View Full Version : zDooM gl
September 15th, 2004, 10:11 AM
Where do I put the hi-res textures if I want to use them for zDooM gl or is that for future planning?
September 15th, 2004, 11:24 AM
Open up the pk3, there should be a readme.txt in there at the top level directory. I cant remember the directories offhand but they're in the readme file. :)
September 15th, 2004, 12:10 PM
thanks, It works now, I like the weird texture resizer that zdoom gl has, it makes the game look cartoony :p
September 15th, 2004, 01:57 PM
Yeah it is pretty cool, it actually originates from the arcade/console emulation scene - it does a lot better magic on cartoony games like Zelda or Street fighter, just for your intrest ;)
Although Doomsday got it as well, shortly after Timmie had put it in ZDGL *thumbs*
September 18th, 2004, 09:29 AM
I didn't know doomsday has it as well.
September 18th, 2004, 10:38 AM
Yeah, you need to activate smart texture filtering in the control panel.
September 18th, 2004, 02:40 PM
thx, but it doesn't have a level of filtering so it doesn't look too cartoony, it is still great because it makes the sprites look more crisp. and the fonts.
October 6th, 2004, 04:58 PM
please port zdoomgl to linux :P
October 6th, 2004, 06:57 PM
Creator of ZDoomGl says, "NEVER!!!! MUHAHAHAHAHA!!!!!"
Psycho. Ah great, that made me think of a song, and now I can't get it out of my head *sick*
October 16th, 2004, 12:42 PM
Linux RULEZ , they must port zdoomgl to linux !!!
October 16th, 2004, 06:48 PM
Thats probably unlikely, although you could do worse than ask over here: http://forum.mancubus.net
October 16th, 2004, 09:20 PM
Said it before, I'll say it again :)
I personally won't do the port, since I don't have Linux installed or have any experience with development in Linux. But if someone wants to do the port themselves I have no problem helping them out. Right now it would be impossible, since the Linux support in ZDoom 2.0.63a doesn't work anyway, but I'm assuming it'll be back up to snuff in .64.
October 26th, 2004, 10:45 AM
How do I turn off the splats in ZDoomGL? I don't have any launcher or frontend with any options, just the .exe and I drag the wad I want to play onto it and it works great.
But I don't like the funky looking splats it makes. IE: I waste a cyberdemon and I have all these big black blotches all over! Not just on walls and even penetrating walls, (which looks very odd,) but hanging in mid-air attached to nothing. Blood splats too. No sustaining smear on the ground where I wasted him, but hanging in the air all around are the remains of the battle. This looks REALLY weird!
ZDoomGL does a great job of everything else. Much faster than JDoom (since it doesn't use dynamic lighting I guess). But these weapon and blood splats are entirely unrealistic and distract from the game immersion too much. I'd rather have none, or a way to control them.
Very sorry for the dissertation. I'm very impressed after months of trying to get another GL port to work, but I don't like this aspect at all. Please help if possible.
October 27th, 2004, 02:31 AM
October 27th, 2004, 08:49 AM
Many thanks! My .ini file says "gl_draw_decals=true", so I changed it to false. Should do the trick though. :)
November 2nd, 2004, 11:43 AM
Well, I should have read the included text file so Timmie wouldn't have had to answer my stupid decal question. I've read it now, but I can't find any way to get Doom1 wads to play in ZDoomGL.
Is there a way to do this like there is with Legacy and JDoom? Or is the fabulous ZDoom only for Doom2?
November 3rd, 2004, 01:26 AM
"zdoomgl.exe -iwad doom.wad -file mypwad.wad".
November 4th, 2004, 11:31 AM
Many thanx again, Timmie, but I can't find where to do this. Must be a DOS command and I can't deal with that. Someone should make a decent frontend for Windows to launch Zdoom, and ZDoomGL. .
I found one that was Swiss, or German, or maybe Dutch and tried to download it thinking I can find a translation somewhere. Program was on Geoshitties or some other limited access server so I never got it.
Well we all need to have something to complain about. At least I got ZDoomGL working fine for DoomII wads. Love to know how to get Risen working, but same trouble there I think. :(
November 4th, 2004, 07:35 PM
November 5th, 2004, 08:57 PM
Love to know how to get Risen working, but same trouble there I think. :(
1 . Install risen3d to, say, c:\risen3d
2. Install launcher to c:\risen3d.
3. Load up the launcher and click the blue "I" symbol with the magnifying glass to check for IWAD paths.
4. For PWADS, click R3DGames folder and within this folder create a new folder for your pwad game ( e.g. eternal ). Then in this folder create a new folder named PWADS. Place all necessary files in here .wad(s), .deh(s), .txt(s).
5. Load launcher again and select either Base games or udir folders. gwa files or rebuilt nodes\gwa files will be built and launch either pwads or iwads.
That should do it. :)
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