Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
drfrag

ZDoom LE (Legacy Edition)

Recommended Posts

I've released this @GitHub, now i'll copy the readme file. :)

 

https://github.com/drfrag666/gzdoom/releases

 

I've released ZDoom LE 2.8.3a (GL 1.8.4c) JAN 25 2019 but i don't feel like writing a changelog anymore. It's a VS 2013 build for even better performance, the MinGW build is included for win98 compatibility.

 

https://github.com/drfrag666/gzdoom/releases/download/2.8.3a/ZDoom_LE_2.8.3a.zip

 

--------------------------------------------
ZDoom LE 2.8.2a (GL 1.8.4b) APR 10 2018
--------------------------------------------

 

 ZDoom LE (Legacy Edition) is a fork of the ZDoom 2.8.1 maintenance branch (https://github.com/rheit/zdoom/tree/maint) for Windows 9x and old machines. Now merged with GZDoom as of august 2013.
 

Changes/features since 2.8.2:
- Added light definition for megasphere.
- Added unexploredsecretcolor variables to mark undiscovered secrets differently in the automap.
- Several bugfixes.

- Fixed GL performance regression.

- Restored XInput and FluidSynth support.

 

Changes/features since 2.8.1b:
- Changed savegame list order, now they are sorted by slot number instead of alphabetically.
- Added hqNx MMX HQ resize modes to the GL renderer.
- Fixed security issues (execution of unsafe commands and ACS stack checking).
- Lots of official bugfixes.
- More compatibility fixes.
- Not optimized for ancient hardware anymore.

 Changes/features since 2.8.1a R3:
 - Added new 3x2 and 4x4 low detail modes.
 - Increased size of the savegame comment area.
 - Fall back to software renderer with unsupported OpenGL version.
 - Fixed crash with textures larger than those supported by the hardware in the D3D backend (BD v21).
 - Added an option to add elements to an existing options menu.
 - Added four text colors: ice, fire, sapphire, teal.
 - Several more old bugfixes not present in the maint branch.

 

 Changes/features since 2.8.1a R2.1:
 - Included old OpenGL renderer from GZDoom 1.8.4 with later fixes (off by default). Requires GL 1.2 support.
 - Added xBRZ scaler to the GL renderer.
 - Autoloading of brightmaps.pk3 and lights.pk3.
 - More modern default keyboard layout.
 - Command versions of the original Doom cheats.
 - Render cull options (sprite and wall distance) to increase performance.
 - Fixed skies during the wipe and wrong weapon scale in savegame pic for low detail modes.
 - added MF7_NOINFIGHTSPECIES flag.
 - More iwad compatibility fixes.
 - Some important ZDoom fixes not present in the maint branch.
 - Switched to FMOD Ex 4.36 for sound.
 - Updated Game-Music-Emu library.

 

 Changes/features since 2.8.1a R2:
 - Fixed bug introduced in the maint branch, A_SpawnItem was broken.
 - Fixed the timing of Heretic's lava damage.
 - Added some wad compatibility fixes mainly for the Doom II, Doom and Heretic iwads.
 - Added WadSmooth iwad support.
 
 Changes/features since 2.8.1a:
 - Restored Direct3D renderer.
 - Fixed sky scaling in low detail modes.
 - Added video menu options to switch between d3d and ddraw and set ddraw display bits for compatibility.
 - Usernames for ini files are back on win2k and later.
 - Proper startup banner modification.
 - More engine defaults changed for performance.
 - Some more official fixes.
 - Now compiled for pentium ii architecture but there's no performance difference.

 

 Changes/features since 2.8.1:
 - Includes later fixes from the maint branch and some more.
 - Compiled with pentium architecture optimizations.
 - Low detail modes have been restored. Added a new quad horizontally and double vertically mode for a somewhat retro look, you can get the original low detal mode from 640 and it's playable even @320. Unfortunately it gives the same performance as doubling horizontally and vertically.
 - A more retro looking startup console.
 - Engine defaults changed for slower machines.
 - Runs on windows 95 but without the startup log.
 - No direct3d nor xinput joystick support, only classic directdraw mode.
 - Uses a modified openal compatible with windows 95 as sound backend.
 - Compiled without fmodex support but should work, it's untested though. Fluidsynth doesn't work with openal and
could even crash on certain machines so no fluidsynth support either.
 - Hardware midi doesn't work on modern windows versions, it does on win9x.(*)
 - If you experience sound problems on very slow machines try reducing the sound channels to 8.
 - To set the default video mode on pentiums sometimes you need to press enter twice.

