Thank You for GZDoom

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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WastedYouth
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Thank You for GZDoom

Post by WastedYouth »

I was looking at all the bugs that Graf has fixxed and thought, "Wow, that is a lot of work in a small time period." So, I really would like to thank Graf for all the hard work he has put in to GZDoom. I really appreciate all the hard work that he has done.

I feel as if he deserves more than a simple, "You rock!" or "You're the best!". Graf Zahl, you have done great work and I hope you continue to. You have made me very happy with the great work you have done. I see a bright future for GZDoom and hope it happens.

Also, huge thanks would go to Randy as well. With out all the work he has done, GZDoom most likely would not exist (At least not as good as it is now).

I think everybody should post in here your gratitude towards Graf Zahl and Randy.
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Lexus Alyus
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Post by Lexus Alyus »

Of course the future will be bright for GZdoom, it uses true colour :p.

Graf can look at my levels to see my gratitude :D.

:twisted:
Phoenix
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Post by Phoenix »

i always feel compelled to give thanks to people, but I'm just not very good at it.. never know what i should say. well, let's just say that first of all I now play everything with this port except if it specifically needs an older zdoom version. i don't know how i got along without the full freelook before. also, I LOVE THE 3D FLOORS. :lol:
furthermore, the support of the "flood flat over missing upper/lower texture" is a nice and useful touch.
and just the thought: a port with all the benefits of GL, all the current features of ZDoom, and near-full Legacy support to boot.. I really have to hand it to Graf: kickass work dude. :rock:
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Paul
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Post by Paul »

I'll contribute here saying with Gzdoom I can finally play CAH at a decent framerate and most of my favorite wads in OGL :)
Go go Gzdoom.
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Graf Zahl
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Post by Graf Zahl »

You can play CaH? I'm surprised to hear that. I had to hack the scripts before it ran with all the .9x changes - and that was not fun!

And I still removed half of the trees to speed the thing up.
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TheDarkArchon
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Post by TheDarkArchon »

"So I say thank you for GZDoom, the port I'm playing...."

I had to :P
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Soultaker
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Post by Soultaker »

If I had not heard about this awesome port at the Skull Tag forums I would still be using the highly unstable Skull Tag for all my map\weapons mod playing pleasure. Unlike Skull Tag and ZDooM which are both very crash prone, GZDooM is just stable as hell. Not one single crash yet. Infact I think GZDooM is the only port right now that does not crash at all. Thanx for doing something right by making a nice stable bug free port.
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Post by NecroMage »

This rules! Its just to bad that I do not have a video card that can run opengl (its an old pc running intergrated video). But even though I cannot see the 3d floors it makes playing eall the older wads that much better.
darmuss
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Post by darmuss »

and now it's poosible to play high tech hell with ZDoom craziness :P

powerful stuff...

thanks
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Paul
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Post by Paul »

Graf Zahl wrote:You can play CaH? I'm surprised to hear that. I had to hack the scripts before it ran with all the .9x changes - and that was not fun!

And I still removed half of the trees to speed the thing up.
Sorry for the bump.
Several scripts do lack proper working (like weapons' reloading). Hacking them or doing anything with them is currently beyond my knowledge.

Nevertheless I can run the maps at a decent framerate (snow turned off though..)

I'll also contribute here saying I don't use Zdoom any longer ;) I only kept it's folder around to wait for the Polymost renderer and the outcome of that. For everything else-there's OGL beauty.
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Enjay
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Post by Enjay »

In the spirit of this thread, yes, absolutely, a big thankyou to Graf for GZDoom (and of course all his contributions over at Zdoom.org). Although he had only mentioned it a few times on Zdoom.org and he had been working on GZDoom for months and as far as we were concerned, it almost came out of nowhere. Despite a few minor teething problems, we were presented with a very functional, good looking, stable openGL port at a single stroke. Well done and thanks Graf.

Although this possibly isn't the best place, thanks of course also have to go out to Randy and people like Timmie, Grubber and so on who put their programming talents and hard work to good use and provide us with lots of fun and enjoyment via what they do. Thank you.
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that_guy
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Post by that_guy »

Just had a chance to give this a try today and damnit! Graf nice job. I had no idea all this could be incorporated into a single exe. Thx to all involved (Randy, Grubber, Legacy Team, Timmie and any sources unknown) and please carry on man!
This is simply awesome.
Thx
dennisjj2
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Post by dennisjj2 »

Regarding CoH, for me, reloading works just fine.
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Paul
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Post by Paul »

I'll also contribute my graditude, because Zdoom used to crash my PSP 7.0 (for whatever reason) and GZdoom does not :) I can test my graphics while developing them!
That's great!

To be hoenst, I basically don't use Zdoom anymore.
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chaoscentral
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Post by chaoscentral »

I <3 GZDoom!!!! in all of its OGL Glory! :worship:
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