Zandronum has yet to catch up to the 2010 version of ZDoom...Galaxy_Stranger wrote:Hopefully, this will prompt someone to choose a..."final solution" as it were...and implement into GZDoom's trunk and, by extension, Zandronum.
NGZDoom - GZDoom fork with actor and camera roll
Re: NGZDoom - GZDoom fork with actor and camera roll
Re: NGZDoom - GZDoom fork with actor and camera roll
I never got why Zandronum/Skulltag is so far behind from ZDoom. Any explanation on this?
- NeuralStunner
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Re: NGZDoom - GZDoom fork with actor and camera roll
No. The last man we sent to investigate, well, he never returned. That was four years ago. I had to inform his family. The looks on their faces just tore me apart inside.fellowzdoomer wrote:I never got why Zandronum/Skulltag is so far behind from ZDoom. Any explanation on this?

Anyway, the short answer: Too much to do. Each new feature needs to work across a server/client network game, and there's not enough developers/testers with the free time to spare for "catching up". Too much of the community woulod rather shrug it off and stay in a rut, or complain about the slow development rather than trying to help in any meaningful way.
- Galaxy_Stranger
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Re: NGZDoom - GZDoom fork with actor and camera roll
Yeah, but they update...to a degree...from time to time...Gez wrote:Zandronum has yet to catch up to the 2010 version of ZDoom...Galaxy_Stranger wrote:Hopefully, this will prompt someone to choose a..."final solution" as it were...and implement into GZDoom's trunk and, by extension, Zandronum.
I wish a project like Odamex would just switch to GZDoom.
- Xtyfe
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Re: NGZDoom - GZDoom fork with actor and camera roll
It seems to me what they need is two teams of people. One for the old features, and one for the new until both come together and it's in sync. At this point they may as well start over though, too much has happened in 5+ years since.NeuralStunner wrote:No. The last man we sent to investigate, well, he never returned. That was four years ago. I had to inform his family. The looks on their faces just tore me apart inside.fellowzdoomer wrote:I never got why Zandronum/Skulltag is so far behind from ZDoom. Any explanation on this?![]()
Anyway, the short answer: Too much to do. Each new feature needs to work across a server/client network game, and there's not enough developers/testers with the free time to spare for "catching up". Too much of the community woulod rather shrug it off and stay in a rut, or complain about the slow development rather than trying to help in any meaningful way.
One day... One day we may see the merge of the major ZDoom forks back into ZDoom itself. One can dream

Re: NGZDoom - GZDoom fork with actor and camera roll
Several years ago there was a rewrite of the archive code, and at first there were several issues. Skulltag developers decided to make a pause in catching up to wait for these issues to be fixed, and in the meantime they'd go on to fix Skulltag bugs instead.
Fast-forward, Skulltag died and was reborn as Zandronum, the bugs with the new archive code have been fixed so long ago nobody remembers they even existed, and Zandronum hasn't caught up yet. Instead they moved on to do plenty of new features on their own, like integrating an optionally-permanent database system, authenticated logins, etc. Seems to me they're happier branching off in their own direction and I'd bet they won't ever resume earnest effort to catch up. Instead they'll just backport some features out of sequence from time to time when requested by their userbase but otherwise remain forever a ZDoom 2.3 derivative.
Fast-forward, Skulltag died and was reborn as Zandronum, the bugs with the new archive code have been fixed so long ago nobody remembers they even existed, and Zandronum hasn't caught up yet. Instead they moved on to do plenty of new features on their own, like integrating an optionally-permanent database system, authenticated logins, etc. Seems to me they're happier branching off in their own direction and I'd bet they won't ever resume earnest effort to catch up. Instead they'll just backport some features out of sequence from time to time when requested by their userbase but otherwise remain forever a ZDoom 2.3 derivative.
Re: NGZDoom - GZDoom fork with actor and camera roll
Which is all fine and good and allows Zandronum to keep going and to stick to its primary purpose.
What is also does, however, is spawn 1001* people asking "please make you mod compatible with Zandronum" whenever a new (G)ZDoom project comes out that uses features introduced in the last few years.
*hyperbole
Aaaanyway, this camera roll effect looks pretty cool. I'd like to see it used in a Duke-style death view where the player view flops/rolls to one side as it falls to the ground on death. Tying it in with the "skullpop" feature would also be cool.
What is also does, however, is spawn 1001* people asking "please make you mod compatible with Zandronum" whenever a new (G)ZDoom project comes out that uses features introduced in the last few years.
*hyperbole