 

 Minimum estimated system requirements are: Pentium 133, 16 mb of ram, 1 mb svga card and windows 98.
 Tested on a Pentium 90 with 32 mb of ram and a trident 1 mb graphics card on win95c, i get 22 fps @320x200.
 Don't try to turn on rendering interpolation on a pentium mmx, it's extremely slow.
 For OpenGL mode a graphics card with GL 1.2 support is required.
 
(*) For modern windows i recommend CoolSoft VirtualMIDISynth with the following soundfonts: Roland SC-55, Yamaha DX50XG and AWE64 Gold from https://www.vogons.org/viewtopic.php?f=9&t=45600.
 A good alternative is the Yamaha S-YXG50 Portable VSTi software synth at http://veg.by/en/projects/syxg50/.

 

 NOTE: On windows 8 and above trying to go fullscreen on some systems when using ddraw you may get a black screen, a batch file (RUNME_SAFE.cmd) is included for convenience.
 Some letterboxed modes don't display properly and they might even crash on ddraw.
 With old graphic drivers on win9x d3d might crash, update your drivers or set 'vid_forceddraw' to true.

 

 The source code can be downloaded from https://github.com/drfrag666/gzdoom.

 

 Copyright © 1993-1996 id Software, 1998-2016 Randi Heit, 2002-2017 Christoph Oelckers, et al.
 This version by drfrag from zdoom.org, blue-green-frog from vogons.org, dondiego and hail-to-the-ryzen.
 Note that blue-green-frog and hail-to-the-ryzen might be the same person, same for drfrag and dondiego.

 

 More stuff from drfrag:
 ZDoom32 2.8.5b, a fork of truecolor ZDoom by dpJudas and Rachael and ZDoom.
https://github.com/drfrag666/gzdoom/releases
 ZDoom CLASSIC 2.1.4a, a fork of ZDoom 2.1.4 for Windows 9x and pentium machines.
https://github.com/drfrag666/gzdoom/releases
 Romero's Heresy II, an universal ZDoom mod to play Heretic levels with Doom and Heretic modified weapons and monsters.
http://www.moddb.com/mods/romeros-heresy-ii
 Romero's Heresy 0.15, a conversion of all the Heretic levels to Doom II.
http://www.moddb.com/mods/romeros-heresy
 My Brutal Doom v20c unofficial patch.
https://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-v20-legacy-edition

BONUS: ZDoom CLASSIC.

 

https://github.com/drfrag666/gzdoom/releases

 

Released ZDoom Classic 2.1.4a (GL 1.0.17a) JAN 26 2019.
 

https://github.com/drfrag666/gzdoom/releases/download/2.1.4a_R2/ZDoom_CL_2.1.4a_GL.zip

 

----------------------------------------------------------
ZDOOM CLASSIC 2.1.4a (GL 1.0.17a) R2.2 MAR 20 2018
----------------------------------------------------------

 ZDoom CLASSIC 2.1.4a is a fork of ZDoom 2.1.4 (https://github.com/rheit/zdoom) for Windows 9x and pentium machines.
 

Changes/features since 2.1.4a GL R2.1:
- Adjusted scaled status bar for 4x4 low detail mode.
- Fixed savegame comment size for the 640x400 resolution.
- Added light definition for megasphere.
- Added Deejay's par times for Thy Flesh Consumed.
- Added support for older versions of DeHackEd patches.
- A few more official fixes.
- Changed savegame list order, now they are sorted by slot number instead of alphabetically.

