![]() The main thing to consider is that all of drfrag's ZDoom ports are essentially maintenance branches of whatever version they're based onĪlthough drfrag's plans change frequently. ''.There are a ton of reasons why I think it's in both his and the consumers benefit to do so. It does mean you have to downgrade slightly in feature support though, as Zandro is GZDoom 1.8.6 based. Move to Zandronum to include multiplayer. Do note that LZDoom also has OpenGL 2.0 support, this is just mentioned because its an official GZDoom build. This would bring a huge update in general, but you will have locked in support (as this is also a legacy build). GZDoom 3.4/3.4.1 is the last to support OpenGL 2.0 (That is also in GZDoom 1.9.1). Move to a more modern GZDoom build but still retain some legacy support. So with ZScript and what not.įor an incremental update that won't deviate/change much further going forward, pick ZDoom32.įor a bigger upgrade that may see support being stopped as per post, pick latest LZDoom, if 3.85 is the last build to be released with OpenGL 2.0 support. LZDoom = Similar to latest GZDoom, but towards better legacy support. So obviously, they are similar, but ZD32 is more of an incremental update to DZDoom as it stands. I need to know what should be the most ideal version for DZdoom, please leave a comment because the engine I select should be chosen. I will start to modify any of these 2 ports which are maintained by these are Zdoom32 which is the closest thing to the version I used in for my previous project Gzdoom, which was set to run the PSXDOOM maps and DOOM64 in UDMF but with an environment similar to the original game, although not perfect, and LZdoom that has zscript and other improvements more similar to the current versions. Greetings to all, long ago I have an ambitious goal, but I do not want to leave out all those who cannot run the latest versions of Gzdoom. This is meant to keep supporting 32 bit systems besides being and alternative fork with some different features such as something really heretical i added recently. Soon i won't be able to maintain the GL2 renderer, well i'm about to discontinue the g3.3mgw branch i mean since the code has diverged so much that i can't port all the new stuff: for instance sheet fonts don't work but surprisingly widescreen title graphics were portable and seems they work. The idea was to do some kind of ZDoom reboot based on dpJudas' polybackend but in the end i'll keep the LZDoom name and the GL renderer, but it's based on a modern GZDoom and it's up to date. ![]() As i told you it depends on what you want to achieve, is it meant to run mods? Do you want to keep shaders working on GL2 hardware? With ZDoom32 you could save yourself a lot of work probably but then you could also port your shaders to LZDoom's legacy render path and keep both shader systems maybe. The poll result was to be expected as ZDoom32 is far less popular. ![]() Why do you type DZdoom instead of DZDoom? ![]()
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