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Skulltag 0.97d will use GZDoom

Posted: Fri Apr 13, 2007 8:55
by Torr Samaho
Since the ZDoomGL renderer just pales in comparison to GZDoom, I decided to port the GZDoom renderer to SkullTag:

http://www.skulltag.com/forum/viewtopic.php?t=7664

Kudos to Graf Zahl for creating such a great way to experience Doom!

Torr Samaho

Posted: Fri Apr 13, 2007 11:56
by Syfo-Dyas
WONDERFUL News!

Posted: Sun Apr 15, 2007 13:17
by Tormentor667
Indeed!

Posted: Sun Apr 15, 2007 18:17
by protojo
Yays

Posted: Mon Apr 16, 2007 12:42
by Devan
Will there be 3d floors supported by GZDoom in SkullTag?

Posted: Mon Apr 16, 2007 17:06
by Graf Zahl
According to the info on http://www.skulltag.com, no.

Posted: Tue Apr 24, 2007 14:28
by Tormentor667
Devan wrote:Will there be 3d floors supported by GZDoom in SkullTag?
But there are higher chances now that this will come anytime soon

Posted: Sun May 06, 2007 4:11
by HeX_Vulture
Skulltag v97D-rc1 has been released, for those of you who didn't know.

You can get the full scoop on the story here

Anyway, the new renderer works great for this beta, and so far only a few minor bugs have been reported.

However, it would probably be best for GZDooMer's to test this because they have more knowledge on how stuff is supposed to act in GL mode, rather than Skulltagger's that have been using software mode.

Installing is simple, just install Skulltag 97c3 and download the 97d beta files here and use them to overwrite 97c3. Then go into Skulltag, turn on OpenGL, set up your controls, and boom go. The 97d servers are 100% backward compatible with 97c3's, so there shouldn't be any connection errors.

Have fun!