ZDoomGL?
- SyntherAugustus
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ZDoomGL?
Is that Zdoomgl guy keeping up with randy? when do we plan on having a 53 like version of Zdoomgl?
Re: 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.blackfish wrote:Is that Zdoomgl guy keeping up with randy? when do we plan on having a 53 like version of Zdoomgl?
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.
- sirjuddington
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- Ultraviolet
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- sirjuddington
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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.johnc753 wrote:i love zdoomGL..........but i can dl models right......to make all monsters 3d?
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.
- SargeBaldy
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