ZDoomGL?

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

ZDoomGL?

Postby SyntherAugustus » Mon Nov 17, 2003 8:27 pm

Is that Zdoomgl guy keeping up with randy? when do we plan on having a 53 like version of Zdoomgl? :)
User avatar
SyntherAugustus
 
Joined: 15 Jul 2003

Re: ZDoomGL?

Postby HotWax » Mon Nov 17, 2003 10:51 pm

blackfish wrote:Is that Zdoomgl guy keeping up with randy? when do we plan on having a 53 like version of Zdoomgl? :)


He's doing a pretty good job of keeping up. There are one or two features that he hasn't gotten around to yet, and he's not bothering to implement any OpenGL-specific features (model support, hardware lighting, etc) until he gets all the ZDoom features working.

That said, 95% of levels made for ZDoom should work with ZDoomGL as it stands. There may be some areas that don't look quite right, but they should still be fully playable.
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby sirjuddington » Tue Nov 18, 2003 5:25 am

Yep, he keeps up rather well. There haven't even been any beta releases for a while, as he was waiting on the source for 53. Now that it's out, I guess it's not long until 0.75 is released...
User avatar
sirjuddington
 
Joined: 16 Jul 2003
Location: Australia
Discord: sirjuddington#7496
Github ID: sirjuddington

Postby Hirogen2 » Tue Nov 18, 2003 9:46 am

If not 2.0.54 comes along in between.
User avatar
Hirogen2
 
Joined: 19 Jul 2003
Location: Central Germany
Github ID: jengelh
Operating System: RedHat-like Linux (RHEL, Fedora, CentOS, etc) 64-bit
Graphics Processor: Intel (Modern GZDoom)

Postby timmie » Tue Nov 18, 2003 12:35 pm

Yeah, I'm busy moving stuff over right now, actually. Shouldn't be too much longer for another beta.

Hirogen2 wrote:If not 2.0.54 comes along in between.


Doh!
User avatar
timmie
OH YEAH!
 
Joined: 15 Jul 2003
Location: Vancouver, BC

Postby Anonymous » Tue Nov 18, 2003 3:23 pm

ZDoomGL was fucking slow. :x
Anonymous
 

Postby HotWax » Tue Nov 18, 2003 3:30 pm

Samiam5446 wrote:ZDoomGL was fucking slow. :x


... on your TI-86 scientific calculator, right?
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby cccp_leha » Tue Nov 18, 2003 6:35 pm

Hey, that's "graphing calulator" there buddy! I've had ZDGL for some time, but I couldn't get the md3's to work correctly, so I stopped using it as often.
User avatar
cccp_leha
Words are silver; silence is gold... so stfu.
 
Joined: 16 Jul 2003
Location: NJ, USA

Postby Anonymous » Tue Nov 18, 2003 6:44 pm

i love zdoomGL..........but i can dl models right......to make all monsters 3d?
Anonymous
 

Postby Ultraviolet » Tue Nov 18, 2003 7:57 pm

No, not yet. With the old version, sure... but timmie has basically started from scratch with a new codebase and a fresh implementation of the GL code.
User avatar
Ultraviolet
AKA "Faint"
 
Joined: 15 Jul 2003
Location: PROJECT DETAILS CLASSIFIED.

Postby sirjuddington » Tue Nov 18, 2003 8:46 pm

Samiam5446 wrote:ZDoomGL was fucking slow. :x

What an insightful comment.
User avatar
sirjuddington
 
Joined: 16 Jul 2003
Location: Australia
Discord: sirjuddington#7496
Github ID: sirjuddington

Postby cccp_leha » Tue Nov 18, 2003 8:47 pm

Well, I can only say one thing: Godspeed, timmie. :)
User avatar
cccp_leha
Words are silver; silence is gold... so stfu.
 
Joined: 16 Jul 2003
Location: NJ, USA

Postby Zell » Tue Nov 18, 2003 8:47 pm

HotWax wrote:
Samiam5446 wrote:ZDoomGL was fucking slow. :x


... on your TI-86 scientific calculator, right?


I think I put pong on one of those :P
User avatar
Zell
:O ALIVE[again]
 
Joined: 24 Jul 2003
Location: IN A GODDAMN BOX[In Erie.]

Postby HotWax » Tue Nov 18, 2003 11:30 pm

johnc753 wrote:i love zdoomGL..........but i can dl models right......to make all monsters 3d?


There are two versions of ZDoomGL. The original made by Kokak, in which he butchered the ZDoom code, concentrated on visual splendor (read: big annoying lens flares ALL over the place), and produced the worlds most buggiest piece of code next to Windows ME. That one supports models that look like they were designed by 2-year olds. It also supports overdone and ugly dynamic lighting and the afore-mentioned lens flares, the graphical quality of which you could get by sneezing on a napkin.

The new version is being done by Timmie, and as has been mentioned does NOT support any of those pretty features yet. Instead he's going about things the RIGHT way, getting full ZDoom support and a stable engine first, and then when the time comes (I'm assuming, heh) he'll add model support and other stuff. Even without that support though, it still looks very nice to be able to play ZDoom in OpenGL, so I'd recommend you give it a spin. As I mentioned you can play most levels with no problems, and the issues that do pop up are graphical in nature and shouldn't affect gameplay.
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby SargeBaldy » Wed Nov 19, 2003 12:16 am

speaking of zdoomgl for the ti-86, my ti-86 zdoom port is nearly complete. here's a preview:
Image
User avatar
SargeBaldy
my password is grapefruit6
 
Joined: 15 Jul 2003
Location: Oregon

Next

Return to General

Who is online

Users browsing this forum: electrodragon554 and 3 guests