QZDoom - ZDoom with True-Color (Version 1.3.0 released!)
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The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine are perfectly acceptable here too.
Please read the full rules for more details.
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Re: QZDoom - ZDoom with True-Color (Version 0.1 released!)
Well, so far all I can say about QZDoom is that it's pretty fast. And even though my laptop still can't get 60 fps at 1280x800, it's fine, really. At least it's still above 35, unlike GZDoom.
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Re: QZDoom - ZDoom with True-Color (Version 0.1 released!)
Thanks, but is not working appear another message, is missing something, but nvm i will use zdoom, thanks for your answer.
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Re: QZDoom - ZDoom with True-Color (Version 0.1 released!)
I've tested my mod with Gzdoom and, some colors are quite broken, and the engine just freeze when I look around O_o
Testing wad: http://www.mediafire.com/download/o4k80 ... AND_v5.pk7
In software to opengl it actually Works, but all the colours are crazy O_o
and using 256 color mode makes things even more weird O_o
In case you guy wonder, here's how the map should look:
edit:
I also noticed that in true color software mode, the projectile decals arent affected by fog
Testing wad: http://www.mediafire.com/download/o4k80 ... AND_v5.pk7
In software to opengl it actually Works, but all the colours are crazy O_o
and using 256 color mode makes things even more weird O_o
In case you guy wonder, here's how the map should look:
edit:
I also noticed that in true color software mode, the projectile decals arent affected by fog
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Re: QZDoom - ZDoom with True-Color (Version 0.1 released!)
These kinds of things need to go to the bug report forum for a better chance of being investigated. Also, we'll need a copy of your mod and we'll need to know what CPU you have - similar with GZDoom, your startup log is sufficient for this purpose.
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Re: QZDoom - ZDoom with True-Color (Version 0.1 released!)
Oh I dint knew drd team had a special área for qzdoom I was thinking this post was the only place to talk about it
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Re: QZDoom - ZDoom with True-Color (Version 0.1 released!)
It's all good, I mainly opened those forums to give issues such as yours actual visibility. Increases the chance anything gets done and doesn't get forgotten about such as will happen in a thread like this.
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Re: QZDoom - ZDoom with True-Color (Version 0.1 released!)
I tried compiling QZDoom on Linux following these instructions. However, instead of creating a symlink to /usr/share/llvm-3.8/cmake in /usr/lib/llvm-3.8/share/llvm, I created a cmake folder in the /usr/lib/llvm-3.8/share/llvm directory, and symlinked all of the files from /usr/share/llvm-3.8/cmake into /usr/lib/llvm-3.8/share/llvm/cmake, except for those files which the instructions said to modify with sed (LLVMConfig.cmake and LLVMExports-relwithdebinfo.cmake). I copied those files instead, and modified the copies. I didn't want to screw with the original files, as I believe it's generally a bad idea.
I'm on Ubuntu 16.04 "Xenial Xerus"
This is the output from my personal build script:
I'm on Ubuntu 16.04 "Xenial Xerus"
This is the output from my personal build script:
Code: Select all
Already on 'master'
Your branch is up-to-date with 'origin/master'.
From https://github.com/raa-eruanna/qzdoom
* branch master -> FETCH_HEAD
Already up-to-date.