 Changes/features since 2.1.4a GL:
 - Added new 3x2 and 4x4 low detail modes.
 - Added GL compatibility mode option to the video menu.
 - Fixed crash starting the GL renderer on cards without 2d 32 bit support.
 - Increased size of the savegame comment area.
 - Added Windows 8 detection.

 - Fixed crash with truecolor PNGs in GL mode (but they are not supported there).

 

 Changes/features since 2.1.4a CL R2:
 - Included old OpenGL renderer from GZDoom 1.0.17 with later fixes (off by default).
 - Added Skulltag's HQ resize options and texture compression.
 - Added sprite billboard options from GZDoom 1.0.31.
 - Autoloading of lights.wad.
 - Added early Direct3D renderer and a display menu option to switch between d3d and ddraw.
 - More modern default keyboard layout.
 - Command versions of the original Doom cheats.
 - Added buddha cheat.
 - Render cull options (sprite and wall distance) to increase performance.
 - More ZDoom patches (mostly up to date with ZDoom 2.1.5).
 - Now compiled for pentium architecture (but i guess performance on 486s will not be affected).

 

 Changes/features since 2.1.4a CL:
 - Added video menu options to change fullscreen display bits for compatibility and disable widescreen aspect ratio correction.
 - Some more official fixes.

 

 Changes/features since 2.1.4:
 - Includes some later fixes.
 - Compiled for 486 architecture.
 - Added a new quad horizontally and double vertically mode from ZDoom LE.
 - Added pixel doubled and quadrupled lowres directdraw modes from ZDoom 2.3 for more recent Windows versions.
 - Engine defaults changed for 486 machines.
 - Added some missing video settings to the display options menu.
 - To set the default video mode on slow machines sometimes you need to press enter twice.
 
 Minimum estimated system requirements are: 486DX4-100, 16 mb of ram, 1 mb svga card and windows 95.
 Tested on a Pentium 90 with 32 mb of ram and a trident 1 mb graphics card on win95c, i get 38 fps @320x200.
 This is intended for vanilla levels and old mods from 2006.

 

 For modern windows i recommend CoolSoft VirtualMIDISynth with the following soundfonts: Roland SC-55, Yamaha DX50XG and AWE64 Gold from https://www.vogons.org/viewtopic.php?f=9&t=45600.
 A good alternative is the Yamaha S-YXG50 Portable VSTi software synth at http://veg.by/en/projects/syxg50/.

 

 NOTE: On windows 8 and above trying to go fullscreen on some systems when using ddraw you may get a black screen, a batch file (RUNME_WIN8_1ST.cmd) is included for convenience.
 A DirectDraw to OpenGL wrapper such as DXGL for GL 3 cards should fix the problem, or just use d3d.

 

 The source code can be downloaded from https://github.com/drfrag666/gzdoom.

 

 Copyright © 1993-1996 id Software, 1998-2016 Randi Heit, 2002-2017 Christoph Oelckers, et al.
 This version by drfrag from zdoom.org and dondiego from vogons.org.
 Note that drfrag and dondiego might be the same person.

 

 More stuff from drfrag:
 ZDoom32 2.8.5b, a fork of truecolor ZDoom by dpJudas and Rachael and ZDoom.
https://github.com/drfrag666/gzdoom/releases
 ZDoom LE 2.8.3a, a fork of the ZDoom 2.8.1 maintenance branch for Windows 9x and old machines.
https://github.com/drfrag666/gzdoom/releases
 Romero's Heresy II, an universal ZDoom mod to play Heretic levels with Doom and Heretic modified weapons and monsters.
http://www.moddb.com/mods/romeros-heresy-ii
 Romero's Heresy 0.15, a conversion of all the Heretic levels to Doom II.
http://www.moddb.com/mods/romeros-heresy
 My Brutal Doom v20c unofficial patch.
https://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-v20-legacy-edition

 

Alternative LE release without the GL renderer for Windows95:
https://github.com/drfrag666/ZDoom-LE/releases

Old ZDoom CL release:
https://github.com/drfrag666/ZDoom-CL/releases

Some food for thought:

