Introducing new Doom port - GZDoom!
- grubber
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Introducing new Doom port - GZDoom!
Let me introduce this impressive-looking ZDoom-based port: it's been made by Graf Zahl, have fast-running OpenGL renderer and 3D floors! You can also load/play Legacy/Vavoom maps using it. Visit the official page hosted here at drdteam.org for more info, download and editing docs.
Screenshot showing TNT:LE in GZDoom
Screenshot showing TNT:LE in GZDoom
Last edited by grubber on Fri Jun 09, 2006 13:30, edited 2 times in total.
- Chronoteeth
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- grubber
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- Paul
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To quote Scuba Steve:
EDIT: Chrono,please refrain from emotional prejudices and give reasons for Your peronsal opinion next time
I've been playing the same shit for 11 years. Give me the graphics
EDIT: Chrono,please refrain from emotional prejudices and give reasons for Your peronsal opinion next time
Last edited by Paul on Thu Sep 01, 2005 21:53, edited 1 time in total.
- Graf Zahl
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- solarsnowfall
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- Enjay
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It is promising. Just because it's not intended to be a multiplayer dedicated engine like the ones you mention doesn't mean it's not promising. It's already added 3D floors to Zdoom (something that's been asked for, for years now) and it will be able to handle other suitable OpenGL enhancements too (dynamic lights are already in). And it can play maps for Legacy and Vavoom, and work may be done on that to improve the handling. Not to be sniffed at.Slasher wrote:Damn It looked so promising..
And who knows? Maybe someone else will use it as a base for a multi-player engine at some point in the future. To me that seems a logical and promising extension of the port.
- Psycho Siggi
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And no one seems to notice that this port (yes, this is based on my personal experience and is my opinion) is simply the best at emulating the quirky bugs of the good ol' Doom renderer.
This means that level effects such as deep water (used noticably in tnt.wad) work, the shotgunner bunker type things on map04 of Doom2.wad (the opening and closing doors), the effect used to 'trap' the arachnotrons on tnt.wad map31 aswell as many other weird effects that have been achieved over the years.
It's also one of the fastest GL ports I've used and is the only one which is playable on Deus Vult map 05.
This is more than promising my friends.
This means that level effects such as deep water (used noticably in tnt.wad) work, the shotgunner bunker type things on map04 of Doom2.wad (the opening and closing doors), the effect used to 'trap' the arachnotrons on tnt.wad map31 aswell as many other weird effects that have been achieved over the years.
It's also one of the fastest GL ports I've used and is the only one which is playable on Deus Vult map 05.
This is more than promising my friends.
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Very Nice Indeed
This is very awesome work you guys... it is kind of a shame it wont be multi though... just think, playing deathmatch with true 3d floors in an engine that is as stable as skulltag or zdaemon, of course if that were ever to happen there would probably be no need any engine but this one... you do get those niffty powerups in skulltag though so i guess not. anyways, cool work guys now i have an engine i can play all kinda wads on.