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About drfrag

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  1. ZDoom32

    Well you won't believe this but it has happened again. I cherry-picked something that apparently was safe but it wasn't and broke some maps, there was some refactoring at certain point and somehow there was an infinite loop somewhere and game hung. So i've re-released the last version again and by the way i've added some more fixes such as the unmorphing bugfix. The unexplored secret color is in as well. To clarify things this has never happened with LE, that re-release was only due to a minor compiler problem and was still the same code. I didn't catch this since i've been testing LE lately. But now it's fixed and apparently everything is fine this time for real. With the exception of course of a couple of 3d floor problems. Certainly i'd need help with that broken drawer, that code looks like chinese to me.
  2. ZDoom32

    I've reuploaded the release due to the severe performance regression in gcc 4.9.2, the game mostly ran fine but was very slow in extreme cases with a lot of actors. Now it's compiled with gcc 5.1 and still runs on win98. Thanks to Graf, _mental_ and Rachael for helping with this re-release.
  3. ZDoom LE (Legacy Edition)

    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.
  4. ZDoom LE (Legacy Edition)

    I've just re-released 2.8.2, there was a minor thing and i've added even more missing official patches. I didn't feel like releasing 2.8.2a this time. https://github.com/drfrag666/gzdoom/releases
  5. ZDoom32

    Yesterday i released a new ZDoom32 version (2.8.4) with the security updates and a lot of bugfixes. Grab it from: https://github.com/drfrag666/gzdoom/releases
  6. ZDoom LE (Legacy Edition)

    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
  7. ZDoom LE (Legacy Edition)

    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
  8. (Poll) Your favorite Doom source port?

    ZDoom for obvious reasons.
  9. ZDoom32

    I released another version on december due to a couple of new critical bugs i found. Everyone is encouraged to upgrade ASAP. If you're interested on what happened i explain it at the project thread @zdoom.org. Also there are plans for a future 2.9.0 release, i'd need help with the broken 3D floors in software truecolor mode BTW.
  10. NASTY: Not A Sourceport, Thank You (Alpha 2)

    This is pretty cool stuff, as i already said earlier however... IMHO you should focus on running just the Doom and Doom II iwads, you really want people to create new real 3D maps for your engine. For that you'll need a configurable map editor for Unity (i guess) and to extract the necessary assets from the iwads. Running pwads and support editing tricks shouldn't be goals for this project, there are already many source ports for that. I bet Romero would agree.
  11. Brutal Doom wins mod of the year on Mod DB

    IMHO BDv21 is very cool and BDv20 should already have won the award. That said @Sergeant_Mark_IV: I posted some bug reports @moddb but these were ignored, i think these are important so here i go again: There are a couple of infinite loops which hang the game (GZDoom hangs) in deep water sectors: - STICKY, actor CeilXDeath3, Death State - Explosives, actor Rocket2, SpawnUnderwater state If you are killed while changing weapons after resurrecting you cannot select any weapon. That's becouse the duration of the last A_Lower frame (deselect) can't be zero, it's done right for some weapons. The bug of invulnerable revenants before performing their smashing fatality is still there (one A_Chase is left over).
  12. Please delete Brutalv20c_UP.zip, it was broken and i've uploaded a newer version. Thanks.
  13. Writing a Doom style shader

    I find this very interesting, this could be a milestone or the beginning of a new era in Doom history. Or may be i'm just imagining things? Well i had a dream many years ago.. I guess you're converting the levels using an automated process. If you manage to port or emulate the AI and all the stuff to make the levels playable (the DOOM source is GPL after all) you'd only need to run the iwads for this to qualify as a Doom engine. You'd need to convert them on the user's computer of course. And then you could have a classic mode emulating the old renderer and another one with modern lightning and stuff. Then people could create advanced real big 3D levels for Doom with better lightning and physics and without the performance limitations of the old inefficient engine.
  14. Patch Problems ...

    There was an option to skip missing files so the patch should work. But you don't need to use those DOS patches anyway. There's an unofficial patch to generate any iwad version from 1.9 but i don't remember where it is right now.
  15. I've just uploaded my Brutal Doom v20c unofficial patch and Romero's Heresy II (both released @moddb). I recommend RHII since IMO it's a lot of fun in multiplayer (it's compatible with Zandro) and brings classic Doom Gameplay to Heretic. Have fun! @DoomkidDid you finally tried it BTW?