-- The C compiler identification is GNU 5.4.0
-- The CXX compiler identification is GNU 5.4.0
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Found BZip2: /usr/lib/x86_64-linux-gnu/libbz2.so (found version "1.0.6")
-- Looking for BZ2_bzCompressInit
-- Looking for BZ2_bzCompressInit - found
-- Found JPEG: /usr/lib/x86_64-linux-gnu/libjpeg.so
-- Found ZLIB: /usr/lib/x86_64-linux-gnu/libz.so (found version "1.2.8")
-- Found GME: /usr/lib/x86_64-linux-gnu/libgme.so
-- Using system zlib, includes found at /usr/include
-- Using system jpeg library, includes found at /usr/include
-- Using system bzip2 library, includes found at /usr/include
-- Using system gme library, includes found at /usr/include
-- Looking for strdup
-- Looking for strdup - found
-- Looking for strndup
-- Looking for strndup - found
-- Looking for sys/types.h
-- Looking for sys/types.h - found
-- Looking for stdint.h
-- Looking for stdint.h - found
-- Looking for stddef.h
-- Looking for stddef.h - found
-- Check size of 0i8
-- Check size of 0i8 - failed
-- Check size of 0l
-- Check size of 0l - done
-- Check size of 0ll
-- Check size of 0ll - done
-- Check size of char
-- Check size of char - done
-- Check size of short
-- Check size of short - done
-- Check size of int
-- Check size of int - done
-- Check size of long
-- Check size of long - done
-- Check size of long long
-- Check size of long long - done
-- Check size of void *
-- Check size of void * - done
-- Check size of __int64
-- Check size of __int64 - failed
-- Looking for itoa
-- Looking for itoa - not found
-- Performing Test DUMB_CAN_USE_SSE
-- Performing Test DUMB_CAN_USE_SSE - Success
-- Found PkgConfig: /usr/bin/pkg-config (found version "0.29.1")
-- Found OpenGL: /usr/lib/x86_64-linux-gnu/libGL.so
-- Checking for module 'gtk+-2.0'
-- Found gtk+-2.0, version 2.24.30
-- Looking for pthread.h
-- Looking for pthread.h - found
-- Looking for pthread_create
-- Looking for pthread_create - not found
-- Looking for pthread_create in pthreads
-- Looking for pthread_create in pthreads - not found
-- Looking for pthread_create in pthread
-- Looking for pthread_create in pthread - found
-- Found Threads: TRUE
-- Found SDL2: /usr/lib/x86_64-linux-gnu/libSDL2main.a;/usr/lib/x86_64-linux-gnu/libSDL2.so;-lpthread
-- Found OpenAL: /usr/lib/x86_64-linux-gnu/libopenal.so
CMake Error at /usr/share/llvm-3.8/cmake/LLVMConfig.cmake:178 (include):
include could not find load file:
/usr/share/llvm/cmake/LLVMExports.cmake
Call Stack (most recent call first):
src/CMakeLists.txt:286 (find_package)
CMake Error at /usr/share/llvm-3.8/cmake/LLVMConfig.cmake:181 (include):
include could not find load file:
/usr/share/llvm/cmake/LLVM-Config.cmake
Call Stack (most recent call first):
src/CMakeLists.txt:286 (find_package)
-- Found LLVM 3.8.0
-- Using LLVMConfig.cmake in: /usr/share/llvm-3.8/cmake
CMake Error at src/CMakeLists.txt:289 (llvm_map_components_to_libnames):
Unknown CMake command "llvm_map_components_to_libnames".
-- Configuring incomplete, errors occurred!
See also "/home/kevinc/Games/code/qzdoom/build-master/CMakeFiles/CMakeOutput.log".
See also "/home/kevinc/Games/code/qzdoom/build-master/CMakeFiles/CMakeError.log".
Failed to build QZDoom.
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Re: QZDoom - ZDoom with True-Color (Version 0.1 released!)
I don't know how much this will help on Linux, but this is how I build things on macOS:
The path points to the folder where brew install (the Mac equivalent of apt-get install) placed LLVMConfig.cmake. By doing it this way CMake should know where LLVM is located without any symbolic links or other stuff. Note that this is all theoretical - I don't know what actual problems Eruanna ran into when building for Linux.
Code: Select all
mkdir build
cd build
cmake -G 'Unix Makefiles' -DCMAKE_BUILD_TYPE=Release -DLLVM_DIR:STRING=/usr/local/Cellar/llvm/3.6.2/share/llvm/cmake ..
make
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Re: QZDoom - ZDoom with True-Color (Version 0.1 released!)
The instructions I posted were the instructions that worked and got everything going. I originally found them with regards to fixing another problem (this was with some kernel module) that depended on LLVM and CMake was not finding the LLVM library for that particular project, either. I pasted the fix that the person helping the other person made verbatim, and they worked for me.
If you're not willing to do it that way - well, to be frank - there be dragons up in there. I can't help you, but if you find a better way to get it working I am willing to post your fix.
Best I can tell you is employ my method of problem solving: Trial-and-error, and copy-paste the error into Google.
If you're not willing to do it that way - well, to be frank - there be dragons up in there. I can't help you, but if you find a better way to get it working I am willing to post your fix.
