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Re: Does anyone here actually use ZDoom?

Posted: Sun Jan 31, 2016 11:30 am
by Rachael
Xtyfe wrote:I don't know about you guys. But I always wondered how Randi felt about more people using GZDoom?
Randi has never had a problem with it that I've seen. I'm not speaking for Randi though, but if I were ZDoom's creator this is what I would be thinking of -

It's still a child port of ZDoom, and it's not ZDoom's renderer that people really flock to when they are playing mods. As many improvements as it has over the old 1993 Doom renderer, it's still the same renderer, with all the same problems and bugs. That does adds to some of the charm, obviously, but GZDoom is a very effective technical demonstration of what ZDoom is actually capable of - with some beauty added. It's like if someone took a statue you just carved, polished and marbled it, and set it in a glass case. That's what GZDoom is to ZDoom.

And let's face it - ZDoom has had an OpenGL port attempted on it before. Between that and this, GZDoom is far more beautiful and flattering.

Re: Does anyone here actually use ZDoom?

Posted: Sun Jan 31, 2016 5:38 pm
by randi
edward850 wrote:I actually just retested the Odamex renderer, at it pulls ~100FPS over 1080. Not as bad as I once encountered, so my previous concerns about colormap performance are pretty moot. :P
Considering that wall and sprite rendering already make poor use of the cache (hence the whole reason to do the extra work to draw them four columns at a time), I would imagine the part about a truecolor renderer that would slow it down the most would just be getting the display into video memory. And that could probably be mitigated somewhat by using a system memory surface and letting DMA copy it to video memory.

Re: Does anyone here actually use ZDoom?

Posted: Sun Jan 31, 2016 6:23 pm
by T_Silverwolf
I use GZDoom primarily because I'm most familiar with the Zdoom family for editing and the extra things GZDOOM allows (like sloped 3d floors) make me happy. Even if it doesn't run all that well on my ancient business laptop, I still like it the most.

Re: Does anyone here actually use ZDoom?

Posted: Sun Jan 31, 2016 7:24 pm
by Blue Shadow
Primarily ZDoom. I use GZDoom when the game requires it.

Re: Does anyone here actually use ZDoom?

Posted: Sun Jan 31, 2016 8:34 pm
by YukiHerz
I'd like to use ZDoom more often, but for some reason at times it crashed my audio service.

Re: Does anyone here actually use ZDoom?

Posted: Mon Feb 01, 2016 8:32 am
by Graf Zahl
Hellser wrote:I use both ZDoom and GZDoom. I'm personally a fan of the Software limitations - as, like Wildweasel said.. it makes Doom feel more moodier. But yes, I would like to see the sprite clipping thing fixed. Maybe the guys at S:VE can spare some of their code for The Greater Good.
That code is unusable for GZDoom because it operates on some assumptions that are not present, not the least important being that SVE has no 3D floors, no deep water and no portals.

Re: Does anyone here actually use ZDoom?

Posted: Mon Feb 01, 2016 8:52 am
by GooberMan
I should probably say something in this thread.

Can't. Crunch time.

Maybe this weekend. If I remember.

Re: Does anyone here actually use ZDoom?

Posted: Mon Feb 01, 2016 11:59 am
by DaMan
GooberMan wrote:Can't. Crunch time.
Half Life 3 Alan Wake 2 confirmed

Re: Does anyone here actually use ZDoom?

Posted: Tue Feb 02, 2016 10:26 pm
by Hellser
Graf Zahl wrote:That code is unusable for GZDoom because it operates on some assumptions that are not present, not the least important being that SVE has no 3D floors, no deep water and no portals.
Aww. So much for The Greater Good.

Re: Does anyone here actually use ZDoom?

Posted: Wed Feb 03, 2016 1:46 pm
by Verdadero Foe
GZDoom is cool but I don't like the aspect of the monsters (because of the filters), they look out of place. I love the pixelated feeling of ZDoom more.

Re: Does anyone here actually use ZDoom?

Posted: Wed Feb 03, 2016 1:52 pm
by raymoohawk
you can disable the filtering tho