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The End Of ZDoom

Posted: Mon Dec 26, 2016 11:25 pm
by Major Cooke
Prepare yourselves. GZDoom is springing itself free of ZDoom's renderer.

This is going to be a VERY bumpy ride...

I felt it prudent enough to warn especially the devs of Zandronum about ZDoom's incoming demise. If it didn't just considerably die already. :hmm:

Now Graf is advocating the use of QZDoom for software rendering, though that means folks with processors below Pentium 4 cannot play on QZDoom. And already GZDoom is falling out of line with ZDoom, starting today, with 5 commits so far and counting!

Re: The End Of ZDoom

Posted: Tue Dec 27, 2016 2:37 am
by Ænima
Oh well.


We here at Zandro remain unaffected since we're years behind both ZDoom and GZ. :v

Re: The End Of ZDoom

Posted: Tue Dec 27, 2016 2:55 am
by Marcaek
I can remember another port that was being held back by the project creator and then split off and that managed just fine really. A solution will present itself.

Re: The End Of ZDoom

Posted: Tue Dec 27, 2016 6:59 am
by Combinebobnt
Ænima wrote:Oh well.


We here at Zandro remain unaffected since we're years behind both ZDoom and GZ. :v
yea that would be wishful thinking for uh... skulltag 98d. This is going to matter starting right at zandronum 4.0 and beyond.


We get to watch all this fun stuff unfold and decide what zandornum should do with it later I guess

Re: The End Of ZDoom

Posted: Tue Dec 27, 2016 7:36 am
by Major Cooke
I don't think it'll affect zandronum. Zandronum is based off of GZDoom.

Re: The End Of ZDoom

Posted: Tue Dec 27, 2016 10:11 am
by Catastrophe
Major Cooke wrote:I don't think it'll affect zandronum. Zandronum is based off of GZDoom.
But there's still the question of the software renderer

Re: The End Of ZDoom

Posted: Tue Dec 27, 2016 7:36 pm
by Torr Samaho
Catastrophe wrote: But there's still the question of the software renderer
Yeah, Zandronum needs a reliable software renderer that works for all of our players. QZDoom's renderer may need too many resources for our needs. A bigger problem for Zandronum 4.0 is ZScript though. Our current c/s approach is incompatible with ZScript and we are still not sure what a feasible solution could be.

Re: The End Of ZDoom

Posted: Tue Dec 27, 2016 8:26 pm
by Major Cooke
QZDoom still has the pal/carmack renderer actually.

Re: The End Of ZDoom

Posted: Tue Dec 27, 2016 10:34 pm
by Mobius
Torr Samaho wrote:
Catastrophe wrote: But there's still the question of the software renderer
Yeah, Zandronum needs a reliable software renderer that works for all of our players. QZDoom's renderer may need too many resources for our needs. A bigger problem for Zandronum 4.0 is ZScript though. Our current c/s approach is incompatible with ZScript and we are still not sure what a feasible solution could be.
But 3.0 hasn't even been released yet why would 4.0 be a concern?

Re: The End Of ZDoom

Posted: Wed Dec 28, 2016 9:16 pm
by Torr Samaho
Major Cooke wrote:QZDoom still has the pal/carmack renderer actually.
So the old software renderer will be fully maintained?
Mobius wrote: But 3.0 hasn't even been released yet why would 4.0 be a concern?
ZScript and the recent developments at ZDoom have no influence on 3.0, but are of course a concern for our future development.

Re: The End Of ZDoom

Posted: Wed Dec 28, 2016 10:20 pm
by Major Cooke
Eruanna wrote:it will be maintained, yes, but it will not be in the same format that it was in zdoom, it's probably going to be a more C++'ified version of what Carmack originally wrote with extensions
still using Carmack and Randi code, obviously, but organized differently
but in essence will function exactly the same

Re: The End Of ZDoom

Posted: Sun Jan 08, 2017 10:21 am
by Edward-san
ZDoom is Dead, for real.

Re: The End Of ZDoom

Posted: Sun Jan 08, 2017 12:48 pm
by Major Cooke
I knew this was coming. But have no fear. QGZDoom will continue.