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The GZDoom FAQ

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The GZDoom FAQ

Postby Graf Zahl » Tue Aug 30, 2005 9:48

Q: What is GZDoom?

A: GZDoom is a Doom source port based on ZDoom. It features an OpenGL renderer and lots of new features, among them:
  • 3D floors
  • Dynamic lights
  • Quake2/Unreal style skyboxes
  • True color texture support
  • Model support (limited at the moment)
It also contains many bug fixes not present in the most recent ZDoom versions.

Q: What version of ZDoom is GZDoom based on?

It was originally based on the 2.0.96x community build but it has integrated all new features and bug fixes from 2.0.98.

Q: I can't use or don't like OpenGL rendering. Is this still worth the download?

Sure. GZDoom still contains the complete software renderer. The only limitations are that you can't use 3D floors, dynamic lights, Q2 style skyboxes and True color textures. In effect you get ZDoom with all the bug fixes and non-renderer specific new features. That includes complete .96x DECORATE support including inventory items and weapons.

Q: I want to create levels with custom DECORATE inventory items and weapons. Regular ZDoom still doesn't support them. Am I in danger of losing potential players because they can't or won't run OpenGL?

No. As long as you don't use any GL-specific features your WAD will run perfectly with GZDoom's software renderer and since that is the same as ZDoom's it should run on any system that supports ZDoom. As of version 0.9.28 it is possible to disable the entire OpenGL subsystem in the menu so that the engine behaves as if it wasn't there at all.
Last edited by Graf Zahl on Tue Feb 21, 2006 15:09, edited 2 times in total.
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Postby Graf Zahl » Sun Feb 12, 2006 15:11

If anyone has suggestions what to add feel free to post them.
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Postby Softie » Sun Feb 12, 2006 17:50

Is version 0.9.28 out?
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Postby Graf Zahl » Sun Feb 12, 2006 18:11

Not yet. But it should be out today.
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Postby lemonzest » Mon Feb 13, 2006 22:22

any news ^^ here its 9.22pm on the 13th of feb.
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Postby Graf Zahl » Mon Feb 13, 2006 22:40

You know, I have a life beyond Doom and some days (like today) that takes priority. But I am uploading now.
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Postby lemonzest » Mon Feb 13, 2006 23:08

Life beyond Doom? i cant belive you just said that :P

(btw delete these posts, as its not really FAQ stuff)
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Postby justin023 » Wed Feb 15, 2006 14:42

There should be something about .zip support. Thats one of the best and most practical features! (If not the most practical)

Life beyond Doom. Heh. A mind boggling concept :P
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Postby Doom_user » Tue Feb 21, 2006 5:15

Is there any chance the software-renderer will be updated so it can display the 3D bridges?
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Postby Graf Zahl » Tue Feb 21, 2006 10:05

No. I have said repeatedly that I won't touch it. I have never bothered to understand its inner workings and I have no desire to start with that. It's simply not what I am interested in.
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Postby SlayeR » Tue Feb 21, 2006 14:29

It features an OpenGL renderer and lots of new features, among them:
* OpenGL rendering

heh.
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Postby Graf Zahl » Tue Feb 21, 2006 15:10

You were saying? :P
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Postby NecroMage » Tue Feb 21, 2006 18:34

Here is one I generally find:

Q: Why isn't there any better model support (or some other uber freature)?

A: Because Graf is currently waiting for Randy to finish his floating point math rewrite and since Randy is taking his time do not expect it any time soon.
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Postby Zeg-Vok » Sat Jul 08, 2006 23:22

Model formats that are supported?
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Postby Paul » Sat Jul 08, 2006 23:29

Model formats that are supported?

  • md3 (Quake 3 engine native)
  • md2 (Quake 2 engine native)

Unsupported features:
  • Animation Frames interpolation (ever played Quake?)
  • Iluminance by dynamic lighting (models are always ambiently illuminated by the sector's and dynamic lighting)
  • Model pitching (firing a model rocket up will make it fly aligned to the horizontal axis)
  • smooth rotation to the specified angle (again, played Quake? Doesn't apply to player-controlled models, though)
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