  • After adding the low detail modes there was a crash on certain maps with tall skies, i think this was due to a race condition on small maps such as Heretic E1M1 so R_InitSkyMap() was being called too late.
  • The quad mode didn't work properly (only showed one third of the screen) when done "the right way", picking every one out of four pixels from the framebuffer  (creating a 80*100 virtual screen) and copying it four times, so i had to create another 160*100 virtual screen like in the double mode and then travel it increasing the x by two units at a time to pick half of the pixels. I don't think it matters.
  • This apparently runs well, i've tested with original Doom 2 and that damned Heresy project (all Heretic levels in Doom 2) plus Brutal Doom 20 but needs more testing.
Edited by drfrag

Share this post


Link to post

Any reason why you chose something right in the middle of a batch of point releases for the 'classic' version? 2.1.7 would have been better.

 

Share this post


Link to post

 Of course, i actually expected that question. I tried 2.1.7 first but that one crashed instantly with a SIGSEV signal in thingdef.cpp (CreateNewActor) and didn't look good so after reviewing the changelog i tried 2.1.4 which was a good version anyway. I even have a debug log for curiosity's sake. I compiled with gcc 4.6.1 but 3.4.2 gave the same result.

Program received signal SIGSEGV, Segmentation fault.
0x005931c0 in CreateNewActor (parentc=0x22f9e0, bag=0x22f9c0) at C:\DEV\zdoom-2.1.7-src\src\thingdef.cpp:1240
C:\DEV\zdoom-2.1.7-src\src\thingdef.cpp:1240:35165:beg:0x5931c0
>>>>>>cb_gdb:#0  0x005931c0 in CreateNewActor (parentc=0x22f9e0, bag=0x22f9c0) at C:\DEV\zdoom-2.1.7-src\src\thingdef.cpp:1240
#1  0x00594ccb in ProcessActor (process=0x4b8754 <ProcessStates(FState*, int)>) at C:\DEV\zdoom-2.1.7-src\src\thingdef.cpp:2215
#2  0x004347df in ParseDecorate (process=0x4b8754 <ProcessStates(FState*, int)>) at C:\DEV\zdoom-2.1.7-src\src\decorations.cpp:316
#3  0x00434641 in LoadDecorations (process=0x4b8754 <ProcessStates(FState*, int)>) at C:\DEV\zdoom-2.1.7-src\src\decorations.cpp:264
#4  0x004b895f in FActorInfo::StaticInit () at C:\DEV\zdoom-2.1.7-src\src\info.cpp:247
#5  0x00427dc2 in D_DoomMain () at C:\DEV\zdoom-2.1.7-src\src\d_main.cpp:2081
#6  0x005c50e5 in DoMain (hInstance=0x400000) at C:\DEV\zdoom-2.1.7-src\src\win32\i_main.cpp:377
#7  0x005c5615 in WinMain@16 (hInstance=0x400000, nothing=0x0, cmdline=0x2c826fc "", nCmdShow=10) at C:\DEV\zdoom-2.1.7-src\src\win32\i_main.cpp:580
#8  0x005f1d56 in main (argc=<error reading variable: Cannot access memory at address 0x1>, argv=<error reading variable: Cannot access memory at address 0x5>, __p__environ=<error reading variable: Cannot access memory at address 0x9>) at ../mingw/main.c:73
>>>>>>cb_gdb:Continuing.

 

Edited by drfrag

Share this post


Link to post

No idea why that happened. Of course the 2.1.7 release was rock solid, that version remained current for more than a year, after all.

 

Share this post


Link to post

Very interesting project. I'm curious about your eventual goal/plans for your port, or maybe just a mission statement. It looks like you're going for a enhanced ZDoom-y port that caters to (or at least makes sure to provide support for) slower older machines with older OSes. That seems to be a short-term goal. I'm interested also in the long-term goal. Can you elaborate?

Share this post


Link to post

I've updated the 2.8.1a release to fix sky scaling in low detail modes.

