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Spirrwell
Newbie


Posts: 3
Registered: 05-11


It's been a while, but I thought I would get back into Doom\Doom II. The port that I have been using for now is the Risen3D port. Although I would like some recommendations from the more familiar users.

What I'm looking for is a source port with online capability and with high resolution capability. By high resolution I mean like high res textures and models. Basically I'm looking for something LIKE this: http://www.youtube.com/watch?v=EmXQgtHNpfM but with online play.

Any of your suggestions is greatly appreciated.

Old Post 05-17-11 04:54 #
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Mithran Denizen
Senior Member


Posts: 1093
Registered: 05-10


If you are looking specifically for a client/server multiplayer port, your main choices are Odamex, ZDaemon, and Skulltag. Of those, I think the one closest to what you want would be Skulltag, but I don't play much multiplayer, and I don't use 3D models, either, so don't take my word for it.

If this thread is anything to go by, it seems like you can use 3D models with Skulltag, but again, I wouldn't really know how well supported they are.

I think Risen3D or GZDoom would be more suitable for your general play if you like to use models and high-res textures, but they don't have the same fancy multiplayer features as the above three engines, so that might be a deal-breaker for you.

Old Post 05-17-11 05:15 #
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Seeker_of_Truth
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Posts: 251
Registered: 05-10


Skulltag is used for playing online. I'm pretty sure it can support hi-res texture, although I'm not sure about the models.

EDIT: Mithran beat me to it.

Old Post 05-17-11 05:15 #
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Gez
Why don't I have a custom title by now?!


Posts: 7046
Registered: 07-07


Yeah, Skulltag in OpenGL mode supports models (MD2, MD3 and DMD models). High-res textures are supported in both software and OpenGL mode.

Note that contrarily to Risen3D, Skulltag isn't shipped with its own model pack, so you'll have to convert the Risen3D model definitions to MODELDEF (there's sadly no cross-port standard for this) or find a pack where this has already been done.

Old Post 05-17-11 05:58 #
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Spirrwell
Newbie


Posts: 3
Registered: 05-11


Does anybody know where I could find a model pack of some kind for Skulltag? I've looked around and all I could find is some links that link to nothing because they're too old. It's not a necessity, but it's something I'd like to have.

Old Post 05-17-11 21:01 #
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Cyanosis
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Posts: 652
Registered: 10-10


http://www.skulltag.com/forum/viewt...hp?f=13&t=24238

Old Post 05-18-11 15:10 #
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Spirrwell
Newbie


Posts: 3
Registered: 05-11



Cyanosis said:
http://www.skulltag.com/forum/viewt...hp?f=13&t=24238

Thanks, I couldn't figure out how to get it to work, but thank you anyway.

Old Post 05-20-11 01:01 #
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mr fiat
Green Marine


Posts: 47
Registered: 05-11


skulltag is based off GZDOOM so everything GZDOOM can do, skulltag can do as well.

Old Post 05-26-11 20:55 #
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Gez
Why don't I have a custom title by now?!


Posts: 7046
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... to some extent because there's a long delay between the addition of a feature to ZDoom or GZDoom and Skulltag catching up with it. To cite some example, current versions of GZDoom can feature free-roaming complex-shaped polyobjects, textured automaps, alternate MIDI formats, FluidSynth MIDI rendering; all things that Skulltag cannot do.

For license reasons, Skulltag also cannot offer some of the features proposed by ZDoom or GZDoom, notably support for FraggleScript (allowing to play some Doom Legacy maps correctly) or the MAME-derived OPL emulator.

Old Post 05-26-11 22:14 #
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tempun
Member


Posts: 447
Registered: 08-09



Gez said:
For license reasons, Skulltag also cannot offer some of the features proposed by ZDoom or GZDoom, notably support for FraggleScript (allowing to play some Doom Legacy maps correctly) or the MAME-derived OPL emulator.
Didn't Graf change license for the GZDoom renderer too, so Skulltag is stuck with the old one?

Old Post 05-29-11 10:00 #
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