Introducing new Doom port - GZDoom!

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Expand view Topic review: Introducing new Doom port - GZDoom!

by ellmo » Sun Oct 16, 2005 23:03

Paul wrote:I don't have a satisfactoring ammount built yet to reveal it to the public :( So no screenshots or hype.
Oh, so since quit the dev team I'm the public? ;) We all know my lazy nature couldn't handle working in the preparation phases, but you know you can me show a thing or two from R-One in private.

by Paul » Sun Oct 16, 2005 21:13

ellmo wrote: And what is your project, Dude? Something I don't know about??
It's R One.
Despite all the time I dedicated on building the stuff
(like all 400 textures, the newly done weapons, about 20 new sprites, and the scripts I'm doing with Grubber's help.. not to mention the 2 maps which need to be merged) I don't have a satisfactoring ammount built yet to reveal it to the public :( So no screenshots or hype.

by ellmo » Sun Oct 16, 2005 20:36

Others may simply be fed up with doing tons of lightning sectors, that - despite they're utterly hard to do - will never look as realistic, and as fine, as the Dynamic or lightmap lightning.

And what is your project, Dude? Something I don't know about? Care to exchange betatests ;) ?

by Paul » Sun Oct 16, 2005 20:25

mundungu wrote: It's frustrating being able to spend an hour or two each month just to spruce up stuff you've already done with the new crap that's popped up since you last sat down with it. Not that I'm complaining about any new crap...
Why switch to Gzdoom then? I've stood with Zdoom for my project, despite all the fancy stuff it lacks in comparsion to Graf Zahl's port.

IMO, a good mapper doesn't really need 3d floors to create astonishing environments, nor the OGL renderer (I like the "old game" look) :)

by ellmo » Sun Oct 16, 2005 19:53

mundungu wrote: It's frustrating being able to spend an hour or two each month just to spruce up stuff you've already done with the new crap that's popped up since you last sat down with it. Not that I'm complaining about any new crap...
Someone's finally spekaing my language.

by mundungu » Sun Oct 16, 2005 17:53

Wow... 3d floors make certain ideas of mine come out much cleaner. They even work much better (and are much simpler to implement) than I thought they would when downloading 0.9.11 to give it a shot.

I like it. A lot.

OpenGL isn't a bad feature either...

I found out about this a bit late I think, I'm in such short supply of spare time that I've been messing with the same project for about three years now. It's frustrating being able to spend an hour or two each month just to spruce up stuff you've already done with the new crap that's popped up since you last sat down with it. Not that I'm complaining about any new crap...

by Post » Tue Sep 13, 2005 19:47

HM , Zdaemon , based on GZDoom will be damn tough...
Imagine at least normal (True) mouselook , dinamic lightning ect...
Will be kick a$$

Re: Very Nice Indeed

by Graf Zahl » Thu Sep 08, 2005 16:50

AlysiumX wrote:This is very awesome work you guys... it is kind of a shame it wont be multi though... just think, playing deathmatch with true 3d floors in an engine that is as stable as skulltag or zdaemon, of course if that were ever to happen there would probably be no need any engine but this one... you do get those niffty powerups in skulltag though so i guess not. anyways, cool work guys now i have an engine i can play all kinda wads on. :)

Since none of these engines release their source I really don't see a chance of a change here. I wouldn't add Skulltag to it personally (except maybe for some of the powerups) but maybe someone else would be interested...

Very Nice Indeed

by AlysiumX » Thu Sep 08, 2005 13:53

This is very awesome work you guys... it is kind of a shame it wont be multi though... just think, playing deathmatch with true 3d floors in an engine that is as stable as skulltag or zdaemon, of course if that were ever to happen there would probably be no need any engine but this one... you do get those niffty powerups in skulltag though so i guess not. anyways, cool work guys now i have an engine i can play all kinda wads on. :)

by Graf Zahl » Sat Sep 03, 2005 12:59

It still doesn't handle Strain MAP21 or Sludgfac.wad properly. I still haven't found an approach to handle that trick efficiently... :(

by Psycho Siggi » Sat Sep 03, 2005 12:23

And no one seems to notice that this port (yes, this is based on my personal experience and is my opinion) is simply the best at emulating the quirky bugs of the good ol' Doom renderer.

This means that level effects such as deep water (used noticably in tnt.wad) work, the shotgunner bunker type things on map04 of Doom2.wad (the opening and closing doors), the effect used to 'trap' the arachnotrons on tnt.wad map31 aswell as many other weird effects that have been achieved over the years.

It's also one of the fastest GL ports I've used and is the only one which is playable on Deus Vult map 05.

This is more than promising my friends.

by Enjay » Sat Sep 03, 2005 10:59

Slasher wrote:Damn It looked so promising..
It is promising. Just because it's not intended to be a multiplayer dedicated engine like the ones you mention doesn't mean it's not promising. It's already added 3D floors to Zdoom (something that's been asked for, for years now) and it will be able to handle other suitable OpenGL enhancements too (dynamic lights are already in). And it can play maps for Legacy and Vavoom, and work may be done on that to improve the handling. Not to be sniffed at.

And who knows? Maybe someone else will use it as a base for a multi-player engine at some point in the future. To me that seems a logical and promising extension of the port.

by Agent Spork » Sat Sep 03, 2005 7:42

Image

This is neat. It can run some of my old crappy Legacy wads (NOTE: That is in no way, shape, or form a bash in Legacy's direction. It is, however, a bash of my own early creations). I'm looking forward to seeing how this turns out.

by Slasher » Sat Sep 03, 2005 5:10

Graf Zahl wrote:No. This is mostly a straight GL port of ZDoom with a few added editing features.
:( :( :( :(

Damn It looked so promising..

well keep up the good work.

by Graf Zahl » Sat Sep 03, 2005 0:24

No. This is mostly a straight GL port of ZDoom with a few added editing features.

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