ZDoom CLASSIC

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ZDoom CLASSIC

Postby dondiego » 2017-3-23 @ 09:51

A ZDoom version from the good old days recompiled for 486 machines with some stuff and fixes added.
Why not 2.1.7 you may ask, well that one crashed instantly with a SIGSEV signal in thingdef.cpp (CreateNewActor) and didn't look good. May be trying to use memory without reserving it first.
I haven't tried it on a 486 however.

https://github.com/drfrag666/gzdoom/releases

--------------------------------------------------
ZDOOM CLASSIC 2.1.4a (GL 1.0.17a) R2.2 MAR 18 2018
--------------------------------------------------

ZDoom CLASSIC 2.1.4a is a fork of ZDoom 2.1.4 (https://github.com/rheit/zdoom) for Windows 9x and pentium machines.

Changes/features since 2.1.4a GL R2.1:
- Adjusted scaled status bar for 4x4 low detail mode.
- Fixed savegame comment size for the 640x400 resolution.
- Added light definition for megasphere.
- Added Deejay's par times for Thy Flesh Consumed.
- Added support for older versions of DeHackEd patches.
- A few more official fixes.
- Changed savegame list order, now they are sorted by slot number instead of alphabetically.

Changes/features since 2.1.4a GL:
- Added new 3x2 and 4x4 low detail modes.
- Added GL compatibility mode option to the video menu.
- Fixed crash starting the GL renderer on cards without 2d 32 bit support.
- Increased size of the savegame comment area.
- Added Windows 8 detection.
- Fixed crash with truecolor PNGs in GL mode (but they are not supported there).

Changes/features since 2.1.4a CL R2:
- Included old OpenGL renderer from GZDoom 1.0.17 with later fixes (off by default).
- Added Skulltag's HQ resize options and texture compression.
- Added sprite billboard options from GZDoom 1.0.31.
- Autoloading of lights.wad.
- Added early Direct3D renderer and a display menu option to switch between d3d and ddraw.
- More modern default keyboard layout.
- Command versions of the original Doom cheats.
- Added buddha cheat.
- Render cull options (sprite and wall distance) to increase performance.
- More ZDoom patches (mostly up to date with ZDoom 2.1.5).
- Now compiled for pentium architecture (but i guess performance on 486s will not be affected).

Changes/features since 2.1.4a CL:
- Added video menu options to change fullscreen display bits for compatibility and disable widescreen aspect
ratio correction.
- Some more official fixes.

Changes/features since 2.1.4:
- Includes some later fixes.
- Compiled for 486 architecture.
- Added a new quad horizontally and double vertically mode from ZDoom LE.
- Added pixel doubled and quadrupled lowres directdraw modes from ZDoom 2.3 for more recent Windows versions.
- Engine defaults changed for 486 machines.
- Added some missing video settings to the display options menu.
- To set the default video mode on slow machines sometimes you need to press enter twice.

Minimum estimated system requirements are: 486DX4-100, 16 mb of ram, 1 mb svga card and windows 95.
Tested on a Pentium 90 with 32 mb of ram and a trident 1 mb graphics card on win95c, i get 38 fps @320x200.
This is intended for vanilla levels and old mods from 2006.

For modern windows i recommend CoolSoft VirtualMIDISynth with the following soundfonts: Roland SC-55,
Yamaha DX50XG and AWE64 Gold from viewtopic.php?f=9&t=45600.
A good alternative is the Yamaha S-YXG50 Portable VSTi software synth at http://veg.by/en/projects/syxg50/.

NOTE: On windows 8 and above trying to go fullscreen on some systems when using ddraw you may get a black screen, a batch file (RUNME_WIN8_1ST.cmd) is included for convenience.
A DirectDraw to OpenGL wrapper such as DXGL for GL 3 cards should fix the problem, or just use d3d.

The source code can be downloaded from https://github.com/drfrag666/gzdoom.

Copyright © 1993-1996 id Software, 1998-2016 Randi Heit, 2002-2017 Christoph Oelckers, et al.
This version by drfrag from zdoom.org and dondiego from vogons.org.
Note that drfrag and dondiego might be the same person.

