Skulltag 0.97d will use GZDoom

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Torr Samaho
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Skulltag 0.97d will use GZDoom

Post by Torr Samaho »

Since the ZDoomGL renderer just pales in comparison to GZDoom, I decided to port the GZDoom renderer to SkullTag:

http://www.skulltag.com/forum/viewtopic.php?t=7664

Kudos to Graf Zahl for creating such a great way to experience Doom!

Torr Samaho
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Post by Syfo-Dyas »

WONDERFUL News!
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Tormentor667
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Post by Tormentor667 »

Indeed!
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Post by protojo »

Yays
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Post by Devan »

Will there be 3d floors supported by GZDoom in SkullTag?
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Graf Zahl
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Post by Graf Zahl »

According to the info on http://www.skulltag.com, no.
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Post by Tormentor667 »

Devan wrote:Will there be 3d floors supported by GZDoom in SkullTag?
But there are higher chances now that this will come anytime soon
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Post by HeX_Vulture »

Skulltag v97D-rc1 has been released, for those of you who didn't know.

You can get the full scoop on the story here

Anyway, the new renderer works great for this beta, and so far only a few minor bugs have been reported.

However, it would probably be best for GZDooMer's to test this because they have more knowledge on how stuff is supposed to act in GL mode, rather than Skulltagger's that have been using software mode.

Installing is simple, just install Skulltag 97c3 and download the 97d beta files here and use them to overwrite 97c3. Then go into Skulltag, turn on OpenGL, set up your controls, and boom go. The 97d servers are 100% backward compatible with 97c3's, so there shouldn't be any connection errors.

Have fun!
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