Editing the (tomatoe) source

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Editing the (tomatoe) source

Postby Lexus Alyus » Mon Nov 10, 2003 5:37 am

Okay, I've decided to ghet my hands dirty and delve deep inmto the Zdoom source :-D. I've got a freeware C++ language, so i'm gonna see if that works. Failing that, is there any other freeware C++ compilers out there?

Also, i'm gonna attemt to merge the super cool renderer of Doomsday to Zdoom... then my port will look good and have full ACS and all that :-D. Is that possible? If I can get some GL version of Zdoom working I'm gonna implement real lighting, so my levels will look as good as most modern games :-D.

Just out of cureosity, Randy, why havn't you made Zdoom into a gl port? (I know Zdoom GL exusts, but why not just add the support into Zdoom itself?).

:twisted:
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Postby Chilvence » Mon Nov 10, 2003 6:13 am

Heh, youre brave. Im limiting myself to just adding actors and weapons :D
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Postby Lexus Alyus » Mon Nov 10, 2003 6:36 am

Mmm, I've become increasingly lazy, can't figure out how to work that dev thing...
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Postby Chilvence » Mon Nov 10, 2003 7:13 am

What are you stuck on? I can probably get you up to as far as I got, but no further. You'll have to ask Randy if you end up with the same problem I had, because I never worked it out.

Anyway, you have FMOD and the directX SDK's yes?
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Postby GameArena » Mon Nov 10, 2003 11:17 am

Heh, you can't just dive into the source and start adding new rendering methods, it looks as though you haven't had previous C++ experience (I'm just assuming from your post), there is a reason everygame out there doesn't look as good as Splinter Cell, it takes great programming skill to complete such tasks, and commonly a handful of people. I wish you luck, but don't get your plan expectations too high, because I think you'll find it's much more of a tedious process than you think.
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Postby Curunir » Mon Nov 10, 2003 11:35 am

Holy dyed wombats!
Zdoom must not be GL-ed! That'd be an utter and unspeakable evil!
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Postby Chilvence » Mon Nov 10, 2003 3:57 pm

It already has been... with good results I might add
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Postby Lexus Alyus » Tue Nov 11, 2003 7:39 am

Mmm, this doesn't belong here at all, but I don't care! :-D

When I run Zdoom gl (the .74 version that is compatible with .47 cab) it works and looks great, then I move and I'm surounded by sky... what gives? It happened before too, so I'm gonna say it's a bug in Zdoomgl because my computer has considerably chganged since the last time I ran it... Damn sky...

:twisted:
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Postby Enjay » Tue Nov 11, 2003 8:36 am

This was a bug reported a few times - I think you'll find the solution on the doomworld ZdoomGL forum (can't check ATM). It was something the user could fix easily enough by changing a variable at the console.
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Postby Lexus Alyus » Tue Nov 11, 2003 9:10 am

Thanx, but I'll wait untill the next release of ZDGL comes out. Should be better... I think the old Zdoomgl was cool, especially that ZanZan TC, it completely transformed the feel, yet it was still doom :-). Im eagerly awaiting model support in the new Zdoom, then my mods will look the biz (I'm gonna try and do custom models, it will look great for ROTGS3... got that planned a bit even though ROTGS2 is far from finished :-).). I think ROTGS3 will be quite epic if they shove MD2 support in the most recent ZDGL :-).

:twisted:
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Postby Curunir » Tue Nov 11, 2003 10:43 am

/me bashes random people who speak in defence of ZdoomGL! :P
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Postby Lexus Alyus » Tue Nov 11, 2003 12:25 pm

I'm random, I speak in defence of ZdoomGL, B4SH /\/\3!!!!!!!!!!111111

/\ /\
></
* |
II/

:twisted:
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Postby Ty Halderman » Tue Nov 11, 2003 12:33 pm

Use a CODE block for fixed font stuff.
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Postby Curunir » Tue Nov 11, 2003 1:25 pm

When in Fixed Width, this:
Code: Select allExpand view
/\ /\
></
* |
II/

looks like an angry Leprechaun with a scythe/axe in one hand to me :shock:
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Postby HotWax » Tue Nov 11, 2003 4:34 pm

The new ZDoomGL is much much better than the old version, and I would submit that discussion about it does too belong here. BUT...

No, ZDoom does NOT need OpenGL built in. ZDoom is Randy's baby. Randy doesn't want to do OpenGL, that's his business. Anyone is free to take the source and add support, as Timmie has done. There's nothing wrong with this setup at all. If you don't want OpenGL, get ZDoom. If you can't live without it, get ZDoomGL. Is that really so hard?
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