The status of ZDoom 2.0.97

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Belial
Posts: 1616
Joined: Wed Feb 09, 2005 3:09 pm

Post by Belial »

I like jDoom models. Wouldn't want to see them in ZDoom though.
RabidZombie wrote:That, and when I played with the models I was too big to get the shotgun secret in the first map of Doom 2...
Nonsense.

@justin: You might want to check such BS yourself before bashing the authors of jDoom.
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justin024
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Location: Illinois

Post by justin024 »

Belial wrote:I like jDoom models. Wouldn't want to see them in ZDoom though.
RabidZombie wrote:That, and when I played with the models I was too big to get the shotgun secret in the first map of Doom 2...
Nonsense.

@justin: You might want to check such BS yourself before bashing the authors of jDoom.
I just figured that people know what they're talking about because I usually do.
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Belial
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Post by Belial »

Fair enough. But it would be quite an obvious bug if what RabidZombie said was true, wouldn't it?

@RabidZombie: I have no idea how the hell you managed to get stuck there. Works for me in 1.8.6 with both model packs (the old one and jDRP).
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Enjay
 
 
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Post by Enjay »

Graf Zahl wrote:Models are no answer to anything regarding Doom.
I dunno, I'm not a fan of them for enemies, but for some cunning pieces of architecture, or some placeable decorations I think they look good. Pillars and columns can work well for example and will allow shapes that can't be done with lines and sectors.

As an example of a game that used models and sprites, the original Dark Forces managed to make (very) limited use of models in places where the game architecture simply couldn't do what they wanted.
RabidZombie
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Post by RabidZombie »

Belial wrote:Fair enough. But it would be quite an obvious bug if what RabidZombie said was true, wouldn't it?

@RabidZombie: I have no idea how the hell you managed to get stuck there. Works for me in 1.8.6 with both model packs (the old one and jDRP).
I can't replicate it. Not only I lost my jDoom, I don't know what version it was... (an old one, from before I disappeared)
Scuba Steve
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Joined: Sat Mar 27, 2004 8:56 pm

Post by Scuba Steve »

So if models are my answer... does that mean you're going to create a complete model set of every single sprite replacement in every pwad ever made for me? Thanks, I'll expect it on my HD by the time of ZDoom's next release.
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Skunk
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Post by Skunk »

Different strokes for different folks. That's all I'm gunna say on the subject. (LOL HE SAID STROKE)
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justin024
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Post by justin024 »

Enjay wrote:I dunno, I'm not a fan of them for enemies, but for some cunning pieces of architecture, or some placeable decorations I think they look good. Pillars and columns can work well for example and will allow shapes that can't be done with lines and sectors.
I like that idea. I never really thought about using models for scenery.
Naitguolf
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Post by Naitguolf »

Daggerfall used models too for decoration, and worked pretty well.
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BetaSword
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Post by BetaSword »

Look at Sitters' wads for Jdoom. He makes excessive use of models for decoration, and in most cases, it seems to work quite well.
NiGHTMARE
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Post by NiGHTMARE »

Apparently nowhere near enough people have played Zanzan.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Post by Graf Zahl »

Isn't that the WAD fort the old ZDoomGL that crashes all the time so you can't play with it?
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Siggi
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Post by Siggi »

I managed, after alot of effort, to get Zanzan to work, but I didn't think much of it.

@Graf Zahl- indeed it is :p
Scuba Steve
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Post by Scuba Steve »

ZanZan would be phenomenal if ZDoomgl didn't suck.
NiGHTMARE
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Post by NiGHTMARE »

The point was Zanzan used a couple of models for 3D architecture long before sitters came along. The fact hardly anyone noticed this just shows how well they were used :).

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