Okay but what if someone's mod literally doesn't work in GL and they're not an idiotGraf Zahl wrote:Blzut3 wrote:I'm surprised no one (explicitly) gave the real answer to the question: "Don't do it."
The capabilities of the software renderer can, and have, expand in the future. Giving an obstructive warning now may not make sense in the future (no matter how unlikely it would be). Case in point being 3D floors. Just put a note in the txt file, if people don't read it, that's their problem.
This is why we don't have an official way to check renderer, port, or port version. It's too easy to make false assumptions. (Also, software users don't care about high resolution textures being down sampled to the Doom palette.)
I cannot stress enough how important this is. It is fully intentional that GZDoom does not have a definitive renderer check because all it would do is cause problems (both ways actually; some people mistakenly thinking that their mod won't work with GL and others assuming that software will never provide the feature set they need.)
At some point it just has to be RTFM and if some idiots stubbornly ignore that I don't see why I should make it easier for them.
SpaceDM9, last I checked, performs wholly inadequately in GL (at the least, it does so in Skulltag, which is the required, intended port), and yet no matter how many times I mentioned in the release thread and textfile that it needs to be run in software, a whole lot of people missed the memo and played in GL anyway, getting a rather broken and unintended experience without even realizing it
edit: Comparison shots. In GL it looks like somebody turned off the power grid. (And more importantly, in GL it runs at about 5 frames per second.)