Why would a game based on an engine from thirty years ago need those hardware requirements? Just admit that Graf Zahl is a shit programmer when he could have added multicore support a long time ago
Graf Zahl is an old frick who doesn't give a shit about GZDoom, and everyone else is either a troony (Rachael) or an incompetent moron (dpJudas, the genius who can't get baked lighting working without resorting to Vulkan-only support).
Once Graf will kick the bucket (which might be soon) you'll see this entire engine fall apart.
It's not. I'm making a game on GZDoom and I have to use VKDoom (a fork of GZDoom) because it's the only version of GZDoom where baked lighting will actually light up models/sprites. Basically, if I make a pitch dark room and put a baked light in it, and run it in base GZDoom, only the walls and floors will be lit up. Everything else will still be pitch dark as if there is no lighting.
And even with that, I still run into various issues when building the lightmaps because either ZDRay decides to shit itself or because Ultimate Doom Builder (a program even worse than GZDoom if you can imagine that) fricks up the level nodes.
Honestly speaking, why are you even using GZDoom, or derivatives for this matter, to make games? I just can't stand how bad the engine performs, Selaco being one such game I have a gripe with its performance, this is just self-torture at this point. If I have to be honest with you, GZDoom is only good for mods, even if said mods cause FPS drops, NOT for full-fledged games.
1. I can't code
2. I know the engine well enough
3. There's too much work already done on the engine to port everything even if I did find someone willing to cooperate with me.
It's easier if I just continue working on GZDoom. Sure it will be unoptimized but at least it will actually exist.
There's Zandronum and LZDoom but they're both basically abandoned at this point. They haven't been updated in years despite the devs saying they were still working on them.
I haven't been really within the Doon community for years now, but from what I remember Zandronum updates were very slow and very small in terms of features. I don't know how relevant that info is nowadays.
When did Randi troon out? I don't keep tabs on the doom community and I only visit the Doomworld and Zdoom forums for mods but I clearly remember Randi being a dude.
Why the frick do need a maintained port. Noone is adding new features to these engines. They just work. Go download prBoom, DSDA, older version of gzdoom.
What the frick is wrong with you people.
Imagine going back to the 90's and telling then that in like 3 decades people will need computers with like 50 times more horsepower just to run doom engine mods and games at 60 fps
Why do you have such a shit potato that you can't even play GZDoom games?
Why would a game based on an engine from thirty years ago need those hardware requirements? Just admit that Graf Zahl is a shit programmer when he could have added multicore support a long time ago
Because they've ripped out massive chunks of the engine to enable BING BING WAHOO WAOW features like dynamic lighting and absurdly high resolutions.
Doom was original designed to run at like 320x240 on a 386, the original code from Id had no concept of a GPU at all
Normies use GZdoom.
Speedrunners use DSDA-Doom.
Purists use Chocolate Doom
>Purists use Chocolate Doom
morons who only play Doom 1 through Plutonia. Chocolate Doom cannot run any limit removing custom WAD.
I use gzdoom for gore mods and VR
Graf Zahl is an old frick who doesn't give a shit about GZDoom, and everyone else is either a troony (Rachael) or an incompetent moron (dpJudas, the genius who can't get baked lighting working without resorting to Vulkan-only support).
Once Graf will kick the bucket (which might be soon) you'll see this entire engine fall apart.
>the genius who can't get baked lighting working without resorting to Vulkan-only support
This has to be bullshit, right?
It's not. I'm making a game on GZDoom and I have to use VKDoom (a fork of GZDoom) because it's the only version of GZDoom where baked lighting will actually light up models/sprites. Basically, if I make a pitch dark room and put a baked light in it, and run it in base GZDoom, only the walls and floors will be lit up. Everything else will still be pitch dark as if there is no lighting.
And even with that, I still run into various issues when building the lightmaps because either ZDRay decides to shit itself or because Ultimate Doom Builder (a program even worse than GZDoom if you can imagine that) fricks up the level nodes.
Honestly speaking, why are you even using GZDoom, or derivatives for this matter, to make games? I just can't stand how bad the engine performs, Selaco being one such game I have a gripe with its performance, this is just self-torture at this point. If I have to be honest with you, GZDoom is only good for mods, even if said mods cause FPS drops, NOT for full-fledged games.
1. I can't code
2. I know the engine well enough
3. There's too much work already done on the engine to port everything even if I did find someone willing to cooperate with me.
It's easier if I just continue working on GZDoom. Sure it will be unoptimized but at least it will actually exist.
>I know the engine well enough
As in, I know how to work with every other aspect with it and do it pretty fast, I think I should've cleared that up.
Is there an in between with dsda and gz? I don't like gz but dsda still feels kind of barebones
There's Zandronum and LZDoom but they're both basically abandoned at this point. They haven't been updated in years despite the devs saying they were still working on them.
Zandronum is still getting updated, what the frick are you talking about?
I haven't been really within the Doon community for years now, but from what I remember Zandronum updates were very slow and very small in terms of features. I don't know how relevant that info is nowadays.
Zandronum, but it doesn't support all gameplay mods, specially new ones.
>Dat Madness Combat mod
Zdoom dev is a troon now, what did you expect?
When did Randi troon out? I don't keep tabs on the doom community and I only visit the Doomworld and Zdoom forums for mods but I clearly remember Randi being a dude.
I imagine it was when he changed his name from Randy to Randi.
Somewhere within five months after dropping zdoom development.
Ok but what’s the actively maintained limit removing alternative
Why the frick do need a maintained port. Noone is adding new features to these engines. They just work. Go download prBoom, DSDA, older version of gzdoom.
What the frick is wrong with you people.
Imagine going back to the 90's and telling then that in like 3 decades people will need computers with like 50 times more horsepower just to run doom engine mods and games at 60 fps
That's what happens when you try to shoehorn "modern" features into engines made 30 years ago instead of using new engines.
I honestly would like to know what would John Carmack's reaction to GZDoom would be considering how much of a bad engine it is
E-mail him.