GZDoom

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Tormentor667
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GZDoom

Post by Tormentor667 »

It is truly impressive what has happened here! There are hundreds of Sourceports, Vavoom, Legacy, ZDoom, Edge, prBoom... but none of them was as successful in such a short time of life as GZDoom.

The fist GZDoom was released about 2 months ago, right? And just see, how many GZDoom projects pop out and how many ZDoom projects change their port to GZDoom!

I just wanna thank Graf Zahl for this great thing and also that he is not creating something totally new but stays very close to the developement of ZDoom itself, though adds a lot of new stuff to his engine, to the new Doom engine for future projects :)
deathz0r
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Post by deathz0r »

How about DosDoom or Boom? They were huge when they were first released...

...even Legacy.
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Enjay
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Post by Enjay »

I think one of the big differences here is that people have been waiting a long time for a reliable, fully featured, user and editing friendly port with OpenGL support. Graf has come along and right from the get-go, as far as public releases are concerned, he's provided a port that meets those specifications which most people can run just about as easily as Zdoom itself.

However, I too remember the excitement over the release of DosDoom and Boom - they were big.
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Lexus Alyus
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Post by Lexus Alyus »

Only thing that's missing is Mac support ;).
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BlazingPhoenix
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Post by BlazingPhoenix »

Tormentor: I assume yourself is going to start a GZDoom project soon?
Lexus: heh, whattabout Linux support? ;)
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Tormentor667
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Post by Tormentor667 »

KingofFlames wrote:Tormentor: I assume yourself is going to start a GZDoom project soon?
Lexus: heh, whattabout Linux support? ;)
I actually think about switching with "Netherworld" to GZDoom
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BlazingPhoenix
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Post by BlazingPhoenix »

o_O, then I can't play it :( ,GZDoom.exe won't load the IWAD selector.
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Shinjanji
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Post by Shinjanji »

@KoF: Do you have queryiwad set to true in your INI?
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BlazingPhoenix
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Post by BlazingPhoenix »

no......I'm not even sure if GZDoom made an INI for me (if it did what's it called? does it replace your ZDoom one?)
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wildweasel
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Post by wildweasel »

It uses the same INI name as regular ZDoom. If you have GZDoom's EXE in the exact same directory as regular ZDoom, you're not supposed to do that as one will ultimately get confused at the other's INI file (for example, ZDoom doesn't recognize all the GL_ commands).
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Graf Zahl
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Post by Graf Zahl »

It is never a good idea to place 2 versions of one source port into the same directory. Best put each version of (G)ZDoom into a subdirectory and have the .ini point to the IWADs.
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Paul
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Post by Paul »

Tormentor667 wrote: I actually think about switching with "Netherworld" to GZDoom
Everyone seems to be switching their projects from Zdoom to Gzdoom :?
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Graf Zahl
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Post by Graf Zahl »

Paul wrote: Everyone seems to be switching their projects from Zdoom to Gzdoom :?

:)

Maybe it's just because ZDoom''s development seems to have stalled...
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solarsnowfall
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Post by solarsnowfall »

Or all the sexy new additions you've brought to it, coupled with the fact that many of us aren't willing to be seperated from 96x DECORATE.
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Paul
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Post by Paul »

solarsnowfall wrote:coupled with the fact that many of us aren't willing to be seperated from 96x DECORATE.
Oh most definitely!

When I heard all this stuff I learned wasn't going to be in the new version (correct me if I'm wrong) I said "96x all the way!"
Graf wrote:Maybe it's just because ZDoom''s development seems to have stalled...
pwned ;)




Edit by Graf Zahl: Seeing 'definitely' spelled 'definately' makes me definitely uncomfortable!
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