ZDoom LE (Legacy Edition)

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Re: ZDoom LE (Legacy Edition)

Postby drfrag » Mon Mar 20, 2017 8:13 am

For now it's solved with a batch file to start windowed. May be the problem is driver related (recent drivers could not deal with the poor ddraw emulation) and is affecting only the doubled and quadrupled low resolution modes not he native ones. I'm thinking about removing those modes for the latest windows versions.
@Graf Zahl: Did the modes strictly higher than 640*480 work properly or this is hopeless?
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Re: ZDoom LE (Legacy Edition)

Postby drfrag » Wed Mar 22, 2017 5:27 am

I've checked those lowres modes and they actually are 100% software so 320x240 is the same as 640x480 and there's nothing to do there. However a directdraw to OpenGL wrapper such as DXGL should fix the problem, AFAIK the latest version runs ZDoom on GL 3 cards. On my old GL 2 card DXGL 0.42 worked but was slow, you'd need to add ZDoom to the app list on the configuration panel or copy ddraw.dll manually to the game folder. BTW a new 320x200 mode appeared but worked in 16 colors like some kind of EGA emulation, it was fun for a while. Dgvoodoo 2 should work as well.
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Re: ZDoom LE (Legacy Edition)

Postby drfrag » Thu Mar 23, 2017 5:39 am

I don't see much interest on this however as a bonus i've posted an older version: ZDoom CLASSIC ,a ZDoom version from the good old days recompiled for 486 machines with some stuff and fixes added.
Why not 2.1.7 you may ask, well that one crashed instantly with a SIGSEV signal in thingdef.cpp (CreateNewActor) and didn't look good. May be trying to use memory without reserving it first.
I haven't tried it on a 486 however.
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Re: ZDoom LE (Legacy Edition)

Postby drfrag » Sat Mar 25, 2017 5:41 am

I've just updated the 2.8.1a release to fix sky scaling in low detail modes.
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Re: ZDoom LE (Legacy Edition)

Postby drfrag » Tue Apr 04, 2017 1:08 pm

I'm going to release a big update very soon, but first i'd like to comment something on the quad mode algo.
At last i think i know how the original double one worked. It copied the first half of the screen onto the second, i got it right after all (copying half of the pixels) but i could also have copied the first quarter onto the third and the second onto fourth, performance wise it could have been even worse. It's very difficult to see what was going on there without any commentary.

On a pentium mmx rendering interpolation it's extremely slow (1 fps), it wasn't on 2.2 and i don't know where to look at.
AFAIK Graf Zahl did a full interpolation rewrite but doesn't seem mmx is used anywere, on a pentium or pentium 2 it's fine.
Direct3D will be working on the next release BTW.
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Re: ZDoom LE (Legacy Edition)

Postby drfrag » Fri Apr 07, 2017 3:30 am

I've released the new version and updated the first post. I actually wasn't very happy with the old release. Thanks go to Graf Zahl for his advice. I've updated the classic version as well. Have fun!
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Re: ZDoom LE (Legacy Edition)

Postby koverhbarc » Sun May 28, 2017 11:35 pm

This sounds interesting - is it a one-off or will it become a true maintenance branch that will continue to incorporate fixes and conservative new features? The latter is what I've been looking for with ZDoom (I'm not interested in those ports that preserve _bad_ vanilla behavior, like infinitely tall monsters), and most importantly it must maintain demo compatibility (as 2.8.1) !!

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Re: ZDoom LE (Legacy Edition)

Postby drfrag » Fri Jun 02, 2017 1:37 pm

I've just uploaded a new release, i've flagged it as important due to the A_SpawnItem bug of the maint branch i've noticed recently. Thanks to Graf, _mental_, Rachael and the rest of the dev team.

Changes/features since 2.8.1a R2:
- Fixed bug introduced in the maint branch, A_SpawnItem was broken.
- Fixed the timing of Heretic's lava damage.
- Added some wad compatibility fixes mainly for the Doom II, Doom and Heretic iwads.
- Added WadSmooth iwad support.

https://github.com/drfrag666/ZDoom-LE/releases
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Re: ZDoom LE (Legacy Edition)

Postby invictius » Mon Jul 17, 2017 8:13 am

Can you make a version for mac powerpc os x 10.4? Apparently my g4 700mhz is only equal to a high-end p2 so it's really struggling with fmod. I don't even dare test it on my 500mhz g3.
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