GZDoom v0.9.27 released!

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justin024
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Post by justin024 »

This is awesome! I downloaded it to compare against 2.0.96x which was lagging hardcore on map01 of zdoom64 and there is improvement in OpenGL! I love the way that the sprites are standing and not hovering when you look at them from the top. Unfortunately, complete freelook exposes strangeness in the skybox. There are just two big things different in openGL:

A. The stacked sectors aren't visible at all times. They are cut off where the sky goes from 512 to 640. With software, they are always visible. Basically, if the sector doesn't have a lower sector thing it doesn't work.
B. Do translucent flats between stacked sectors not work?

Something else I noticed is that when I switched to software renderer and closed then reopened, the video menu said 'software' but it was rendered in openGL. When I went to the video menu and toggled this it switched back to normal. :?

Looking all the way up/down in software mode == crash
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Graf Zahl
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Post by Graf Zahl »

justin024 wrote: A. The stacked sectors aren't visible at all times. They are cut off where the sky goes from 512 to 640. With software, they are always visible. Basically, if the sector doesn't have a lower sector thing it doesn't work.

B. Do translucent flats between stacked sectors not work?
Blame it on the lack of test maps. So far I haven't seen these problems.
Something else I noticed is that when I switched to software renderer and closed then reopened, the video menu said 'software' but it was rendered in openGL. When I went to the video menu and toggled this it switched back to normal. :?
I know. It has to be fixed.
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justin024
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Post by justin024 »

Here is a test map, it's that old zdoom64 demo I put out. Although what i'm working on now has changed drastically, the stacked sectors have barely changed. Both are on map01.

To see problem A: Don't move, just switch between software and openGL
To see problem B: Go to the area surrounded by water sectors. The one with the health station and the friendly marine.

http://www.savefile.com/files.php?fid=4025660
Last edited by justin024 on Sun Oct 02, 2005 7:00 am, edited 2 times in total.
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cloud77
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Post by cloud77 »

Graf Zahl wrote:
TheDarkArchon wrote:No. It supports any bitdepth above 8. 32 is optimal, though.
I don't support 16 bit. It isn't worth the effort. Any recent graphics card is as fast in 32-bit mode and in 16 bit some features I need aren't present.
like what im running 3d models in opengl dynamic lighting and i have played with 3d floors wtf do you mean by featuers
sorry if i sound hostile but i really want to play GZdoom and i cant update my pc due to the fact it has a built in graphics card and i cant put a new one in without adding a second monitor, plus im not paying money for a graphics card that works for just this version doom is doom and no one even with good graphics can change it :instagib:
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Graf Zahl
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Post by Graf Zahl »

GZDoom uses a stencil buffer to handle several ZDoom features. And that isn't available in 16 bit at all.

What kind of graphics card do you have anyway? Cards that are restricted to 16 bit only existed in the very beginning of the 3D age.
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jallamann
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Post by jallamann »

Even my old PCI ATI thingy card with 4 megabytes can handle 32-bit colour.
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cloud77
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Post by cloud77 »

Graf Zahl wrote:GZDoom uses a stencil buffer to handle several ZDoom features. And that isn't available in 16 bit at all.

What kind of graphics card do you have anyway? Cards that are restricted to 16 bit only existed in the very beginning of the 3D age.
built in graphics card from year 2000
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Graf Zahl
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Post by Graf Zahl »

There are probably several 100 of those. Can you be a little more specific?
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cloud77
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Post by cloud77 »

Graf Zahl wrote:There are probably several 100 of those. Can you be a little more specific?
intel direct agp 32mb
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Shadelight
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Post by Shadelight »

update that DoomBuilder config! I wanna fragglescript :)
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Graf Zahl
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Post by Graf Zahl »

No. The current line special is temporary and won't be documented. Feel free to use it with Legacy's line specials in Doom format maps - or use ACS!
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cloud77
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Post by cloud77 »

did you see my card i tolod you :evil: :instagib:
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SMG M7
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Post by SMG M7 »

On a totally unrelated note, Graf, are you planning to eventually incorporate all of ZdoomGL's features?
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kc32
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Post by kc32 »

I downloaded GZdoom, but it crashes sometimes when I change levels. The crash log points to one of my drivers, but it's the newest version and I have no idea what's wrong with it. Looks awesome when it works, though.

EDIT: There's also this old Legacy WAD called Hyena that doesn't work on it either.
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Graf Zahl
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Post by Graf Zahl »

kc32 wrote:I downloaded GZdoom, but it crashes sometimes when I change levels. The crash log points to one of my drivers, but it's the newest version and I have no idea what's wrong with it. Looks awesome when it works, though.

Let me guess: ATI card and the crash points to atiogl or something like that. I really need help to find this one because for me it doesn't happen at all.
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