gzdoom superior?

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Zanieon
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RE: gzdoom superior?

#21

Post by Zanieon » Mon Nov 16, 2015 7:43 pm

TerminusEst13 wrote: Zandronum 3.0 catches up with the latest stable build of GZDoom. But there have been many more github updates of GZDoom since then, the latest stable build is actually...two, three years ago?
lol, don't exagerate, Term, GZDoom 1.8.6 is from 2014, it isn't all that behind of the newer git versions.

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RE: gzdoom superior?

#22

Post by Konda » Mon Nov 16, 2015 8:05 pm

The Toxic Avenger wrote: I'm pretty sure if Zandronum ran at 15FPS none of us would use it.
Speak for yourself :(

Code: Select all

<Synert> fuck
<Synert> plugged in my memory stick and got a bsod

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Torr Samaho
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RE: gzdoom superior?

#23

Post by Torr Samaho » Mon Nov 16, 2015 10:07 pm

Zanieon wrote: lol, don't exagerate, Term, GZDoom 1.8.6 is from 2014, it isn't all that behind of the newer git versions.
And if you want to test Zandronum with the latest GZDoom git version, go here.

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Jaxxoon -R-
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RE: gzdoom superior?

#24

Post by Jaxxoon -R- » Thu Nov 19, 2015 10:21 am

Now this intrigues me, I had no idea Zandronum was so far ahead these days. Seems it's development has sped up exponentially since the 2.0 release, which is a delight to see. Is there anywhere I can find detailed info on what is currently happening in terms of the development and future plans?

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-Jes-
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RE: gzdoom superior?

#25

Post by -Jes- » Thu Nov 19, 2015 10:52 am

You could always check out the Tracker, as well as the #zatesting channel on IRC.

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Tiger
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RE: gzdoom superior?

#26

Post by Tiger » Thu Nov 19, 2015 4:39 pm

Torr Samaho wrote:
Zanieon wrote: lol, don't exagerate, Term, GZDoom 1.8.6 is from 2014, it isn't all that behind of the newer git versions.
And if you want to test Zandronum with the latest GZDoom git version, go here.
Amazing news! If you don't mind me asking, what GZDoom renderer (OpenGL engine) has been implemented for Zandronum in the latest revisions? For example, are you still using the older OpenGL engine used in GZDoom 1.8.x versions, or did you go with GZDoom 2.0.x version?

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fr blood
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RE: gzdoom superior?

#27

Post by fr blood » Thu Nov 19, 2015 7:31 pm

Jaxxoon -R- wrote: Now this intrigues me, I had no idea Zandronum was so far ahead these days. Seems it's development has sped up exponentially since the 2.0 release, which is a delight to see. Is there anywhere I can find detailed info on what is currently happening in terms of the development and future plans?
Even if Zandronum went that far, there are still a lot of stuff to fix in the tracker.

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Torr Samaho
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RE: gzdoom superior?

#28

Post by Torr Samaho » Thu Nov 19, 2015 7:47 pm

Jaxxoon -R- wrote: Now this intrigues me, I had no idea Zandronum was so far ahead these days. Seems it's development has sped up exponentially since the 2.0 release, which is a delight to see. Is there anywhere I can find detailed info on what is currently happening in terms of the development and future plans?
As Jes said, the tracker gives you a good idea of the changes we are currently working on and the source repositories show you everything that is already done.

We don't explicitly maintain a list of future goal. Our next goal is to finish Zandronum 3.0 based on GZDoom 1.8.6. What exactly is coming after 3.0 is not decided yet.
Tiger wrote: Amazing news! If you don't mind me asking, what GZDoom renderer (OpenGL engine) has been implemented for Zandronum in the latest revisions? For example, are you still using the older OpenGL engine used in GZDoom 1.8.x versions, or did you go with GZDoom 2.0.x version?
3.0 uses GZDoom 1.8.6, but our zdoom-sync branch is fully synced with the latest GZDoom git revision, i.e. g2.1.pre-1354-gad6ce5a right now, and I plan to keep this branch in sync with GZDoom's git head. Whether Zandronum 4.0 will use the GZDoom 2.x or the 1.x renderer is not decided yet. The main reason I maintain the zdoom-sync branch is so that we can exchange code from (G)ZDoom's head.

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RE: gzdoom superior?

#29

Post by Tiger » Thu Nov 19, 2015 10:39 pm

Seems like you guys pulled the impossible, good work ;)

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-Jes-
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RE: gzdoom superior?

#30

Post by -Jes- » Fri Nov 20, 2015 8:24 am

Tiger wrote: Seems like you guys pulled the impossible, good work ;)
It's a new age, Zandronum(formerly Skulltag) no longer being years behind...

And it is GLORIOUS!

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fr blood
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RE: gzdoom superior?

#31

Post by fr blood » Fri Nov 20, 2015 3:49 pm

We just need to be patient, when Zandronum 3.0 will be out the new theme of this topic will be "zandro superior?".

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RE: gzdoom superior?

#32

Post by Cruduxy » Sat Nov 21, 2015 7:03 pm

fr blood wrote: We just need to be patient, when Zandronum 3.0 will be out the new theme of this topic will be "zandro superior?".
Right after all the "Why I can't run zandronum" anymore topics.
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RE: gzdoom superior?

#33

Post by ZZYZX » Sat Nov 21, 2015 8:58 pm

lol I run 35fps @ 1920x1080 without dynlights and 2fps @ 1920x1080 with dynlights but thats cause new dynlight tecnhique is very bad (and old was too, even Doom3 that uses ONLY dynlights doesn't lag like that)

also

when Zandronum 3.0 comes out the new thread topics would be "OMG CANT RUN ZANDRONUM IN OPENGL ANYMORE HELP". For a good while. Just like the same topics at ZDoom/DW/iddqd forums.
Last edited by ZZYZX on Sat Nov 21, 2015 9:02 pm, edited 1 time in total.

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StrikerMan780
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RE: gzdoom superior?

#34

Post by StrikerMan780 » Wed Nov 25, 2015 6:13 pm

Once Zandronum 3.0 comes out, the performance difference between it and the latest GZDoom will be negligible. I've compared some of the most demanding maps between it and the GL 3.0-requiring GZDoom 2.1, and there's very little difference.
Last edited by StrikerMan780 on Wed Nov 25, 2015 6:14 pm, edited 1 time in total.

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