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1.0.04
Posted: Sat Apr 01, 2006 16:41
by Graf Zahl
There's a new version.
The major reason for this is Phobia - The Age. There were several bugs in the FraggleScript code that prevented this WAD from working properly.
But please keep in mind that although it seems to work now it is still made for Legacy and is not expected to run without the occasional glitch and I haven't seriously played it myself. Proceed at your own risk!
Due to this WAD I also added a new lighting mode which is closer to what Legacy is doing in GL mode. If you want to play Phobia you will probably have to use this mode because otherwise it will be way too dark in some areas.
Posted: Sat Apr 01, 2006 18:41
by Eriance
Anything else new besides the Legacy Emulations?
Posted: Sat Apr 01, 2006 19:08
by Jim
You neglected to apply my patch to 1.0.03 to make the software renderer work on Linux.
Posted: Sat Apr 01, 2006 19:08
by lemonzest
yeah, the interpolate monsters option pushes the options menu far right

maybe it should be in compat options?
Posted: Sat Apr 01, 2006 20:50
by Graf Zahl
Jim wrote:You neglected to apply my patch to 1.0.03 to make the software renderer work on Linux.
That's because your patch interfered with some oversights I corrected in the mean time. The LONGs and SHORTs in the model code were supposed to be LittleLongs and LittleShorts, not SDWORDS etc.
Posted: Sat Apr 01, 2006 20:59
by Graf Zahl
lemonzest wrote:yeah, the interpolate monsters option pushes the options menu far right

maybe it should be in compat options?
Done. I never checked how the menu looks. But this option isn't new. It was there from the start. I just forgot to add it to the menu until now.
Posted: Sun Apr 02, 2006 0:21
by lemonzest
yeah, it was in the ini file

never used it tho, why would anyone WANT to turn off interpolation? when it makes everything so smooth
Posted: Sun Apr 02, 2006 2:21
by Daemon
A new version just to play a legacy map???

(can't stop laughing)
I hope the next version will have some significant changes
Question:
When will Gzdoom be Zdoom 2.1 based???
Posted: Sun Apr 02, 2006 3:13
by Xtife
when zdoom 2.1 is released heh
Posted: Sun Apr 02, 2006 3:38
by CSonicGo
Where's the coronas
Posted: Sun Apr 02, 2006 8:01
by BetaSword
Holy Jebus. That map runs at about 1 fps.
Iono, maybe it's my graphics card (Radeon X700), but that just seems... Wow.
Posted: Sun Apr 02, 2006 8:17
by V-man
BetaSword wrote:Holy Jebus. That map runs at about 1 fps.
Iono, maybe it's my graphics card (Radeon X700), but that just seems... Wow.
Are you using the GL light definitions? If so: Try again without them. I had fps rate of surely below 1 fps, when I tried the WAD with 1.0.04 at a resolution of 320x240 and filtering and so on disabled.
I thought, that my machine can't be THAT slow and that it must be gzDoom. Just for fun I tried it in software mode and it worked just fine (but was kind of senseless without 3d floors and so on). So it could not be the maps being to complicated.
Since I renamed my 'skins' dir to something else, gzDoom runs the WAD just fine.
Posted: Sun Apr 02, 2006 9:40
by Graf Zahl
V-man wrote:BetaSword wrote:
I thought, that my machine can't be THAT slow and that it must be gzDoom. Just for fun I tried it in software mode and it worked just fine (but was kind of senseless without 3d floors and so on). So it could not be the maps being to complicated.
It's the 3D-floors and lights that slow the map down so much. There are wall segments that are split into up to 10 polygons and processing this costs a lot of time. Add to that that these maps have very little view blocking geometry and the problems you experience are inevitable.
The software renderer is faster because it doesn't have to bother with these geometry splits. I(n fact, in many scenes it only renders 1/4th of what the GL renderer has to do.
Posted: Sun Apr 02, 2006 13:03
by Enjay
BetaSword wrote:Holy Jebus. That map runs at about 1 fps.
Heh, I get less than that on the opening game style choice map. However, if I warp to map02 it runs fine.
Posted: Sun Apr 02, 2006 13:55
by Graf Zahl
Don't play this maps with dynamic lights. It stresses the engine to its limits without them but having multiple rendering passes on such extensive geometry just kills it. You might get away with additive lighting though.