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Re: NexGenZDoom proposal.
Posted: Mon Nov 06, 2006 8:59
by Graf Zahl
KitsuKun wrote:
This sort of fries Skull Tag and zDaemon as you mentioned. (They diserve it, especially with the Nasty email I got after I offerend to fix the zDaemon code to compile for Linux again. Screw them.)
What do you expect from a team of idiots? The mere fact that they refuse to update to a more modern code base speaks volumes.
Posted: Thu Dec 14, 2006 4:09
by farlowj
Is this still being worked on? That would be most un(EDIT: UN)fortunate.
Edit: Most unfortunate if it were not worked on, sorry for the misunderstanding if there was one. I would like to see this fixed. Crap, posted that and didn't pay attention, sorry about that.
Posted: Sun Dec 17, 2006 0:15
by Syfo-Dyas
I'm still holding out on that Amiga OS or BeOS port.

Posted: Sun Jun 24, 2007 2:48
by GuntherDW
So erm,
what about it?
Is it just dead or what is it?
if only i knew enough C to code OpenGL stuff, then i could help with this :p
(i know some C but 0% of OpenGL stuff)
Posted: Mon Jun 25, 2007 18:07
by disturbedite
i'd like to know about this too, seeing as i voted to help, as in test since i'm not a programmer...
Posted: Thu Aug 02, 2007 20:54
by Mike.Reiner
awh damnit.. I wish I could program. Having this engine on Linux would be godly.
Posted: Sat Aug 04, 2007 0:10
by disturbedite
no kiddin. i was digging around the net to find a good 2d doom port/engine for linux and afaict there isn't a modern one. i just use gzdoom via wine. some of the glitches/bugs/crashes i mentioned before seem to be fixed with the newer releases of wine. (i.e. 0.9.42).
just a potential tip to ppl, this worked for me, maybe if others have this problem it will help...
i noticed i could play gzdoom in fullscreen or windowed with quite good performance on a system that is 5 years old. but then i changed something with wine's configuration (for another game) and unwittingly "broke" gzdoom with wine. i say "broke", but actually, it made gzdoom unplayable. (it ran at ~1fps). i finally narrowed down the problem: (for some reason) i disabled the option of "Driver Emulation" for the audio config. as i said before, (and i don't know if this a wine bug or a gzdoom/zdoom limitation/bug) disabling audio (Driver Emulation) made gzdoom unplayable at ~1fps.
has anyone on windows experienced poor performance with gzdoom when disabling audio?
Posted: Sun Aug 12, 2007 20:26
by Nash
Vapourware? :/
Posted: Mon Aug 13, 2007 18:38
by disturbedite
Nash wrote:Vapourware? :/
apparently, unfortunately.
Posted: Tue Aug 14, 2007 4:14
by HeX_Vulture
disturbedite wrote:i was digging around the net to find a good 2d doom port/engine for linux and afaict there isn't a modern one.
ZDoom and Skulltag run native on Linux (though Skulltag's GL mode doesn't, so you're stuck on software until GZDoom works on Linux.)
Posted: Tue Aug 14, 2007 6:26
by disturbedite
i didn't know zdoom and skulltag have native linux versions! sorry for the ignorance. thanks HeX_Vulture. i've used skulltag on windows before but i will try them both on linux, thanks again.
UPDATE:
neither worked....i had skulltag working and then i edited (very carefully) the config file and it borked skulltag. so i delete it, set up the waddir, and then select the wad i want but then it launches for about a second and then quits without any output/error....
same exact problem with zdoom :/
UPDATE #2:
i managed to get zdoom & skulltag to work on linux, i had to install timidity from the repos. with skulltag i get the same framerate as gzdoom w/ wine tho, ha! but zdoom is herky jerky (with mouselook), i can't figure out why, no matter what i mess with in the control/input keys & options...
Posted: Sat Aug 18, 2007 14:58
by Boingo the Clown
I myself am seriously considering switching from Windoze over to Linux or FreeBSD in the near future, so a port that works in native mode for either of these would be welcome.