On your question:

The project originated at vogons.org, which is a forum on vintage hardware and games (there's a MBF 2.04 version there as well). Leileilol came with the idea of doing a ZDoom fork and then a guy out of nowere released a version for win95 using openal for sound. Then i continued the project (i had to undo some changes as well), i wanted to get low detail modes back and add a quad mode for some funny retro look. Unfortunately i've restored the low detail modes after dpJudas refactored the software renderer so this wouldn't be easy to merge back into the current engines.

 I think there are no long term goals. I've been thinking about adding pc speaker emulation but i don't think it would be easy and i actually used to play without sound on my 386 and of course in low detail mode.

 This has only DirectDraw support but apparently runs well on win7.

 

Edited by drfrag

Share this post


Link to post
On 3/23/2017 at 7:02 AM, drfrag said:

This version by drfrag from zdoom.org, blue-green-frog from vogons.org, dondiego and hail-to-the-ryzen.

 Note that blue-green-frog and hail-to-the-ryzen might be the same person, same for drfrag and dondiego.

drfrag might be the same person as dondiego? Don't you know for sure, drfrag? :)

Share this post


Link to post

 I'm just 99% sure. :)

 BTW according to the reports i'm getting only nvidia cards are giving problems on win 8 and 10 but i'd need more feedback. Anyway directdraw emulation is poor on those.

Share this post


Link to post
7 minutes ago, drfrag said:

 I'm just 99% sure. :)

 BTW according to the reports i'm getting only nvidia cards are giving problems on win 8 and 10 but i'd need more feedback. Anyway directdraw emulation is poor on those.

I think the problems come from forcing a paletted display mode, which is simply something that is not well supported anymore on Windows. That's what you have to accept if you rip out the modern render path and only leave in the legacy version that had been superseded for solving precisely this problem. :P

 

Share this post


Link to post

 Actually it was the other guy the one that removed direct3d support and i thought it was fine, after all this is a legacy port mainly for win9x (and 2k and xp as well). I assumed this would break win95 compatibility but version 2.2 ran on it with d3d so it should work (of course with ddraw). Anyway i've already restored the d3d code but i'd need to mess a bit with CMake. According to the changelog Randi was compiling with gcc without the DX SDK installed, i guess that means the code would compile with the allegro minimal DX9 libraries. Does any of the devs know for sure if that's the case? I'm not sure about win95 support either but that wouldn't be a problem since i could include two executables.

 So i could consider restoring d3d but i'd need to compile with dx9mgw.zip.

Share this post


Link to post
2 hours ago, drfrag said:

 According to the changelog Randi was compiling with gcc without the DX SDK installed, i guess that means the code would compile with the allegro minimal DX9 libraries. Does any of the devs know for sure if that's the case? I'm not sure about win95 support either but that wouldn't be a problem since i could include two executables.

ZDoom 2.8.1 was build with Visual Studio 2005 or later. I cannot say much about the state of MinGW, there have been issues with XInput, but that has no place in a legacy build anyway.

 

 

Share this post


Link to post

 Thanks, the d3d renderer it's working now and the exe is still compatible with win95. It didn't even compile so i had to remove TOptWin32Proc and then DumpAdapters to keep win95 compatibility. Adjusting the weapon position in low detail modes has been a pain, it's not pixel perfect but i think it's okay and the formula is simple and fast. Now the weapon is really not affected by low detail modes since it's a texture.

 I've restored usernames for ini files on win2k and later, the old original code didn't work on 95 BTW. And removed that ugly startup banner hack, that one was easy. So expect a new and proper release soon.

 

On 29/3/2017 at 10:54 AM, Graf Zahl said:

I think the problems come from forcing a paletted display mode

  Then running with '+vid_displaybits 32' should help, could you please try GZDoom in sofware mode with '+vid_forceddraw 1'? I'm really interested and yours is the only crash report i've received.

Share this post


Link to post

I never said it crashed. What it did was cause a black screen on my monitor. I was able to get it back by pressing Alt-Enter to leave fullscreen.

 

Share this post


Link to post

 Well, i assumed it when you said kaboom. I'd still like to know if it will work with 32 bits for the ddraw display.

Share this post


Link to post

Big update: now direct3d works while maintaining win95 compatibility, i actually wasn't very happy with the old release. I've edited the first post. Thanks go to Graf Zahl for his advice. I've updated the classic version as well. Have fun!

