The Future of GZDoom?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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The Future of GZDoom?

Post by Janitor »

Now that we've seen some larger changes to GZDoom, I'm curious as to what direction GZDoom will go in the future. Is GZDoom still simply going to follow ZDoom in terms of features, or can we expect (hope?) to see some other GZDoom-specific stuffs? I for one would welcome such things as directional lighting and Legacy's coronas, but I have no idea where GZDoom is going in the first place.
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Graf Zahl
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Re: The Future of GZDoom?

Post by Graf Zahl »

I still got the same problem as before: Not enough time. Unless someone else starts helping out I'm afraid that the big things won't happen. The model code, for example is in desperate need of reworking but it's just far too much for the little amount of time I can spend on Doom.
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Re: The Future of GZDoom?

Post by Janitor »

Well, I fully understand that seeing this is only a hobby, and I'm happy with whatever is put out. I guess I'm asking not what is likely to happen, more, what do you as the developer eventually want to see happen with it? What are your goals for GZDoom? Even if it's not feasible to do something, doesn't mean you can't dream. :D
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Re: The Future of GZDoom?

Post by Tormentor667 »

The question is, where can we find trustful help for Graf Zahl to work on things like that?
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Re: The Future of GZDoom?

Post by Gez »

The only other person I know of who has shown the skill and the willingness to add features to GZDoom's OpenGL renderer was Torr Samaho (mostly in model-related code, but also that HQ resize filter). However, he's working on a now-outdated version of the renderer and I don't think he'd want to invest time working on code he couldn't use in Skulltag then.
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Re: The Future of GZDoom?

Post by Janitor »

Yeah, I was going to suggest earlier that we kidnap Torr Samaho for this, but as you mentioned, with GZDoom's new renderer, I honestly can't see him helping us out here.
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Re: The Future of GZDoom?

Post by Logan MTM »

Do you know what i hope to see in GZDoom?
A new Dedal code. Dude, that make me sad!
I know that is a damn hard job to fix but, the decal code make me sad. :(
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
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Re: The Future of GZDoom?

Post by Graf Zahl »

Why that?
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Re: The Future of GZDoom?

Post by Tormentor667 »

Gez wrote:[..] he's working on a now-outdated version of the renderer and I don't think he'd want to invest time working on code he couldn't use in Skulltag then.
So, is Skulltag not going to include the new GZDoom renderer?
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Graf Zahl
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Re: The Future of GZDoom?

Post by Graf Zahl »

There is no new renderer, just a heavily optimized one.

And unless they renegotiate, no, they can't use it because it contains a source-release clause.
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Re: The Future of GZDoom?

Post by Logan MTM »

Graf Zahl wrote:Why that?
Hmmm...
I mean this:
Image
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
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Graf Zahl
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Re: The Future of GZDoom?

Post by Graf Zahl »

What am I supposed to see there?
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Logan MTM
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Re: The Future of GZDoom?

Post by Logan MTM »

The decal was divided by the vertex.

Ah, nevermind.
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
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Graf Zahl
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Re: The Future of GZDoom?

Post by Graf Zahl »

Ok. Is there a two-sided line between them? Sometimes this can cause the decal code to pick the wrong linedef to spread the decal to.
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Re: The Future of GZDoom?

Post by MP2E »

Negotiate?... I believe the terms you specified were "OpenSource or GTFO". I don't see much middle ground there, which is what negotiation implies.
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