Arioch Posted August 12, 2001 JDoom author Jaakko Keränen has updated with the release of version 1.0 of the JDoom source port. The download links can be found at the Files page on the JDoom site or on FilePlanet. Here's a list of the highlights in the new version. New client/server code, should be more efficient. Also has console-mode dedicated server support and a graphical user interface to set everything up. MD2 support, with dynamic lighting and per-frame replacements for sprites. Doomsday Engine Definition file format support. More Direct3D configuration options. Better rendering to eliminate level drawing glitches. Enhanced demo recording and playback support. More dynamic lighting support, including on textures with "light sources". A long list of bugfixes and other enhancements.The complete changelog can be found on the main JDoom page. This is by no means the final version of JDoom, so we can expect even more improvements in the future for this magnificent source port. 0 Share this post Link to post
MaCvILeWhOrE Posted August 12, 2001 * MACVILEWHORE throws up his arms in happiness 0 Share this post Link to post
bigd Posted August 12, 2001 looks sweet, i'm DLing it now. apparently (i've heard) that the md2's look pretty good, so i'll have to check that out, not sure if it'll convert me or not. anyway, off to grab it. 0 Share this post Link to post
Arioch Posted August 12, 2001 The MD2s models themselves are exactly from ZDoomGL and previous versions of JDoom, the support for them got a LOT better though. The supplementary files have been changed a lot. As such, the MD2s are almost decent replacements for the original sprites now. 0 Share this post Link to post
Arno Posted August 12, 2001 The MD2 models look excellent! jDoom plays and looks great. "the MD2s are almost decent replacements for the original sprites now" Heh, the models are WAY better then the sprites, IMO. You could argue about the looks of some of the monsters, but the weapons, items and powerups look so much better now. I was wondering if there's a master server available somewhere. And what's a good port for TCP/IP play? Can I just leave the port on 0? There's a problem with DM play on map07. The outer ring seems inaccesible. But apart from that, this is an amazing source port. 0 Share this post Link to post
bigd Posted August 12, 2001 Wow, JDoom 1.0 is sweet!! The lighting and MD2s really rock... the monster md2s still bug me, but all the others look excellent. 0 Share this post Link to post
Guest Busted Corpse Posted August 12, 2001 um... isnt that how map07 works normally? i.e. the outer ring only opens when someone spawns there? 0 Share this post Link to post
Arno Posted August 12, 2001 Hmmm... yeah, I checked. You're right. I guess I haven't played this map in a while. A jDoom deathmatch server would be nice. 0 Share this post Link to post
Guest SlayeR Posted August 14, 2001 It seems everyones impressed, well I think its so/so, the visuals are EXCELLENT, but now JDoom runs slower than even ZDoomGL on my machine, and thats running JDoom without md2s. How do I get md2s to work? I have the modeldef.txt and all the ZDGL models, but in JDoom there is only sprites... I do have md2s switched on, BTW. 0 Share this post Link to post
Arno Posted August 14, 2001 Download the full version of JDoom 1.0. It's got all the settings correct, plus all the models and the necessary .ded files (JDoom configuration files). All I had to do was d/l the full version, install it, and clicking on jdoom.bat. It worked right away. 0 Share this post Link to post
Law Posted August 14, 2001 JDoom kicks all other GL ports in terms of speed and looks on my poor machine. Nice one. 0 Share this post Link to post