 

I want to comment something on the quad mode algo. At last i think i know how the original double one worked. It copied the first half of the screen onto the second, i got it right after all (copying half of the pixels) but i could also have copied the first quarter onto the second, third and fourth. Performance wise it could have been even worse. It's very difficult to see what was going on there without any commentary.

Edited by drfrag

Share this post


Link to post

I've uploaded a new release, i've flagged it as important due to the A_SpawnItem bug of the maint branch i've noticed recently. Thanks to Graf, _mental_, Rachael and the rest of the dev team.

Changes/features since 2.8.1a R2:
- Fixed bug introduced in the maint branch, A_SpawnItem was broken.
- Fixed the timing of Heretic's lava damage.
- Added some wad compatibility fixes mainly for the Doom II, Doom and Heretic iwads.
- Added WadSmooth iwad support.

 

Share this post


Link to post

I've finally released a new ZDoom LE version with the old OpenGL renderer for GL 1.2 cards. It's the GZDoom 1.8.4 renderer with later patches. I also backported the QZDoom render cull options by dpJudas from ZDoom32.
I've managed to fix the bugs introduced with the restoration of the low detail modes as well.
I've switched to FMOD Ex 4.36 for sound. Also there's a last version for win95 without the GL renderer using OpenAL.

I've updated the ZDoom classic version, i've merged an ancient GZDoom 1.0.17 GL renderer with later fixes and additions as well. BTW among them i recreated the 1.0.18 fix with Graf's clues (basically he said what to do in another forum). I had to make the merge manually with DiffMerge since there was still no GZDoom repo.
Also has an early Direct3D renderer and again the render cull options by dpJudas.
It's a good nostalgia trip, i tried to update it to 2.1.7 and even 2.1.6 but kept crashing with GCC.
I've also updated ZDoom32. See first post for downloads and detailed info.

Share this post


Link to post

I've released new versions of both ZDoom LE and Classic. This LE update mainly adds a couple of new low detail modes and fixes the BD v21 crash with large textures on old graphic cards in software. See first post.

Share this post


Link to post

Fellow Vogons.org user here... so needless to say I think this project is awesome!

 

Your estimated minimum requirements are a 486DX4 100MHz w/ 16mb? I actually built a retro machine with exactly these specs and it fuckin' RIPS for a 486.  Runs Windows 98 so well you'd think you're using a Pentium, and I can even use Firefox 2.x in Win98 to log in to Gmail!

 

 

So, I'll have to test this out on that machine!

 

 

Share this post


Link to post

Thank you very much for this. As someone who is still stuck on an older, lower powered pc with win xp and GL 1.4, I really appreciate this. Any chance it will support mods made for gzdoom 3 like High Noon Drifter, smooth Doom, PSX TC, or skulldash in the future?

Edited by Brewtal_Legend

Share this post


Link to post

Unlikely. GZDoom 3 depends on some newer hardware features to work well. There were good reasons why support for legacy hardware was axed.

 

Share this post


Link to post

@Cmdr. J.T. Marshmallow:

 Thanks. They are actually two different projects, a guy @zdoom.org tested the classic version on his 486 @100 and it was slower than expected, he got 10 fps but reducing screen size a bit it could be considered playable (back in the day 12 fps was playable). That was when it was compiled for 486s but i don't think that will make a difference, so please try and report back. That classic version it's a nice nostalgia trip and has some cool later stuff.
 Your port also has some pretty interesting features. I'd like to add PC speaker emulation to LE (i know it was shitty and i mostly played without sound until i adquired a crappy sound card) but i don't even know where to start.
 And splitcreen based on WDMP and SSZDoom (this one is very rough), i'd need help with these.