Aaaanyway, this camera roll effect looks pretty cool. I'd like to see it used in a Duke-style death view where the player view flops/rolls to one side as it falls to the ground on death. Tying it in with the "skullpop" feature would also be cool.
Re: NGZDoom - GZDoom fork with actor and camera roll
So how many people have actually started messing with this and made mods that use the new features? I'm thinking that this may not have been a good idea after all (in hindsight) and I'm not sure if it's worth the effort maintaining the codebase if no one is going to use it. It's a lot of work and definitely more work that I'd usually be willing to put effort in.
I only put this up because (I'm sorry if I'm being honest) the amount of requests that I put this up was starting to get a little uncomfortable for me.
Perhaps I should just put a .diff of the roll features instead and anyone who wants to do it can build their own binaries?
I only put this up because (I'm sorry if I'm being honest) the amount of requests that I put this up was starting to get a little uncomfortable for me.
Perhaps I should just put a .diff of the roll features instead and anyone who wants to do it can build their own binaries?
- YukiHerz
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Re: NGZDoom - GZDoom fork with actor and camera roll
i was thinking of something...
Would it be possible to make a sort of "Lean" mechanic?
Would it be possible to make a sort of "Lean" mechanic?
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Re: NGZDoom - GZDoom fork with actor and camera roll
That is exactly why I am exited for this. Unfortunately I don't have access to my windows PC and I'm stuck with a mac, which it won't compile on. Probably due to OS X's ancient opengl support.
- StrikerMan780
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Re: NGZDoom - GZDoom fork with actor and camera roll
I'd definitely use this to make a 6dof shooter. One of my favorite game genres of all time.
- NeuralStunner
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Re: NGZDoom - GZDoom fork with actor and camera roll
I don't see software incompatibility as a big problem, when +/- 90 degree freelook is "incompatible" already. You just can't expect a lot of camera magic with the column renderer.
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Re: NGZDoom - GZDoom fork with actor and camera roll
"This video is private"

I wanted to see it..

I wanted to see it..
Re: NGZDoom - GZDoom fork with actor and camera roll
[quote="Glaice"]"This video is private"
Woops! Sorry about that.
Announcement 29/12/2014:
I have decided that I don't have time to keep this up to date and therefore this "fork" will remain frozen at GZDoom revision c39e962. If there is enough interest in this that it necessitates a code base update, I will do it on a by-request basis. I also have no means (nor the inclination) to build the program for non-Windows systems unless I actually get help so I'm sorry, non-Windows guys. This was more of a proof of concept thing anyway and most importantly, was put up by request from several people. I don't think making it a "fork" was a good idea. Anyway, if anyone has any suggestions or better ideas, just let me know.
Woops! Sorry about that.
Announcement 29/12/2014:
I have decided that I don't have time to keep this up to date and therefore this "fork" will remain frozen at GZDoom revision c39e962. If there is enough interest in this that it necessitates a code base update, I will do it on a by-request basis. I also have no means (nor the inclination) to build the program for non-Windows systems unless I actually get help so I'm sorry, non-Windows guys. This was more of a proof of concept thing anyway and most importantly, was put up by request from several people. I don't think making it a "fork" was a good idea. Anyway, if anyone has any suggestions or better ideas, just let me know.
- Caligari87
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Re: NGZDoom - GZDoom fork with actor and camera roll
Have you considered doing a pull request or something to get the code into the main GZDoom codebase, at least the rolling and non-1.2-aspect parts? That's pretty much what I would be interested in, if anything.

