The status of ZDoom 2.0.97

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jallamann
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Post by jallamann »

Well, you can, but it'll run hideously slow because of all the extra stuff needed.
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HobbsTiger1
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Post by HobbsTiger1 »

DoomRater wrote:A n00b question: does ZDoom at its current point require DirectX, and will it continue to do so if it does?
In a word, yes. But ZDoom (96) only requires 7.0 or something to function properly.
sslazak
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Post by sslazak »

I'm sad because in zdoom fp test I still have a problem with rendering bug that has been mentioned here http://forum.zdoom.org/potato.php?t=6125 and here http://forum.zdoom.org/potato.php?t=3328
Spoiler:
maybe together we can track it down
Last edited by sslazak on Tue Aug 02, 2005 1:52 pm, edited 1 time in total.
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Xaser
 
 
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Post by Xaser »

Are those POLYMOST rendering screenshots for real? It certainly looks pretty damn good, heh. :P
Lemonzest
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Post by Lemonzest »

could somebody post a binary? so the rest of us can have some fun?
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TheDarkArchon
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Post by TheDarkArchon »

No.
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Grubber
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Post by Grubber »

Some interesting stuff:
randy wrote:- New feature: Missiles with negative damage now give you health.
- Changed damage type from an int to a name. Death states are looked up using the
damage type's name, so adding new death animations and damage types is a simple as
using a new name. The same goes for pain animations.
@randy: Any plans on supporting fonts with custom chars / unicode / whatever to make LANGUAGE lump useful for languages with "new" characters? (e.g. Czech uses a bunch of them - in unicode: 00C1 00C9 00CD 00D3 00DA 00DD 00E1 00E9 00ED 00F3 00FA 00FD 010C 010D 010E 010F 011A 011B 0147 0148 0158 0159 0160 0161 0164 0165 016E 016F 017D 017E ;))
Last edited by Grubber on Tue Aug 02, 2005 1:11 pm, edited 2 times in total.
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Phobus
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Post by Phobus »

Now that's good, but to me it sounds like the current sprite limit would get in the way.

(I'm talking about the different pain types).
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TheDarkArchon
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Post by TheDarkArchon »

You don't necessarily need to stick to one sprite name, yno.

And I WILL exploit this in my current DECORATE mod.
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Phobus
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Post by Phobus »

I sort of know about that, but I'll definitely have to look deeply into that to make use of it. You can't exploit it yet, because it isn't out yet.
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DoomRater
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Post by DoomRater »

How does the new code handle with fast projectiles?
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Graf Zahl
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Post by Graf Zahl »

Exactly as before, maybe a little less prone to clipping errors causes by overflow.
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Nash
 
 
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Post by Nash »

Can someone post a few polymost screenshots without those lines? And with monsters/other sprites in view, too? From various wads, perhaps?

I can't help but drool and drool an drool... :P~~
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Graf Zahl
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Post by Graf Zahl »

No. The renderer isn't finished yet.
Ajapted
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Post by Ajapted »

Graf Zahl wrote:My biggest hope is that this allows the implementation of an OpenGL renderer that doesn't have so many of the common problems. Because if that is done 3D-floors are a piece of cake to add to ZDoom. :)
Huh? Only if the OpenGL renderer is the only renderer. Software Polymost will allow room-over-room (like Build) but not true 3D floors (where you can see both top and bottom at the same time).

And FWIW, updating all the physics code for 3D floors is definitely not a piece of cake :). A lot of it relies heavily on the fact that each linedef has a single vertical gap for objects/bullets/sight to pass through.
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