ZDoom CL release without the GL renderer:
https://github.com/drfrag666/ZDoom-CL/releases

More stuff from drfrag:
ZDoom32 2.8.4, a fork of truecolor ZDoom by dpJudas and Rachael and ZDoom.
https://github.com/drfrag666/gzdoom/releases
ZDoom LE 2.8.2, a fork of the ZDoom 2.8.1 maintenance branch for Windows 9x and old machines.
https://github.com/drfrag666/gzdoom/releases
Romero's Heresy II, an universal ZDoom mod to play Heretic levels with Doom and Heretic modified weapons and monsters.
http://www.moddb.com/mods/romeros-heresy-ii
Romero's Heresy 0.15, a conversion of all the Heretic levels to Doom II.
http://www.moddb.com/mods/romeros-heresy
My Brutal Doom v20c unofficial patch.
http://www.moddb.com/mods/brutal-doom/a ... cial-patch
Last edited by dondiego on 2018-3-19 @ 20:32, edited 9 times in total.
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Re: ZDoom CLASSIC

Postby hail-to-the-ryzen » 2017-3-28 @ 05:42

The Doom megawad "Back to Saturn X E1: Get Out Of My Stations" (BTSX EP1 v111) was released on March 2nd:
https://www.doomworld.com/forum/topic/6 ... ixes-argh/
https://www.doomworld.com/idgames/level ... ds/btsx_e1

It is reported as compatible with Doom2.exe and I confirmed it is compatible with the latest zdoom versions. However, it shows load errors with older versions of zdoom. In particular, ZDoom-CL showed an error in MAPINFO upon loading this megawad (=15 or more levels). Attached an alternate MAPINFO file so the megawad loads in ZDoom-CL.

To install, the attached MAPINFO replaces the original MAPINFO in btsx_e1a.wad. This may work in SLADE3, but instead I used SLumpEd, a lump manager/editor: https://zdoom.org/wiki/SLumpEd. The attached MAPINFO is imported into this wad file with the editor's "import" function. Next, save the change.

To load the mod in ZDoom-CL, I used this command line:
zdoom.exe -iwad doom2 -file btsx_e1a.wad btsx_e1b.wad

Modifications made to attached MAPINFO as compared to the original file in BTSX EP1:
1. The defaultmap code block was deleted
2. Double quotes ("...") were removed from the parameter names
3. The parameters for the tall skies were replaced with (where x is a #): sky1x SKYx 0

ZDoom-CL has a display option to "stretch short skies" which may be compared against the display of this megawad's sky in vanilla Doom2.

Tested this in the start map only, but the changes also provide a reference for adapting any other megawads with a similar MAPINFO issue.
Attachments
MAPINFO.zip
MAPINFO for BTSX EP1 in ZDoom-CL
(954 Bytes) Downloaded 16 times
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Re: ZDoom CLASSIC

Postby dr_st » 2017-3-28 @ 07:13

Ah, the famous "Buttsex E1" got an update? Cool.

It's amazing how alive and kicking the community is, as we are nearing a quarter century from the original release. :)
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Re: ZDoom CLASSIC

Postby dondiego » 2017-3-29 @ 09:02

I guess you've tried ZDoom LE.
On BTSX they switched to the new MAPINFO format introduced in ZDoom 2.3, to keep compatibility they'd have used ZMAPINFO instead. BTW it crashed on vanilla that's why there are two wads now.
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Re: ZDoom CLASSIC

Postby dondiego » 2017-4-07 @ 08:28

New release, i've updated the first post.
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Re: ZDoom CLASSIC

Postby hail-to-the-ryzen » 2017-4-14 @ 06:01

The Doom megawad "Ancient Aliens" was released in 2016:
https://www.doomworld.com/idgames/level ... ds/aaliens

It is compatible with the latest zdoom. However, it shows MAPINFO load errors with older versions of zdoom. Attached an alternate MAPINFO file so the megawad loads in ZDoom-CL. Requires further work, particularly for the "unknown type" issue.

To install, the attached MAPINFO replaces the original MAPINFO in aaliens.wad. Instructions in a post above.
Attachments
MAPINFO.zip
MAPINFO for "Ancient Aliens" in ZDoom-CL
(1003 Bytes) Downloaded 13 times
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Re: ZDoom CLASSIC

Postby dondiego » 2017-9-08 @ 22:41

I've updated the ZDoom classic version, i've merged an ancient GZDoom 1.0.17 GL renderer with later fixes and additions as well. BTW among them i recreated the 1.0.18 fix with Graf's clues (basically he said what to do in another forum). I had to make the merge manually with DiffMerge since there was still no GZDoom repo.
Also has an early Direct3D renderer and again the render cull options by dpJudas.
It's a good nostalgia trip, i tried to update it to 2.1.7 and even 2.1.6 but kept crashing with GCC.
See first post for downloads and detailed info.
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Re: ZDoom CLASSIC

Postby Kamerat » 2017-9-26 @ 15:29

Thanks! This one worked on my VIA C3 "Ezra" 733MHz in Windows 98SE while your other versions crashes complaning about illegal instructions, don't think C3 got Pentium compatible before the C3 "Nehemiah" came out.
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Re: ZDoom CLASSIC

