compaired to others, what does Zandronum have?

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Rcj8993
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compaired to others, what does Zandronum have?

#1

Post by Rcj8993 » Thu Apr 07, 2016 5:35 pm

Ive been thinking of switching to other Source Ports to make my mods for.

I use GZDOOMBUILDER, and ive been using UDMF with Zandronum for most of my modding.

And ive wondered if i could be using abetter source port. I hear its easier to use slopes with GZDOOM

Compaired to other source ports like DOOMSDAY, Zdoom, GZDoom...

What does Zandronum have that they dont?

And what do they have that Zandronum doesnt?

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Re: compaired to others, what does Zandronum have?

#2

Post by Sean » Thu Apr 07, 2016 5:44 pm

Zandronum has the best client-server multiplayer architecture and is highly extensible thanks to it being a fork of GZDoom. The only disadvantage is that Zandronum is behind GZDoom a bit.
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Rcj8993
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Re: compaired to others, what does Zandronum have?

#3

Post by Rcj8993 » Thu Apr 07, 2016 6:29 pm

Sean wrote: The only disadvantage is that Zandronum is behind GZDoom a bit.
How far behind?

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Re: compaired to others, what does Zandronum have?

#4

Post by Monsterovich » Thu Apr 07, 2016 6:30 pm

Sean wrote: The only disadvantage is that Zandronum is behind GZDoom a bit.
yeah... A BIT...
Zandronum has the best client-server multiplayer architecture
I guess, zandronum with zdoom 2.8.1 base will possibly kill zdoom because of that.
Last edited by Monsterovich on Thu Apr 07, 2016 6:52 pm, edited 2 times in total.

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Re: compaired to others, what does Zandronum have?

#5

Post by Slyfox » Thu Apr 07, 2016 6:50 pm

Monsterovich wrote:
Sean wrote: The only disadvantage is that Zandronum is behind GZDoom a bit.
yeah... A BIT...
Your insightful little quip in this thread has me interested. Since you may be the coding expert we need to make the proper alterations to zandronum, and in turn add the missing features from Gzdoom; May I ask you based on your experience, how far behind are we?

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Re: compaired to others, what does Zandronum have?

#6

Post by Lollipop » Thu Apr 07, 2016 6:55 pm

Let me clarify based on my knowledge.
The zan 3.0 WIP version is based on zdoom 2.7.1iirc. When it is released we will have all the features we have been craving for for so many years, but we won't have zdoom 2.8 features yet. This will come later.

Also, there is no difference with slopes in zan and gzdoom, I have at least never experienced this in any way.

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Re: compaired to others, what does Zandronum have?

#7

Post by Monsterovich » Thu Apr 07, 2016 7:19 pm

Slyfox wrote:add the missing features from Gzdoom;
I tried that and it always fails, because Graffy and his friends just don't like such "complicated" features that I suggest. Like this. Even if a concept is good, I always get one of these answers:

- It's impossible! (about renderer optimization)
- Not needed. (about zdoom demos without desyncs, zandro fixed it, yeah :P)
- I don't need this. (about blocky mode in SWGL)
- Do not give that to modders!111 (about individual access)
- I don't understand ZDoom code!!! (about difference in brightness of textures on textured automap in software and opengl)
- I don't understand Doom Legacy code! (about opengl coronas)

I realized...
I don't want to deal with such people and you are forcing me to do that. That's the cause of my criticism.

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Re: compaired to others, what does Zandronum have?

#8

Post by Rcj8993 » Thu Apr 07, 2016 7:37 pm

So will Zandronum have the better slope building features that UDMF supports via GZDoomBuilder or no?

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Re: compaired to others, what does Zandronum have?

#9

Post by Sean » Thu Apr 07, 2016 8:02 pm

Rcj8993 wrote:So will Zandronum have the better slope building features that UDMF supports via GZDoomBuilder or no?
Eventually. Probably in 3.0, if you're referring to changing heights of vertices directly.
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Re: compaired to others, what does Zandronum have?

#10

Post by ibm5155 » Thu Apr 07, 2016 11:03 pm

vertex slope floor/ceiling is your friend (It's really easy to make slopes, unless you want a 3D slope, and even harder for a 3D triangle [a 3D slope with only 3 vertices)
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Re: compaired to others, what does Zandronum have?

#11

Post by DoomCoach » Fri Apr 08, 2016 7:13 am

So when does Zandronum 3.0 become official?

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Re: compaired to others, what does Zandronum have?

#12

Post by Sean » Fri Apr 08, 2016 8:38 am

When it's done®
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Re: compaired to others, what does Zandronum have?

#13

Post by Kara Kurt » Fri Apr 08, 2016 9:27 am


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Re: compaired to others, what does Zandronum have?

#14

Post by ZZYZX » Fri Apr 08, 2016 10:40 am

Monsterovich wrote:
Slyfox wrote:add the missing features from Gzdoom;
I tried that and it always fails, because Graffy and his friends just don't like such "complicated" features that I suggest. Like this. Even if a concept is good, I always get one of these answers:

- It's impossible! (about renderer optimization)
- Not needed. (about zdoom demos without desyncs, zandro fixed it, yeah :P)
- I don't need this. (about blocky mode in SWGL)
- Do not give that to modders!111 (about individual access)
- I don't understand ZDoom code!!! (about difference in brightness of textures on textured automap in software and opengl)
- I don't understand Doom Legacy code! (about opengl coronas)

I realized...
I don't want to deal with such people and you are forcing me to do that. That's the cause of my criticism.
How does all this relate to Zandronum being behind GZDoom?
On topic, usually development version of Zandronum is one version behind the latest stable release of ZDoom. That is, 3.0 is at 2.7.1, and latest stable ZDoom is 2.8.

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Re: compaired to others, what does Zandronum have?

#15

Post by Redfox123 » Fri Apr 08, 2016 11:07 am

zandronum has bots
and they are funny
ahh i remember adding bots on the old st map infinite void
the memories
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