 

@Brewtal_Legend @Graf Zahl:

 Sorry but it won't happen, however LE can already run more mods than GZDoom 1.8.6 since it's nearly two years more recent. Finally i managed to get a good codebase out of it, i had to revert some stuff and now has a lot of later patches applied, i could have numbered it 1.8.3 or so but i didn't dare.
 Actually i've tried to merge with master @03/10/16 to get anonymous functions and modern decorate support but i got a lot of conflicts and i'd need to review the history and then fix the renderer again so i don't think it's worth. I could also cherry-pick some stuff and apply some patches partially but again it's not worth (but i might do it eventually). You could run only a few more mods and they could crash somewhere else.
 But SmoothDoom should already play with LE as i mentioned in the zdoom.org thread. I don't know why Gifty added a '+2' to some A_Jump statements since that was never allowed and there are no negative jumps, then there was some copy-pasta. If you change the '+2' to '2' with slade it will run. I could even post a fixed version.
 
 About the latest ZDoom32 i've been testing BD v21 and seems it's a rock solid release (the port not BD of course) but some people are still sticking to ZDoom 2.8.1. The problem i can see it's 3d floors not being properly rendered with the old truecolor renderer (missing textures, not a big problem however) and i cannot fix it, i don't even know how to translate from LLVM to C++. I don't know what dpJudas did either. BTW the invulnerable revenants and hanging the game on deep water sectors BD bugs are still there.
 
 I guess you're on intel so you could try to run ZDoom32 @320 (since your card should support that resolution natively) with the software Mesa driver (either fdossena or _mental_ version) and could be playable with a decent cpu. Seems like the modern renderer is not compatible with Mesa, here the game is rendered on a small (1/8) portion of the screen.

 

Edit: editing posts is still completely broken (there was a workaround for adding code but trying to quote someone also kills the entire post). This new forum system is a nightmare.

Edited by drfrag

Share this post


Link to post
On 9/11/2017 at 5:23 PM, Cmdr. J.T. Marshmallow said:

Fellow Vogons.org user here... so needless to say I think this project is awesome!

 

 Thanks. They are actually two different projects, a guy @zdoom.org tested the classic version on his 486 @100 and it was slower than expected, he got 10 fps but reducing screen size a bit it could be considered playable (back in the day 12 fps was playable). That was when it was compiled for 486s but i don't think that will make a difference, so please try and report back. That classic version it's a nice nostalgia trip and has some cool later stuff.
 Your port also has some pretty interesting features. I'd like to add PC speaker emulation to LE (i know it was shitty and i mostly played without sound until i adquired a crappy sound card) but i don't even know where to start.
 And splitcreen based on WDMP and SSZDoom (this one is very rough), i'd need help with these.

 

On 10/11/2017 at 0:48 AM, Brewtal_Legend said:

Any chance it will support mods made for gzdoom 3 like High Noon Drifter, smooth Doom, PSX TC, or skulldash in the future?

 

 Sorry but it won't happen, however LE can already run more mods than GZDoom 1.8.6 since it's nearly two years more recent. Finally i managed to get a good codebase out of it, i had to revert some stuff and now has a lot of later patches applied, i could have numbered it 1.8.3 or so but i didn't dare.
 Actually i've tried to merge with master @03/10/16 to get anonymous functions and modern decorate support but i got a lot of conflicts and i'd need to review the history and then fix the renderer again so i don't think it's worth. I could also cherry-pick some stuff and apply some patches partially but again it's not worth (but i might do it eventually). You could run only a few more mods and they could crash somewhere else.
 But SmoothDoom should already play with LE as i mentioned in the zdoom.org thread. I don't know why Gifty added a '+2' to some A_Jump statements since that was never allowed and there are no negative jumps, then there was some copy-pasta. If you change the '+2' to '2' with slade it will run. I could even post a fixed version.
 
 About the latest ZDoom32 i've been testing BD v21 and seems it's a rock solid release (the port not BD of course) but some people are still sticking to ZDoom 2.8.1. The problem i can see it's 3d floors not being properly rendered with the old truecolor renderer (missing textures, not a big problem however) and i cannot fix it, i don't even know how to translate from LLVM to C++. I don't know what dpJudas did either. BTW the invulnerable revenants and hanging the game on deep water sectors BD bugs are still there.
 
