Editing the (tomatoe) source
- Lexus Alyus
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Editing the (tomatoe) source
Okay, I've decided to ghet my hands dirty and delve deep inmto the Zdoom source . 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 . 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 .
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?).
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 . 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 .
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?).
- Lexus Alyus
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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.
- Lexus Alyus
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Mmm, this doesn't belong here at all, but I don't care!
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...
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...
- Lexus Alyus
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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 .
- Lexus Alyus
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- Ty Halderman
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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?
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?