Off-topic chat. Real talk.
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Major Cooke
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#1
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by Major Cooke » Mon Dec 26, 2016 11:25 pm
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.
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!
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Ænima
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#2
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by Ænima » Tue Dec 27, 2016 2:37 am
Oh well.
We here at Zandro remain unaffected since we're years behind both ZDoom and GZ. :v
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Marcaek
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#3
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by Marcaek » Tue Dec 27, 2016 2:55 am
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.
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Combinebobnt
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#4
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by Combinebobnt » Tue Dec 27, 2016 6:59 am
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
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Major Cooke
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#5
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by Major Cooke » Tue Dec 27, 2016 7:36 am
I don't think it'll affect zandronum. Zandronum is based off of GZDoom.
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Catastrophe
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#6
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by Catastrophe » Tue Dec 27, 2016 10:11 am
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
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Torr Samaho
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#7
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by Torr Samaho » Tue Dec 27, 2016 7:36 pm
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.
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Major Cooke
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#8
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by Major Cooke » Tue Dec 27, 2016 8:26 pm
QZDoom still has the pal/carmack renderer actually.
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Mobius
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#9
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by Mobius » Tue Dec 27, 2016 10:34 pm
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?
dewsome: i can do this all day
dewsome: do you think you're somehow special? i spent years arguing with nostar, jenova, mobius
<+Thomas13> Mobius u r inferior, go outside and get beaten up
Alfonzo ~
"I wonder who will hear him trash talk when the dirt closes over him?"
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Torr Samaho
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#10
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by Torr Samaho » Wed Dec 28, 2016 9:16 pm
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.
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Major Cooke
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#11
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by Major Cooke » Wed Dec 28, 2016 10:20 pm
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
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Major Cooke
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#13
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by Major Cooke » Sun Jan 08, 2017 12:48 pm
I knew this was coming. But have no fear. QGZDoom will continue.