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Re: ZDoom CLASSIC

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 …

Re: old opengl-ports of classic shooters

in Windows
Welcome back! Have you tried the new version of ZDoom classic with a GL 1.1 card? It should work and i wonder how the performance would be. BTW i was wondering why did you chose OpenAL 1.12.854 for ZDoom LE? I guess that would be the last version working in 95? I switched to FMOD Ex for the GL …

Re: old opengl-ports of classic shooters

in Windows
No, look at my signature. As i stated on its thread that's the old version for win95. You need R3 but without GL 1.2 you're out of luck (of course it will run but in software). About the mouse i don't know what you're talking about, look thru the menus. Change renderer from the video mode menu. Use …

Re: old opengl-ports of classic shooters

in Windows
AFAIK ZDoom CL should run on GL 1.1 hardware, of course no BD. Have you actually used the 'enable GL system' switch? I've read somewhere that intel 815 supports OpenGL 1.2, have you tried the latest drivers? BD doesn't require OpenGL but you would miss some graphic effects. LE runs BD and has an …

Re: old opengl-ports of classic shooters

in Windows
Is there are Version of GZ-Doom which runs under WIn98se? Does that version work with brutal doom and what version of brutal doom should I use. Both ZDoom32 and ZDoom LE run on win98 and are capable of running BD and now have an OpenGL renderer. LE requires GL 1.2 support while ZDoom32 needs 2.0 …

Re: old opengl-ports of classic shooters

in Windows
You could try the new version of ZDoom CLASSIC, i merged it with a fixed GL renderer from GZDoom 1.0.17. Should run on GL 1.1 hardware and could be fast on a pentium. I've added a lot of stuff BTW. ZDoom CLASSIC

Re: ZDoom CLASSIC

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 …

Re: ZDoom LE (Legacy Edition)

I've finally released a new ZDoom LE version with the old OpenGL renderer for GL 1.2 cards. It's the GZDoom 1.8.4 renderer with later patches. I also backported the QZDoom render cull options by dpJudas from ZDoom32. I've managed to fix the bugs introduced with the restoration of the low detail …

Re: ZDoom32

I've released a new ZDoom32 version with the OpenGL renderer from GZDoom 1.9.1 with later fixes and additions, has shaders for GL 2.0 cards. I've also switched to FMOD Ex 4.36 for sound. I've also updated ZDoom LE for even older hardware. See first post for download and detailed info.

Re: ZDoom32

What's in my gzdoom repo (https://github.com/drfrag666/gzdoom, copied from README.md): Some ZDoom based legacy ports with lower system requirements for Windows 9x or later and older hardware. Some branches are discontinued from now on (SEP 04 2017). - gzdoom32 branch: ZDoom32 is a fork of truecolor …

Re: ZDoom32

I've just checked and runs fine. You need to select virtualmidisynth in the menu and it must be properly configured of course. It's just another midi device for ZDoom. BTW i updated the release a few days ago to fix a couple of rare savegame bugs. Some news: the next release will include an OpenGL …

Re: ZDoom32

May be it's just a poor driver problem. I know the hardware requirement is a card supporting 1.4 pixel shaders and for the software you need DX9 with the initial release not being enough. I've ported wall (line) culling to ZDoom32, dpJudas implemented it recently into QZDoom. It works really well …

Re: ZDoom32

Multi layer skies are fixed now so expect a proper release soon. I guess a pentium ii with 32 mb of ram and win98 will be required. I've reviewed sprite culling and changed infinite to maximum (8000) since that's the render limit. In QZDoom there are no options only 5000 which is the default. Why …

Re: ZDoom32

Well, people know SSE2 is required for truecolor in QZDoom. I could change the text file anyway. There's nothing to fix, it's old dpJudas c++ 32 bit renderer and it's already fast even without SSE2 compared to the new LLVM one. On my athlon 64 it's actually as fast as the latter (non SSE2 vs SSE2) …

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