
ZDoom 2.0.98 Bugfixing bugfix release
Moderator: GZDoom Developers
- MartinHowe
- Posts: 2094
- Joined: Mon Aug 11, 2003 1:50 pm
- Preferred Pronouns: He/Him
- Location: East Suffolk (UK)
Speaking with my "confused end-user" hat on, why do GZDoom and "GrubberSoftDoom" continue to exist separately? Is there anything, not OpenGL-related, that one has and the other hasn't? If not, is there any way that you two could arrange to at least keep your versions in-step regarding non OpenGL-related extensions [to ZDoom]? For end-users, GZDoom would ideally be a true superset of "GrubberSoftDoom", as it would make choice of port a lot easier.
- Bio Hazard
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- Shadelight
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- Location: Labrynna
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
I really don't have the time to maintain two projects. Is there really any need to do this separately? GZDoom still has the complete software renderer and the only issue is that it has to create GL nodes - even when running in software mode.
If that is a concern I can add a 'locked' software mode that doesn't recreate the nodes but also doesn't allow switching to GL mode when inside a level.
You can send me your code and I'll integrate it into GZDoom.
If that is a concern I can add a 'locked' software mode that doesn't recreate the nodes but also doesn't allow switching to GL mode when inside a level.
You can send me your code and I'll integrate it into GZDoom.
- Shadelight
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- Deathsong12
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- Shadelight
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- Deathsong12
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- HobbsTiger1
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- Deathsong12
- Posts: 1083
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That's what I was planning to have you be in my secrect level in Demonic Lair. The basic idea is that KoF had released his map, and it's up to you to stop the other forum goers from providing so much...ahem...critisisim that he commits sucide. Hobbs is the final boss of this little "Defend KoF" thing, with Jalla being the midboss. You should see the sprites and sounds I'm using for KoF. They're roffletastic.