Battle for Mars demo released

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Moderator: Graf Zahl

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Enjay
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Post by Enjay »

Graf Zahl wrote:unless he updates each time he releases the thing.
And even if he doesn't, GZDoom will move on and the exe for his mod. So in a year or so, if I were to dig this file out and feel like giving it another whirl, I'd be playing with an exe that felt very old because GZDoom would (presumably) have been updated many times since.


[minor point]I said above that I just double clicked the provided exe - of course I didn't, I dragged and dropped tbfm.zip onto it, and then later made a shortcut that used -file tbfm.zip[/minor point]
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Nash
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Post by Nash »

Enjay wrote: I'd be playing with an exe that felt very old
I get that feeling when playing that Christmas game thingy, Enjay (the one with the snow particles). :)
Enjay wrote: So in a year or so... GZDoom would (presumably) have been updated many times since
That's why I love GZDoom. It actually gets updated! ZDoom on the other hand...
Last edited by Nash on Mon Jan 23, 2006 14:07, edited 1 time in total.
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Enjay
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Post by Enjay »

Yeah, that's another good example. The snow effects are quite cool, but having to drop back to ver 1.17 or 1.18 or whatever it is can be quite painful.
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Post by justin023 »

Basically everything mentioned here will be improved if I work on this anymore. But I am completely unmotivated now, thats why I released it. All of my time and energy is going into learning Java and C++.
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