 I guess you're on intel so you could try to run ZDoom32 @320 (since your card should support that resolution natively) with the software Mesa driver (either fdossena or _mental_ version) and could be playable with a decent cpu. Seems like the modern renderer is not compatible with Mesa, here the game is rendered on a small (1/8) portion of the screen.


Edit: editing posts is still completely broken (there was a workaround for adding code but trying to quote someone also kills the entire post). This new forum system is a nightmare.

Share this post


Link to post

I've just updated the Classic release to fix a crash in GL mode with truecolor PNGs, the crash was already there in GZDoom 1.0.17 when compiled with gcc and it's not related to the addition of that half-assed support in software. That ancient renderer didn't support truecolor PNGs (it's the one using DevIL before the texture management refactoring) and where in VC you got missing textures with gcc you get a crash.  Obviously i haven't tested this much, sorry for the inconvenience.

Share this post


Link to post

I released a new LE version a few days ago, it could be the Saint Valentine's day special edition or the two years after ZDoom anniversary edition or just a coincidence.
This is a major update (2.8.2) and this time it's a version intended to replace 2.8.1 due to the recently discovered security issues. I've ported _mental_ security fixes (execution of unsafe commands and ACS stack checking, all the stuff) and LE now has over 200 additional official patches (mostly bugfixes but also some conservative features) compared to 2.8.1. Also now all the code is restored (and engine defaults as well) and fixed to compile with MinGW. I've made a suggestion to add the download link to the home page and this time i have to recommend everyone to stop using 2.8.1 and upgrade.

Don't forget that since this is a MinGW build there's no XInput support. Also out of curiosity lilith.pk3 won't run due to the engine being misidentified as GZDoom.
I've also released a new win95 version (the full version requires 98 of course) but now i consider that a proof of concept and i don't find it that interesting anymore.

https://github.com/drfrag666/gzdoom/releases

Share this post


Link to post

 No sorry, but the code is there and should work. You'd need to build the project yourself with Visual Studio but it's bloated. I think Randi used VS 2005 with Legacy Extender, win98 support is a requirement for ZDoom. I've got a 2010 license but the last one supported by Legacy Extender is VS 2008, also you could build with VS 2013 Community. You'd need the full DirectX 9 SDK as well. And following the instructions to compile on windows at zdoom.org.

 But i prefer GCC anyway since it's free software and it's standard. I haven't even tried building with VS actually.

 Can't you get your controller to work as a normal controller on Windows? Just asking.

 

Edit: i've copied the README.md from the repo, the source is at https://github.com/drfrag666/gzdoom/tree/gzdoomle

 

 ZDoom LE (Legacy Edition), a fork of the ZDoom 2.8 maintenance branch (https://github.com/rheit/zdoom/tree/maint)
for Windows 98 and old machines. Now merged with GZDoom 1.8.
 Has a lot of later official patches and low detail modes have been restored.
 Created at vogons (http://www.vogons.org) by blue-green-frog and continued by drfrag.
 Built with MinGW using Allegro DX9 libraries (no XInput support). Can compile as well with allegro DX8 libraries
 but without Direct3D support.

 

 Compiles with CMake 2.8.12, CodeBlocks 16.01 (TDM-GCC 4.9.2) and NASM 2.10.09. You'll need the following libraries:
dx9mgw.zip, dx80_mgw.zip (optional), fmodapi43623win-installer.exe and fluidsynth.7z (optional).
 You can still compile with TDM-GCC 4.6.1 but then you wouldn't get the hqNx MMX HQ resize modes.
 The original LE for win95 is at the ZDoom-LE repository.
 
 Some notes:
 - You can link directly against the dlls but not for DX (dinput).
 - Run CMake to generate a CodeBlocks makefile and fill or change the paths to executables and libraries.
 
 You can follow the following guide:
https://zdoom.org/wiki/Compile_ZDoom_on_Windows
 

 

Edited by drfrag

Share this post


Link to post

Sorry but i've just reuploaded the release again, there was a severe performance regression with gcc 4.9.2 (only in extreme cases with a lot of actors). Now it's compiled with gcc 5.1 and still runs on win98.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×