0.9.23

News about GZDoom.

Moderator: Graf Zahl

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Uploading. I won't do a new source release though. I packed the 2 changed files into the binary distribution instead.
Deathlike2
Posts: 233
Joined: Sat Oct 29, 2005 0:40

Post by Deathlike2 »

Nice.. Quality mode filtering finally does fix the ATI problem... great job Graf. This is more impressive than Doomsday because it has to use some sort of node builder (I don't know why personally, but whatever I guess). It seems to render just as well as Doomsday and that's great. The rendering itself doesn't really do too much to performance (I'm already using a fairly decent CPU, so it probably is not as noticable). I've yet to find any bugs relating to it (well, besides the heap corruption one) but as I said, it looks good.

Now, only if there was a Direct3D renderer... but that's asking too much I guess. If you do get around to implementing it, it will be more impressive than Vavoom (well, I'm biased because there's too many freaking Strife bugs in Vavoom).

Keep up the good work.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Deathlike2 wrote:Nice.. Quality mode filtering finally does fix the ATI problem... great job Graf. This is more impressive than Doomsday because it has to use some sort of node builder (I don't know why personally, but whatever I guess).
Of course it needs a node builder. Every Doom port in existence needs one. I am using standard issue GL nodes - just like Doomsday.
It seems to render just as well as Doomsday and that's great. The rendering itself doesn't really do too much to performance (I'm already using a fairly decent CPU, so it probably is not as noticable).
On a geometry intensive map like P:AR E1M6 opening cavern I get a performance drop of 20%.
Now, only if there was a Direct3D renderer... but that's asking too much I guess. If you do get around to implementing it, it will be more impressive than Vavoom (well, I'm biased because there's too many freaking Strife bugs in Vavoom).
Why? IMO OpenGL is good enough and I don't see any need to add support for a second 3D API.
Deathlike2
Posts: 233
Joined: Sat Oct 29, 2005 0:40

Post by Deathlike2 »

Of course it needs a node builder. Every Doom port in existence needs one. I am using standard issue GL nodes - just like Doomsday.
Well, then I guess you're doing a good job of hiding its use since practically every port (I have yet to use any form of PRBoom), with the exception of Doom Legacy (which is rather crappy IMO), you are exposed to some form of node building.
On a geometry intensive map like P:AR E1M6 opening cavern I get a performance drop of 20%.
What map? Sorry, I don't know that map...
Why? IMO OpenGL is good enough and I don't see any need to add support for a second 3D API.
One could only hope.. at least it's not pixated like ZDoom... it is 2006...
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Deathlike2 wrote:
Of course it needs a node builder. Every Doom port in existence needs one. I am using standard issue GL nodes - just like Doomsday.
Well, then I guess you're doing a good job of hiding its use since practically every port (I have yet to use any form of PRBoom), with the exception of Doom Legacy (which is rather crappy IMO), you are exposed to some form of node building.
ZDoom comes with an internal node builder which I am using. On small maps it is nearly instantaneous. You only notice it when starting a larger map takes a few seconds.
On a geometry intensive map like P:AR E1M6 opening cavern I get a performance drop of 20%.
What map? Sorry, I don't know that map...
You don't know 'Phobos: Anomaly Reborn'. If not I advise you to change that! ;)
Deathlike2
Posts: 233
Joined: Sat Oct 29, 2005 0:40

Post by Deathlike2 »

Where would I be able to download said map?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

At the same place where you should look first for any map: The /idgames archives.
Deathlike2
Posts: 233
Joined: Sat Oct 29, 2005 0:40

Post by Deathlike2 »

That map is great.. the only problem is that GZDoom/ZDoom doesn't seem to be able to read that dehacked patch.. but not only that.. it doesn't seem to use the map name that is built into the map. In fact, any map that isn't based off the ZDoom map format, the automap doesn't seem to use the name given to the map by the PWAD.... (though the name does show up when you are shown the name of the next level).. I'm thinking it is a ZDoom bug unless it was intended like this.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

The DEH patch works fine so apparently you didn't load it.
Deathlike2
Posts: 233
Joined: Sat Oct 29, 2005 0:40

Post by Deathlike2 »

I don't know how. (I presumed it was automatic.)
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

gzdoom -file par.wad -deh par.deh
Locked

Return to “News”