Doom Legacy Support
Moderator: Graf Zahl
-
- Posts: 9
- Joined: Mon Nov 26, 2007 22:50
Doom Legacy Support
Hi,
First of all thanks for gzdoom!
My question is, what type of Legacy support should I expect from gzdoom? The main reason why I ask is that I have downloaded a ton of wads from Jive's DLW site. He enhanced various wads for Legacy as well as making some collection megawads converted for legacy features.
http://www.doomwadstation.com/dlw/Doom2_1.html
Should I expect these to run fine in gzdoom? Or is it better to just grab the originals?
If it's hard to say, thats cool. Just I wanted to send some of my pwads over to a friend so we could do some co-op online, an wanted to get an idea of compatibility, before knowing what to send.
Thanks.
EDIT: Sorry bout that. I did a crosspost. This one here needs to be removed:
http://forum.drdteam.org/viewtopic.php?t=2900
First of all thanks for gzdoom!
My question is, what type of Legacy support should I expect from gzdoom? The main reason why I ask is that I have downloaded a ton of wads from Jive's DLW site. He enhanced various wads for Legacy as well as making some collection megawads converted for legacy features.
http://www.doomwadstation.com/dlw/Doom2_1.html
Should I expect these to run fine in gzdoom? Or is it better to just grab the originals?
If it's hard to say, thats cool. Just I wanted to send some of my pwads over to a friend so we could do some co-op online, an wanted to get an idea of compatibility, before knowing what to send.
Thanks.
EDIT: Sorry bout that. I did a crosspost. This one here needs to be removed:
http://forum.drdteam.org/viewtopic.php?t=2900
Last edited by ddraig on Tue Nov 27, 2007 2:20, edited 1 time in total.
- InsanityBringer
- Posts: 137
- Joined: Fri Jun 15, 2007 22:59
First of all, you could of just requested a mod move your thread.
Secondly, I tried the Rainbowstar level that came with the legacy 1.42 release (or something similar). I found that most of the level actually ran better, but there were several issues, none serious. The mods you want should work well enough for the gameplay to have no problems.
Secondly, I tried the Rainbowstar level that came with the legacy 1.42 release (or something similar). I found that most of the level actually ran better, but there were several issues, none serious. The mods you want should work well enough for the gameplay to have no problems.
- Graf Zahl
- GZDoom Developer
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- Location: Germany
- Contact:
- Boingo the Clown
- Posts: 102
- Joined: Sat Dec 03, 2005 17:40
- Location: North of New York, West of Montreal, East of Toronto, and South of Hell
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- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Problems mostly occur with dirty FraggleScript code.
Unfortunately Phobia seems to be full of it, heavily depending on bugs in the implementation in order to run. I actually fixed some of these FS bugs which causes the problems. If you don't make extensive use of FS or make sure your code is clean you won't encounter any serious problems.
The biggest issue is that Legacy happily spawns monsters in places where they are blocked. Phobia makes the mistake to spawn new monsters in the place of other objects and then removing the objects, not the other way around.
Unfortunately Phobia seems to be full of it, heavily depending on bugs in the implementation in order to run. I actually fixed some of these FS bugs which causes the problems. If you don't make extensive use of FS or make sure your code is clean you won't encounter any serious problems.
The biggest issue is that Legacy happily spawns monsters in places where they are blocked. Phobia makes the mistake to spawn new monsters in the place of other objects and then removing the objects, not the other way around.
- Graf Zahl
- GZDoom Developer
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- Location: Germany
- Contact:
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- Joined: Mon Nov 26, 2007 22:50
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
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- Posts: 9
- Joined: Mon Nov 26, 2007 22:50
I'm still running 1.0.24 mind and for zdoom I didnt grab the svn version. Whats the quickest way to post console output short of a screengrab? I didnt notice a log file generated or a way to copy output.
edit: same thing happens for 1.0.29 too. really odd, Im not seeing any white cacos at all now for 1.0.24 or 1.0.29 when I run 'gzdoom -file scimitar.wad'
edit: same thing happens for 1.0.29 too. really odd, Im not seeing any white cacos at all now for 1.0.24 or 1.0.29 when I run 'gzdoom -file scimitar.wad'
- NeoHippo
- Posts: 408
- Joined: Tue Sep 13, 2005 0:47
- Location: British Columbia Canada
Would the following link be helpful ?ddraig wrote:... Whats the quickest way to post console output short of a screengrab? I didnt notice a log file generated or a way to copy output...
http://forum.zdoom.org/viewtopic.php?f= ... le#p288136
TAtL, tU, aE
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- Posts: 9
- Joined: Mon Nov 26, 2007 22:50
much obliged!
W_Init: Init WADfiles.
adding C:/GZDoom-Bin-1-0-29/gzdoom.pk3
adding ./doom2.wad (2919 lumps)
adding scimitar.wad (713 lumps)
I_Init: Setting up machine state.
CPU Speed: 2992.649838 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) 4 CPU 3.00GHz 4 CPU 3.00GHz
Family 15, Model 2, Stepping 9
Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
LoadDecorations: Load external actors.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Patch installed
Warning: LostSoul and WolfensteinSS both have doomednum 84.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupJoystick
I_StartupKeyboard
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6800 GT/AGP/SSE2
GL_VERSION: 2.0.1
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 1024 x 768
W_Init: Init WADfiles.
adding C:/GZDoom-Bin-1-0-29/gzdoom.pk3
adding ./doom2.wad (2919 lumps)
adding scimitar.wad (713 lumps)
I_Init: Setting up machine state.
CPU Speed: 2992.649838 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) 4 CPU 3.00GHz 4 CPU 3.00GHz
Family 15, Model 2, Stepping 9
Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
LoadDecorations: Load external actors.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Patch installed
Warning: LostSoul and WolfensteinSS both have doomednum 84.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupJoystick
I_StartupKeyboard
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6800 GT/AGP/SSE2
GL_VERSION: 2.0.1
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 1024 x 768