The goal of GZDoom?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Agentbromsnor
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Joined: Thu Apr 22, 2010 20:37

The goal of GZDoom?

Post by Agentbromsnor » Tue Dec 04, 2012 12:52

Hello everybody,

I'm a longtime user of GZDoom, and for a couple of months I'm working on my first mod / TC for GZDoom that makes full use of the OpenGL features. There are ofcourse lots of things that have been suggested as features for GZDoom, and I've read a lot of them in the 'Feature suggestion' forum. In the past, I've tried working with simular engines like Build and Risen 3D, and the current editor for Build (Mapster32) keeps crashing for me, and Risen 3D has a very different workflow and there are very little tutorials for making maps for it.

So reading the feature suggestion forum made me wonder, what is the goal of GZDoom as a engine / sourceport? I've read a few comments from Graf Zahl suggesting that the engine has to still be true to the original Doom, and because I don't want to put words in his mouth, I would like to know if this is the case or what this means exactly. The reason I ask this, is because while I like making Doom maps, I also like to use GZDoom to prototype other projects that don't have any direct relation to Doom.

If its true that GZDoom wants to stay true to the original Doom, is there any standard as to what is acceptable for the sourceport and what not in terms of features?


Greetings,

Gez
Developer
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Re: The goal of GZDoom?

Post by Gez » Tue Dec 04, 2012 16:57

Being a port of the original games (not just Doom, but also Heretic, Hexen, Strife, and Chex Quest) is more important than being a platform for brand-new games. The Doom engine comes with a baggage of hacks and design flaws which do not make it ideal as a generic engine for new games. And the source ports that have attempted to become generic engines for new games (EDGE, Doomsday, Kex) have had little success in that aspect, too.

GZDoom itself currently has no goal beyond being a version of ZDoom with optional OpenGL rendering. The feature suggestion forum has been closed and Graf hasn't worked on it for a long while now.

Agentbromsnor
Posts: 17
Joined: Thu Apr 22, 2010 20:37

Re: The goal of GZDoom?

Post by Agentbromsnor » Tue Dec 04, 2012 18:00

I actually really liked Risen 3D, and judging from the screenshots on that site it works well for 'new' games too. Its just too bad that there are so few good tutorials for it.

Nevertheless, I'm still going to use GZDoom just because of how easy it is to make 3D floors and good looking maps in general.

Agentbromsnor
Posts: 17
Joined: Thu Apr 22, 2010 20:37

Re: The goal of GZDoom?

Post by Agentbromsnor » Sun Jan 20, 2013 7:39

Also, I'm was wondering this because I saw Zandronum on ModDB the other day: isn't a good idea to create a page for GZDoom on ModDB?

NeuralStunner
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Re: The goal of GZDoom?

Post by NeuralStunner » Tue Jan 22, 2013 3:41

It's not even a mod...
Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
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