Why is GZDoom such a shit source port?

Why is GZDoom such a shit source port?

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  1. 3 months ago
    Anonymous

    Why do you have such a shit potato that you can't even play GZDoom games?

    • 3 months ago
      Anonymous

      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

      • 3 months ago
        Anonymous

        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

  2. 3 months ago
    Anonymous

    Normies use GZdoom.
    Speedrunners use DSDA-Doom.
    Purists use Chocolate Doom

    • 3 months ago
      Anonymous

      >Purists use Chocolate Doom
      morons who only play Doom 1 through Plutonia. Chocolate Doom cannot run any limit removing custom WAD.

    • 3 months ago
      Anonymous

      I use gzdoom for gore mods and VR

  3. 3 months ago
    Anonymous

    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.

    • 3 months ago
      Anonymous

      >the genius who can't get baked lighting working without resorting to Vulkan-only support
      This has to be bullshit, right?

      • 3 months ago
        Anonymous

        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.

        • 3 months ago
          Anonymous

          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.

          • 3 months ago
            Anonymous

            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.

            • 3 months ago
              Anonymous

              >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.

  4. 3 months ago
    Anonymous

    Is there an in between with dsda and gz? I don't like gz but dsda still feels kind of barebones

    • 3 months ago
      Anonymous

      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.

      • 3 months ago
        Anonymous

        Zandronum is still getting updated, what the frick are you talking about?

        • 3 months ago
          Anonymous

          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.

    • 3 months ago
      Anonymous

      Zandronum, but it doesn't support all gameplay mods, specially new ones.

  5. 3 months ago
    Anonymous

    >Dat Madness Combat mod

  6. 3 months ago
    Anonymous

    Zdoom dev is a troon now, what did you expect?

    • 3 months ago
      Anonymous

      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.

      • 3 months ago
        Anonymous

        I imagine it was when he changed his name from Randy to Randi.

      • 3 months ago
        Anonymous

        Somewhere within five months after dropping zdoom development.

  7. 3 months ago
    Anonymous

    Ok but what’s the actively maintained limit removing alternative

    • 3 months ago
      Anonymous

      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.

  8. 3 months ago
    Anonymous

    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

    • 3 months ago
      Anonymous

      That's what happens when you try to shoehorn "modern" features into engines made 30 years ago instead of using new engines.

    • 3 months ago
      Anonymous

      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

      • 3 months ago
        Anonymous

        E-mail him.

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