Best I can tell you is employ my method of problem solving: Trial-and-error, and copy-paste the error into Google.
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)
Version 1.0 released!
This is the newest release for QZDoom!
Mostly, it's a stability and fixes release, fixing a few bugs encountered since 0.1 and also prevents certain read access violations from crashing the game.
Another reason for this release, however, also, is the pending ZScript merge coming. We figured that the ZDoom code base is not going to be any more stable than it is now for a couple of weeks to months, at least, so this was as good a time as any to put this out before that happens.
Also included, obviously, are the latest ZDoom and GZDoom improvements and fixes that have occurred since the 0.1 release.
Enjoy!
32-bit Windows
64-bit Windows
(Mac OS/X version coming soon)
This is the newest release for QZDoom!
Mostly, it's a stability and fixes release, fixing a few bugs encountered since 0.1 and also prevents certain read access violations from crashing the game.
Another reason for this release, however, also, is the pending ZScript merge coming. We figured that the ZDoom code base is not going to be any more stable than it is now for a couple of weeks to months, at least, so this was as good a time as any to put this out before that happens.
Also included, obviously, are the latest ZDoom and GZDoom improvements and fixes that have occurred since the 0.1 release.
Enjoy!
32-bit Windows
64-bit Windows
(Mac OS/X version coming soon)
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)
Question: Do you guys accept bug reports for OpenGL-intended maps running with the true-color renderer? Or is playing those kind of maps with that renderer a "don't do that".
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)
Depends on the OpenGL features being used.
The goal of this source port is to be able to play GZDoom-intended maps in the software renderer but a lot of work still has to be done to get there (and honestly, I am easily distracted, not to mention stalled by life, so that's making it harder to happen).
Here's the general rule:
Test it on ZDoom, first. If it's broken there, report the bug there.
Then test it on GZDoom. Same as above.
If you rule out that it's unique to QZDoom, then report it in QZDoom, even if it's not "intended" to run in QZDoom. (I.e. things like texture errors, render errors, things of that nature, still need to be fixed)
The goal of this source port is to be able to play GZDoom-intended maps in the software renderer but a lot of work still has to be done to get there (and honestly, I am easily distracted, not to mention stalled by life, so that's making it harder to happen).
Here's the general rule:
Test it on ZDoom, first. If it's broken there, report the bug there.
Then test it on GZDoom. Same as above.
If you rule out that it's unique to QZDoom, then report it in QZDoom, even if it's not "intended" to run in QZDoom. (I.e. things like texture errors, render errors, things of that nature, still need to be fixed)
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Re: QZDoom - ZDoom with True-Color (Version 0.1 released!)
That workaround worked for me, except I didn't explicitly specify the generator, and I specified /usr/lib/llvm-3.8/share/llvm/cmake as LLVM_DIR. Thanks, dpJudas, and good luck to you and everyone else working on QZDoom!dpJudas wrote:I don't know how much this will help on Linux, but this is how I build things on macOS:
The path points to the folder where brew install (the Mac equivalent of apt-get install) placed LLVMConfig.cmake. By doing it this way CMake should know where LLVM is located without any symbolic links or other stuff. Note that this is all theoretical - I don't know what actual problems Eruanna ran into when building for Linux.Code: Select all
mkdir build cd build cmake -G 'Unix Makefiles' -DCMAKE_BUILD_TYPE=Release -DLLVM_DIR:STRING=/usr/local/Cellar/llvm/3.6.2/share/llvm/cmake .. make
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Re: QZDoom - ZDoom with True-Color (Version 0.1 released!)
So you did this?Talon1024 wrote: That workaround worked for me, except I didn't explicitly specify the generator, and I specified /usr/lib/llvm-3.8/share/llvm/cmake as LLVM_DIR. Thanks, dpJudas, and good luck to you and everyone else working on QZDoom!
Code: Select all
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DLLVM_DIR:STRING=/usr/lib/llvm-3.8/share/llvm/cmake ..
make
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Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)
Yes. I don't know if it will work with the unmodified LLVM CMake scripts, though.
BTW, dpJudas' SSAO builds had a setting for dynamic light quality. Is this setting somewhere in QZDoom?
BTW, dpJudas' SSAO builds had a setting for dynamic light quality. Is this setting somewhere in QZDoom?