Re: QZDoom - ZDoom with True-Color (Version 1.0 released!)
Posted: Wed Dec 21, 2016 4:38 am
There's a fine line between convenience and clutter.

To continue the Doom experience, play the Shores of Hell and its amazing sequel, Inferno!
https://forum.zdoom.org/

Code: Select all
IDD_IWADDIALOG DIALOGEX 0, 0, 224, 246
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
EXSTYLE WS_EX_APPWINDOW
CAPTION "Welcome"
FONT 8, "MS Shell Dlg", 0, 0, 0x1
BEGIN
ICON IDI_ICON1,IDC_STATIC,7,7,21,20
LTEXT "Welcome to QZDoom!",IDC_STATIC,42,8,180,8
LTEXT "<Version info>",IDC_WELCOME_VERSION,42,18,180,8
GROUPBOX "IWAD selection",IDC_STATIC,8,32,208,102
LTEXT "Select which game file (IWAD) to run.",IDC_STATIC,12,44,190,8
LISTBOX IDC_IWADLIST,12,56,200,72,LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
GROUPBOX "Video settings",IDC_STATIC,8,138,208,48
LTEXT "Choose how QZDoom will render the game.",IDC_STATIC,12,148,190,8
CONTROL "Hardware (OpenGL)",IDC_WELCOME_OPENGL,"Button",BS_AUTORADIOBUTTON,12,170,93,10
CONTROL "Software (Doom)",IDC_WELCOME_SOFTWARE,"Button",BS_AUTORADIOBUTTON,12,160,93,10
CONTROL "Fullscreen",IDC_WELCOME_FULLSCREEN,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,124,160,48,10
CONTROL "Disable autoload",IDC_WELCOME_NOAUTOLOAD,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,148,39,65,10
CONTROL "Lights.pk3",IDC_WELCOME_LIGHTS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,46,192,51,10
CONTROL "Brightmaps.pk3",IDC_WELCOME_BRIGHTMAPS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,111,192,65,10
CONTROL "Don't ask me this again",IDC_DONTASKIWAD,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,73,211,87,10
DEFPUSHBUTTON "Play QZDoom",IDOK,8,228,90,14
PUSHBUTTON "Exit",IDCANCEL,166,228,50,14
END
So QZDoom is just improving the software renderer, and GZDoom-GPL is just making a fully GPL compliant vesion of GZDoom. I'm hoping both get merged into GZDoom proper in time.Graf Zahl wrote:Concerning a merge, I could actually see GZDoom and QZDoom merge at some point in the future. But since there's so much experimentation going on right now, having it as a separate entity is certainly the better option for the time being.
I'm out of the loop, but isn't GZDoom kept somewhat in sync with ZDoom? I thought the projects were closely related. Has GZDoom drifted away from ZDoom more than just the OpenGL rendering stuff?Graf Zahl wrote:As for ZDoom, my prediction is, that this is not going to end well. Software cannot be developed like this with almost no active input by the project leader and survive long-term.
That won't ever happen for GPL, because GPL actually removes all non-GPL compliant code, which is a surprising amount of the codebase. Though with most of the BUILD code excised, it's mostly sound and GL-renderer related.enderandrew wrote:So QZDoom is just improving the software renderer, and GZDoom-GPL is just making a fully GPL compliant vesion of GZDoom. I'm hoping both get merged into GZDoom proper in time.Graf Zahl wrote:Concerning a merge, I could actually see GZDoom and QZDoom merge at some point in the future. But since there's so much experimentation going on right now, having it as a separate entity is certainly the better option for the time being.
My presumption was specifically that some of the new code QZDoom has created on the software renderer side can specifically bridge that gap to bring everything together. But it is entirely possible I can mistaken.Gez wrote:None of the GL-renderer-related code is GPL-noncompliant; otherwise GZDoom-GPL wouldn't exist.
The troublesome code is limited to some bits of the software renderer (reduced to just some voxel drawing code now, thanks largely to dpJudas' work) and parts of the OPL emulation code (the MAME core, which isn't too bad as it is largely redundant with other available cores, and MUSLIB which is more annoying).
Everything else is fine.