Postby dondiego » 2017-9-26 @ 18:38

Thanks. Are you talking about the latest version with D3D and OGL?
I don't think is the cpu, they should work even on a 386 at least in theory. Which graphics card do you have? May be is a DX9 compliant card with an early crappy driver and crashes trying to run on D3D. Try editing the ini file and change vid_forceddraw to true.
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Re: ZDoom CLASSIC

Postby Kamerat » 2017-9-27 @ 12:36

Yes, ZDOOM LE 2.8.1a (GL 1.8.4a) and ZDOOM LE 2.8.1a R2.2. Changing vid_forceddraw to true did help for the C3 "Ezra", also tried a Pentium III and it worked with both true and false. I actually had to run the Pentium III first to create the config files. The graphics card I'm using is a GeForce FX5500 64bit 128MB with ForceWare 71.84 driver.
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Re: ZDoom CLASSIC

Postby gerwin » 2017-9-27 @ 14:33

I tried your latest version yesterday (ZDOOM32 2.8.2 (GL 1.9.1a) SEP 04 2017) It works well on Windows XP. Also the GL renderer works. Good work!

Any plans to look at the issue with system midi? Or was that tackled already?
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Re: ZDoom CLASSIC

Postby dondiego » 2017-9-29 @ 09:36

Of course you could update your graphic drivers to forceware 81.85, or create a shortcut with the 'zdoom +vid_forceddraw 1' command.

The issue with system midi was never investigated and is probably still there, i don't know how to fix it but i'm pretty sure you could do it yourself. I upgraded to FMOD Ex 4.36 BTW.
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Re: ZDoom CLASSIC

Postby Kamerat » 2017-9-30 @ 11:35

Tried the 81.98 driver with the same result. Also tried dgVoodoo in DirectX 9 mode and it didn't work on the Ezra too, so I guess it's a driver issue.
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Re: ZDoom CLASSIC

Postby dondiego » 2017-10-02 @ 08:48

Updating the driver worked for me on my Geforce FX 5500, not sure if version is the one i mentioned above.
BTW i've added a new 3x2 low detail mode (it's in the repo), this one has been tricky. Originally i intended to add a 3x3 mode but seems it's impossible, same for 3x1.
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Re: ZDoom CLASSIC

Postby dondiego » 2017-11-08 @ 19:35

I've released new versions of both ZDoom LE and Classic. See first post.
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Re: ZDoom CLASSIC

Postby dondiego » 2017-11-18 @ 08:56

I've just updated this to fix a crash in GL mode with truecolor PNGs, the crash was already there in GZDoom 1.0.17 when compiled with gcc and it's not related to the addition of that half-assed support in software. That ancient renderer didn't support truecolor PNGs (it's the one using DevIL before the texture management refactoring) and where in VC you got missing textures with gcc you get a crash. Obviously i haven't tested this much, sorry for the inconvenience.
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Re: ZDoom CLASSIC

Postby dondiego » 2018-3-20 @ 11:38

I've released a new ZDoom Classic version, i thought it was dead. It's a minor update, i haven't ported the ACS stack checking since this is meant to run old mods and i think it wouldn't make sense. Also i've brought up to date the abandoned old version without the GL renderer.
Apparently this is actually useful to run very old mods. I've tested Hi-Tech Hell 2 - Alien Tech from 2005 and has problems in more recent versions, but scripts are admitted to be buggy in the readme. Regarding mod compatibility this is mostly equivalent to ZDoom 2.1.5, 2.1.6 and 2.1.7 crashed with MinGW as stated earlier. Of course it won't run BD so don't even try. :P

See first post for full list of changes since 2.1.4.
Changes/features since 2.1.4a GL R2.1:
- Adjusted scaled status bar for 4x4 low detail mode.
- Fixed savegame comment size for the 640x400 resolution.
- Added light definition for megasphere.
- Added Deejay's par times for Thy Flesh Consumed.
- Added support for older versions of DeHackEd patches.
- A few more official fixes.
- Changed savegame list order, now they are sorted by slot number instead of alphabetically.

https://github.com/drfrag666/gzdoom/releases
https://github.com/drfrag666/ZDoom-CL/releases

As a side note the 3x2 low detail mode is not 100% right in all ports when decreasing screen size. This is a somewhat weirdo mode and adjustment is not perfect, could it even be? I planned to do a 3x3 mode but i couldn't get it to work. :)
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Re: ZDoom CLASSIC

Postby dondiego » 2018-3-20 @ 23:40

I've reuploaded the release since a guy has reported a crash with certain old unsupported dehacked patches. It was a GZDoom bug and it's fixed now. The good version is from march 20.

https://github.com/drfrag666/gzdoom/commits/zdoomcl
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