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drfrag

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About drfrag

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  1. drfrag

    SIGIL - New Romero megawad for Feb 2019

    Someone said he used dehacked for map names, i think it will run on Crispy or even RUDE if you don't mind the graphic problems. :) Exciting news BTW.
  2. drfrag

    LZDoom [beta 4 11/29 released]

    I released beta 4 yesterday just to fix the glowing flats bug, GL 2 cards were not affected.
  3. drfrag

    LZDoom [beta 4 11/29 released]

    I've released a new beta (see first post). Of course the dither shader had to go so no more intel fixed versions (not needed anymore). This delayed beta is in sync (is that term even correct?) with GZDoom master as of 11/29 to clarify things.
  4. drfrag

    GZDooM Huge problem

    That's fine. Looks like those crashes are due to some obscure driver bugs, with modern cards (and other old ones) it doesn't crash.
  5. drfrag

    GZDooM Huge problem

    That "card" supports OpenGL 3.1. Try with LZDoom (in this same subforum) and hope it won't crash.
  6. drfrag

    GZDooM Huge problem

    I suspect it's a graphics driver problem, there's already some refactoring in the GL renderer in the vintage build some older cards don't like. You could post a full crash report to confirm it. What's your graphics hardware?
  7. drfrag

    LZDoom [beta 4 11/29 released]

    I've tried the beta myself on intel (i've been fixing office 365 on my sister in law's laptop with an i3 6006u, it's systematically screwed after every win 10 upgrade) and... WOW! Severe performance regression with that GL dither half-assed feature. The matrix is being created on every frame even when it's not used and i get one third of the performance, disabling gl_dither has no effect. On nvidia there's only a slight performance penalty when enabled. I've released a fixed beta for intel with a simplified present shader, of course dither won't work in the intel version. I will revert that thing for the next release. Sorry but if you're on intel it's time to re-redownload, see links in the first post.
  8. drfrag

    LZDoom [beta 4 11/29 released]

    I've just released a new beta, i planned to do it a few days ago but i was busy with other stuff. It's the beta 2 from OCT 31 aka Helloween Edition. The dither shader is a half-assed feature in LZDoom and needs testing on Intel cards, it should be fast with it disabled and i expect it to be slow when enabled. Also the softpoly renderer crashed at high resolutions, it's fixed now. Have fun!
  9. drfrag

    LZDoom [beta 4 11/29 released]

    Nothing. It's exactly the same as in the status bar. For me everything is normal.
  10. drfrag

    LZDoom [beta 4 11/29 released]

    That's one of the silly features i mentioned. Another obvious one is the mugshot in the HUD. It's a standard difficulty setting, you take double damage and get half the ammo, it's the opposite as ITYTD. There's a new one for Heretic too and i added respawning to Black Plague. I now all this is Heresy. :lol:
  11. drfrag

    LZDoom [beta 4 11/29 released]

    You're welcome. I forgot to add the link to the source code, it's fixed now.
  12. From the creators of GZDoom Vintage, ZDoom LE, ZDoom32, ZDoom CL, RUDE and probably even more i can't remember right now comes LZDoom. This is the old ill-fated legacy build. Yes, D3D and DDRAW are back with a vengeance. Just kidding. This will help some people experiencing crashes with the vintage build on some old intel and ati "cards". Of course it will run on older hardware. I could release a non SSE2 build if there's enough demand but for XP minimum. Same for Linux. It's based on GZDoom 3.3.2 so it's the new old GL renderer with most of the later stuff added. AFAIR a couple of important things are missing: 2D shape and thick line drawers, i added fake drawers so it won't crash. Also you can expect a few extra silly features. Of course this is unofficial and you'd better use the vintage build. Grab it here: Windows 32 bit Windows 64 bit Source code https://github.com/drfrag666/gzdoom/commits/g3.3mgw Copyright © 1993-1996 id Software, 1998-2016 Randi Heit, 2002-2018 Christoph Oelckers, et al. Copyright © 2016-2018 Magnus Norddahl, Rachael Alexanderson and Alexey Lysiuk.
  13. drfrag

    ZDoom32

    I forgot i released a new version mainly to fix a somewhat important bug which was already in the g1.x branch: dynamic lights did not affect certain walls, there was a missing adjustment after the renderer floatification. It was just something not easily noticeable (i noticed it playing Lizard Men 4 and with beamflashlight.pk3). Also there are a few more fixes, including fragglescript cameras and the buffer overflow in the savegame comment. I've added stack protection for MinGW (N version) too BTW. And changed the executable name to zdoom32 again. https://github.com/drfrag666/gzdoom/releases/download/2.8.5a/ZDoom32_2.8.5a.zip
  14. drfrag

    GZDoom to Zandronum

    Zandronum is based on GZDoom 1.8.6. ZDoom LE is based on ZDoom 2.8.1 with a patched GZDoom 1.8.4 renderer, it's for even older hardware and uses the old VM. ZDoom32 is based on ZDoom 2.9pre. You need to edit the savegames since they are for a different engine, but if you're playing with mods it won't work (i think) becouse DECORATE runs thru ZScript in GZDoom.
  15. drfrag

    GZDoom to Zandronum

    Why don't you try ZDoom32? It's based on a more recent ZDoom version than Zandronum and has many later bugfixes. I've just released 2.8.5a (GL 1.9.3). You should get good performance on old hardware. On the savegames GZDoom uses a new savegame format since long ago (and ZDoom32 too). You could be able to port your savegames to ZDoom32 renaming them to png, editing the header changing the game name to ZDOOM32 and probably something else and then renaming back to zds. I did it in the past maybe with slade but i'm not sure. I cannot guarantee it will work tough. https://github.com/drfrag666/gzdoom/releases/download/2.8.5a/ZDoom32_2.8.5a.zip
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