QZDoom - ZDoom with True-Color (Version 1.3.0 released!)

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Re: QZDoom - ZDoom with True-Color (Version 1.2.1 released!)

Postby dpJudas » Mon Jan 09, 2017 10:43 am

Only loads the most boring iwads :)
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Re: QZDoom - ZDoom with True-Color (Version 1.2.1 released!)

Postby Xaser » Mon Jan 09, 2017 5:10 pm

ZZDoom would be identical to ZDoom, except all enemies have beards.
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Re: QZDoom - ZDoom with True-Color (Version 1.2.1 released!)

Postby Rachael » Mon Jan 09, 2017 5:32 pm

Xaser wrote:ZZDoom would be identical to ZDoom, except all enemies have beards.

Now look what you did, you just gave someone a project idea!

(I am laughing hysterically right now..)
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Re: QZDoom - ZDoom with True-Color (Version 1.2.1 released!)

Postby kodi » Tue Jan 10, 2017 6:17 am

Spoiler:
What I imagined the Q stood for 8-)
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Re: QZDoom - ZDoom with True-Color (Version 1.2.1 released!)

Postby ZZYZX » Tue Jan 10, 2017 6:20 am

QZDoom reminds me of Qt library naming convention. You guys should put Qt in QZDoom.
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Re: QZDoom - ZDoom with True-Color (Version 1.2.1 released!)

Postby Graf Zahl » Tue Jan 10, 2017 6:37 am

Have a look at Doomsday how that turns out. 60 MB install size and 512 MB memory footprint! :mrgreen:
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Re: QZDoom - ZDoom with True-Color (Version 1.2.1 released!)

Postby Cherepoc » Tue Jan 10, 2017 6:47 am

Eruanna wrote:Now look what you did, you just gave someone a project idea!

Yes, careful with suggestions please, I might pick one up.
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Re: QZDoom - ZDoom with True-Color (Version 1.2.1 released!)

Postby cambertian » Tue Jan 10, 2017 2:10 pm

Eruanna wrote:QZDoom was a name I came up with because it was a letter relatively unused. Someone else actually came up with a similar idea in a feature request and it was [No]'d by Graf, using the name QZDoom. But seeing as how I was running out of "cool letters" to check I didn't let that bother me and moved forward with giving it that name. (No, it was not named because of that post - it was named in spite of it)

Some other ideas I had, that were rejected because they were already taken or they didn't seem to work: RZDoom, FZDoom, EZDoom, BZDoom, CZDoom, SZDoom.


Huh, I thought it was because it would adopt features from Quake (software polygon renderer, dynamic lights, etc.)
Maybe the Q could stand for "Quantum?" Like, as in it's a "lesser" GZDoom :lol:
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Re: QZDoom - ZDoom with True-Color (Version 1.2.1 released!)

Postby Gez » Tue Jan 10, 2017 3:00 pm

Quirky ZDoom
Quality ZDoom
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Re: QZDoom - ZDoom with True-Color (Version 1.2.1 released!)

Postby Edward-san » Tue Jan 10, 2017 5:21 pm

Quick ZDoom ... nah not right now :mrgreen:
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby RSSwizard » Fri Jan 13, 2017 2:45 pm

Just picked up QZ 1.2.2 after I found out Zdoom is discontinued. I cant use opengl so these bugs apply to the software mode but might apply to the other too.

Scaling on graphics is being used even when its not necessary, for example in 640x400 and 320x200. Im noticing pixels on weapons being scaled and in the 320 mode vertical lines of pixels that are missing (downscaled, truncated).
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby Rachael » Fri Jan 13, 2017 4:26 pm

This is due to a change in the viewport aspect ratio code. It's reading 320x200 and 640x400 as 16:10 when they should be 4:3. Try running "vid_aspect 3" in the console.
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby Marisa Kirisame » Sat Jan 14, 2017 8:39 pm

But THEY ARE 16:10 :wink:
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Re: QZDoom - ZDoom with True-Color (Version 1.2.2 released!)

Postby NightFright » Tue Jan 17, 2017 3:31 am

Quick question, dunno if it had been asked before already:
Is it planned to hide menu functions that do nothing in QZDoom? I see that this is basically using the complete GZDoom menu still, regardless whether all functions work or not. I realize that some features may be activated later on, but I think the menu would look less cluttered if all needless entries were hidden.
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