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Night-Fang

ZDoomGL + ZDaemon

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For those who are into ZDoomGL (like I am) and for those who are into ZDaemon, I've made a little hybrid of the two.

Behold, ZDaemonGL

http://216.40.245.133/files/ZDaemonGL-104_bin.zip

That's a quick test to see how well the two work with each other. So far, the results are good. But, see that for yourself.

ZDaemonGL will be updated whenever a new version of ZDoomGL is released. Go Timmie!

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Yes, I just ripped all of the network code from the 1.23 port and merged it with ZDoom 2.0 and Timmie's code. Went alot easier than expected.

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omg, sweet. I'll check it out when I get home :)

Heh, I made a bunch of little optimizations last night that should help the old framerate, too, especially in scenes with lots of subsectors visible :)

Oh, just out of curiosity, how long does it take you to update to a new version of ZDoomGL? Just wondering how much work I'm making for you :)

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Oh not long at all. It took me about a day to convert the entire project over. Any changes you make to ZDoomGL could be added to ZDaemon in a matter of hours, or even minutes. I knew that commenting every single change I made to ZDoom with "// [NightFang]" would come in handy one day. =)

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Cool. Well, if you want, we could probably put it up on sourceforge for download hosting when you do an official release (or is this the official release?) :)

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Ack, the zip file I posted had a crc error. That domain seems to love to corrupt zip files. Anyhow, I've reuploaded to the old site (should work now)

http://216.40.245.133/files/ZDaemonGL-104_bin.zip

Also, a mirror on another site which can be reached below.

http://www.havredegracehighschool.com/files/ZDaemonGL-104_bin.zip


Although I'm waiting for the guys in #zdaemon (on freenode) to go over it and make sure no bugs formed from the transision. If all goes okay (as I expect it to) then I'll upload the full source and I would be honored if you hosted it timmie.

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Ok, just tried it out. Very cool :) Got my ass kicked since I can't remember the last time I played Doom multiplayer, though... Netcode seems very smooth, too (no noticable lag with a ping of about 100ms or so).

Which version of ZDoomGL is that based on again? I'm just curious since the title picture was messed up (all black) :( Hmm, I'll also have to go through the cvars and make a bunch server only (*cough* like gl_wireframe)...

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Well, I installed this-- but when I selected OpenGL nothing happened.

Bring me NetjDoom! :)

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Oh yeah, another note timmie. The ZDaemon servers are still running on the 1.23 code from ZDoom. Only the client was changed. I hardly see the need to update to the newest ZDoom since all I require is the gameplay (no graphics) for the server.

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Well, they're just locked unless changed by the person running the server, I guess. No changes needed to the server, I don't think... Basically, I made gl_wireframe, gl_texture and gl_depthfog server controlled cvars (CVAR_SERVERINFO cvars).

Also, I think the graphical weirdness was due to it immediately jumping into the game instead of sitting at the title screen like I'm used to :)

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