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PhillMcHogan

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Posts posted by PhillMcHogan


  1. I myself had a pretty good Easter Sunday. I went to church and the service was amazing, then me and my family went to a really great restaurant called Rustlers Roost. Rustlers Roost is a restaurant native to the town I live in and its a cowboy restaurant, very rustic and interesting, but the best part was the view. The restaurant is the size on an international jumbo jet (without the wings) and is set on the top part of a mountain which gives it an amazing view of the valley which you must see for yourself. Well that was my Easter, so how was yours? 


  2. Just now, Archvile Hunter said:

    All you really need to know is in the first few lines of the txt-file under the first section "GLEW Extension Info". It should say which version of OpenGL is the highest compatible version. For example, mine looks like this:

     

    
    ---------------------------
        GLEW Extension Info
    ---------------------------
    GLEW version 2.0.0
    Reporting capabilities of pixelformat 1
    Running on a GeForce GTX 970/PCIe/SSE2 from NVIDIA Corporation
    OpenGL version 4.5.0 NVIDIA 378.49 is supported


    Meaning that my graphics card (GeForce GTX 970) supports OpenGL 4.5.0 and earlier.

    ---------------------------
        GLEW Extension Info
    ---------------------------

    GLEW version 2.0.0
    Reporting capabilities of pixelformat 3
    Running on a Mobile Intel(R) 4 Series Express Chipset Family from Intel
    OpenGL version 2.1.0 - Build 8.15.10.1883 is supported

     

    Here is the information.


  3. On 3/21/2017 at 1:21 AM, Archvile Hunter said:

    From what I can find, that video card only has partial OpenGL 2.1 support. You can try downloading GLEW, unzip it somewhere and find the bin\Release\"32 or 64-bit depending on your OS"\glewinfo.exe program. Running that creates a file, glewinfo.txt, which lists all the things your OpenGL driver supports.

     

    Newer builds of GZDoom require OpenGL 2, and some features require OpenGL 3. If your graphics card doesn't support OpenGL 2, there's really nothing you can do besides getting a new PC.

    Is there any way to emulate or make the computer "think" that it has openGL 2 or 3? About the glewinfo.exe, I have not found it, I have found stuff like glewinfo.gl.c which I don't know what to do with


  4. 9 hours ago, Archvile Hunter said:

    From what I can find, that video card only has partial OpenGL 2.1 support. You can try downloading GLEW, unzip it somewhere and find the bin\Release\"32 or 64-bit depending on your OS"\glewinfo.exe program. Running that creates a file, glewinfo.txt, which lists all the things your OpenGL driver supports.

     

    Newer builds of GZDoom require OpenGL 2, and some features require OpenGL 3. If your graphics card doesn't support OpenGL 2, there's really nothing you can do besides getting a new PC.

    Where will I find those files?


  5. 15 hours ago, Bauul said:

    Could you share exactly what your setup is? That'd help us know what might not be working (and also why you're so focused on OpenGL 1.1!)

    when using gzdoom it said opengl version is not accelerated, so that is why I am focused on it. I don't know what info would be useful.


  6. 12 hours ago, Archvile Hunter said:

    Seems like a video driver issue. Make sure you have the latest video drivers installed!

     

    Also:

    What video card are you using?

    Are you able to run older builds of GZDoom, or other hardware accelerated ports like GLBoom+?

    My video card is a Mobile Intel(R) 4 Series Express Chipset Family

    I have openGL 1.1 and I am able to use older builds of gzdoom, but lots of the updated addons and wads don't work with the older versions.
     


  7. 5 minutes ago, Bauul said:

    Could you share exactly what your setup is? That'd help us know what might not be working (and also why you're so focused on OpenGL 1.1!)

    I have a document or my computer specs, but my computer is acting wacky so I will have to send it tomorrow early morning, if that is alright.


  8. 28 minutes ago, Rachael said:

    On Windows, QZDoom requires Direct3D 9 in order to present Truecolor - if you are on Mac or Linux anything supported by SDL2 will do.

     

    There is no direct OpenGL requirement to run QZDoom but you still need good enough hardware to support it. Also, 3D models are not yet supported so with some GZDoom mods there will still be errors.

     

    I don't know how to answer your question outside of "try it and see." If it works it works, if not, you'll have to find some new hardware. It certainly will not run well, if at all, on any of those old 2002-2003 office-type computers that were popular when WinXP first came out.

    I tried it and all that happened was my screen flashed black and then froze.

    Any suggestions on how to fix it?


  9. Just now, Bauul said:

    This might be an immensely dumb thing for me to say, but as it's a software renderer, then I'd have to guess and say it doesn't use OpenGL at all.

     

    I have no educated knowledge on the subject though, you'd need to wait for one of the devs to confirm.

    Hooray! If this doesn't have to use openGL, I am home free! I can finally use doom wads without all those annoying errors!


  10. Just now, Bauul said:

    In a nutshell it's a true colour software renderer for GZDoom. So no more pallette limitations when running software mode.

     

    I've found myself using it more and more recently. It genuinely feels like a wonderful sweet spot between the classic Doom look and all the functionality of GZDoom. Thanks to everyone who's worked so hard on it, it's genuinely brilliant.

     But is it compatible with OpenGl 1.1?


  11. Just now, rdwpa said:

     

    10-20 monsters isn't much all. You need to be pretty experienced to wring something substantive out of that. 30-100 is more representative of the low monster count a small-ish map might have. 

     

    Room count isn't really a good way to measure the amount of content in a map. A lot of strong layout types eschew traditional rooms almost entirely, in favor of what one might refer to as 'areas'. 

     

    Health and armor bonuses are fine, but you don't really need them, and 30-50 is an oddly specific count. Ammo variety is cool, but 10 or so of each of those things might be a lot for such a small monster count. 5-10 barrels is an oddly specific count. 

     

    I'd strongly advise against connecting each "room" with a door. Perfunctorily used doors are basically always bad for gameplay. Outside of key doors maybe, I'd recommend Battle_Kirby use relatively few doors, probably even none. 

     

     

    Hmm, now that I think about it you are right. I was thinking in the view of my experience, first maps are usually small and do not have many enemies. The large amounts of ammo and such are for the next levels (if made).


  12. It should definitely have about 10-20 monsters (types depend on your skill), 5 to 10 rooms, 30 to 50 health bonuses and armor bonuses, multiple types of ammo (about 10 or so boxes and clips, shells, cells, etc.), 2 or 3 secrets with a map, soulsphere, or something really useful in them, doors to each room, 1 or 2 key activated rooms, keycards, many textures, 5 to 10 barrels (or more depending on map type), lights and other sprites like that, an exit room, a switch room, a few traps*, and a super shotgun. It may seem like a lot, but that is what is needed.

    *If you watched some tutorials then add a lift and if you are real good, a teleport.


  13. In my opinion, I think that it is because those who have played it and still play it want to spice up their game, because playing vanilla doom 1 and 2 get really boring after playing them 50 million times. I have never personally made an addon for doom so I wouldn't know about that, but I have made wads and they sure do make the game a whole lot more fun.

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