revert that thing for the next release.
Sorry but if you're on intel it's time to re-redownload, see links in the first post.
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