Doom Comic
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Misc. > Doomworld News > Skulltag 97D Preview
 
Author
All times are GMT. The time now is 18:05. Post New Thread    Post A Reply
Aabra
Junior Member


Posts: 103
Registered: 10-05


The folks over at Skulltag announced that they have successfully married the GZDoom renderer to Skulltag. This change doubles the current OpenGL FPS and fixes all the OpenGL bugs in 97c3. Dynamic lighting has also been added to the port. Check out the full preview here.

Old Post 04-12-07 20:22 #
Aabra is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Siggi
Member


Posts: 273
Registered: 10-04


One has to wonder why this wasn't done in the first place.

Old Post 04-13-07 06:29 #
Siggi is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
fraggle
Super Moderator


Posts: 4247
Registered: 07-00



Psycho Siggi said:
One has to wonder why this wasn't done in the first place.
Uh.. when Skulltag was started, GZDoom didn't exist.

Old Post 04-13-07 08:42 #
fraggle is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Planky
Member


Posts: 578
Registered: 12-02


Nice!

Old Post 04-13-07 08:58 #
Planky is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
RandomMarine
Green Marine


Posts: 46
Registered: 12-05


Too bad the community turned worse than zdaemon's when 97b came out.

Old Post 04-13-07 12:12 #
RandomMarine is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Graf Zahl
Forum Legend


Posts: 4063
Registered: 01-03



fraggle said:
Uh.. when Skulltag was started, GZDoom didn't exist.



I think this refers to the inclusion of the (rather buggy) ZDoomGL renderer in previous versions.

Old Post 04-13-07 12:26 #
Graf Zahl is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Csonicgo
This post is probably useless


Posts: 1702
Registered: 03-04



Graf Zahl said:



I think this refers to the inclusion of the (rather buggy) ZDoomGL renderer in previous versions.



Yeah, it was buggy, but at least the sprites weren't glued to the floor, The particles looked like particles rather than pixels (which, combined with anchored sprites, looks like poker chips), I could actually see with the berserk pack, and the sprites and textures could be resampled, so maybe Those "bugs" we had to put up with weren't that bad!

Torr has stated that He will be accepting patches to "fix" these little rendering issues, which I'm sure some will be glad to submit!

Last edited by Csonicgo on 04-13-07 at 18:53

Old Post 04-13-07 18:42 #
Csonicgo is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Graf Zahl
Forum Legend


Posts: 4063
Registered: 01-03



Csonicgo said:


Yeah, it was buggy, but at least the sprites weren't glued to the floor, The particles looked like particles rather than pixels (which, combined with anchored sprites, looks like poker chips), I could actually see with the berserk pack, and the sprites and textures could be resampled, so maybe Those "bugs" we had to put up with weren't that bad!



Sure if minor details are more important to you than general usability the old renderer might have been fine. But the fact is, its performance totally broke down on even medium sized levels, it had no support for horizons and several other problems that made using it unattractive. But what do you expect from abandoned beta-stage software?

Its general unusability for real playing was one of the reasons I made GZDoom.

As for the details you complain about, I might have changed some of it if I had some more time to spare but since last summer my work schedule has been rather full.




Torr has stated that He will be accepting patches to "fix" these little rendering issues, which I'm sure some will be glad to submit!



I sure hope he gets more support from the community than I did. Nobody ever sent me anything that could improve GZDoom

Old Post 04-13-07 19:21 #
Graf Zahl is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
NiGHTMARE
On Parole


Posts: 4837
Registered: 05-00


Those "bugs" include countless wads not working properly due to ZDoomGL not supporting various vanilla engine tricks (fake 3D and the like), flickering depth fog, line horizon not working at all, translucency not stacking (so f.ex spectres would be invisible when viewed through a fireball), random crashes, white pixels and missing textures on older cards, and probably a few more besides. Not to mention that ZDoomGL runs about half the speed of GZDoom.

Old Post 04-13-07 19:41 #
NiGHTMARE is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Bucket
ROCK & LOAD
COCK BEEN BLOWED
IN YOUR MOUTH,
MANJUICE EXPLOAD


Posts: 2587
Registered: 01-04


Call me old-fashioned, but it looks pretty sexy with smoothing off.

Old Post 04-13-07 20:41 #
Bucket is online now Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Aabra
Junior Member


Posts: 103
Registered: 10-05


There were numerous reasons that the ZdoomGL engine was used first. I really do like the way it handles sprites and particles. However after it was exposed to the community it became quite evident that it simply wasn't going to do.

The bug reports simply overwhelmed us. There were an incredible number of GL related bugs. So many that it really took a lot of the oomph out of 97B. :-(

Above all else the framerate was far too low. When your framerate drops to below 20 fps and your computer really isn't that bad then something is wrong. GZDoom's framerate is double that of ZdoomGL.... and I'm not exaggerating at all. This reason alone was enough to prompt the switch. There were many other reasons too but this was the big one.

Old Post 04-13-07 22:10 #
Aabra is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Siggi
Member


Posts: 273
Registered: 10-04



Graf Zahl said:
I think this refers to the inclusion of the (rather buggy) ZDoomGL renderer in previous versions.
Yes, I was referring to when GL was first added to Skulltag, not when Skulltag was first released.

Old Post 04-14-07 01:10 #
Siggi is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
All times are GMT. The time now is 18:05. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Misc. > Doomworld News > Skulltag 97D Preview

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is OFF
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory