ZDoomGL version 1.22 (0.66) Info

Download ZDoomGL version 1.22 (0.66)
Filename: ZDoomGLB066.zip
Author: Michael Ryssen
Size: 585.6 KB
Created: 5/21/2001
Updated: 9/26/2003
Downloads:
Also known as:
Download ZDoomGL version 1.22 (0.66)
Reader Rating
Rate this file:
ZDoomGL version 1.22 (0.66) Details
ZDoomGL is an OpenGL compatible version of ZDoom. It supports shareware Doom, registered Doom & Doom II. You need to install ZDoom version 1.22 before running ZDoomGL. See more info for some of the readme.txt on what's new.

ZDoomGL V1.22 gl(0.66) [14/05/01]
---------------------------------

ZDoomGL is an OpenGL port of ZDoom.
ZDoom (http://zdoom.notgod.com) is a Win32 port of Doom by Randy Heit (rheit@iastate.edu).
ZDoomGL compiles with Microsoft Visual C V5.0 compiler.
Minimal requirements are a Pentium & 32Mb of memory.
A 3D accelerated card is needed (OpenGL compatible).
It runs fine on a P200 with a voodoo1 3dfx card.

What's new in V0.66:
--------------------
(compiled with MSVC4)
- Level of details (LOD) for MD2 support:
For each MD2, 4 LOD are created (100% of polygons, 75%, 50% & 25%).
The farther the MD2 is, the lesser LOD it will use.
LOD can be enabled / disabled from the OpenGL option menu (g_bUseMRM console variable).
The distances, which causes LOD switches, can also be adjusted from this menu: it affects the console variable g_iMRMDist.
Dist= the distance from the camera to the MD2:
When g_iMRMDist > Dist, the 100% model will be displayed.
When 2*g_iMRMDist > Dist > g_iMRMDist, the 75% model will be displayed.
When 4*g_iMRMDist > Dist > 2*g_iMRMDist, the 50% model will be displayed.
When Dist > 4*g_iMRMDist, the 25% model will be displayed.

A new "noLOD= 1" parameter has been added in md2.ini (to disable LOD on low polygon models).
[DEBUG version only] Also, the first time you will run ZDoomGL, ".mrm" files will be created (which contain LOD datas). It could take a while.

- Allocation problem in drawing list of floor/ceiling fixed (could cause crashes).
- Appreciable speed improvement when rendering wide open spaces with a lot of multi-sided sectors.
- Bug in MD2 lighting fixed (vertices) + one new mode: "vertices 2".
- New "autorotate= 1" parameter in MD2.ini (to enable rotation of weapons, ammo, etc. like Quake).
- Random crash in console init fixed.
- One bug in texture creation fixed (original Doom transparent texture redefined as a non-transp texture in a PWAD).
- 2 problems in mirror's code fixed (one crash (particles) & one display problem (lens flare)).
- Deep water sector huge speed improvement.
- Scrolling flats speed problem fixed.
- Double-sided textures now scroll correctly.
- "Decals which didn't move on some doors" bug fixed.
- Sector_SetColor now works in deep-water sectors.
- Some optimisation in lightmap2 code (large open space areas with few ligh sources in sight should be rendered faster).
- New floor lighting (only available in "lightmap 2" mode). Some floors can emit light, read lights.txt to know how it works.
V0.65:
- "Double-sided transparent linedefs disapears when mirror in view" bug fixed.
- Mirrors work coorectly with 3Dfx MiniGL drivers (glFrontFace function isn't supported by those drivers).
- "Lens flares displayed twice when a mirror is in view" bug fixed.
- Display problem fixed with the floor lighting system.
- Autorotate flag now works correctly with Interpolated MD2.
- Ceiling display bug fixed when the floor texture is a sky.
- Sky spheres now should be correctly positionned (Cf Doom2 MAP24).
- Useless upper textures aren't displayed anymore (2 sided linedefs which both sectors have a ceiling sky texture).
- MD2 skins greater than 256x256 are now automatically scaled to 256x256 (it crashed with 3Dfx MiniGL).
- Walls with floors/ceilings junction gaps should be less noticeable.
V0.653:
- Objects & transparent/translucent linedef sorting bug fixed.
- Memory allocation problem (which can cause crash or exhaust all system memory) in particle code fixed.
V0.654:
- Redondant texture bug removed (useless bottom et up textures removed).
- Clip planes active in ZBuffer mirror code.
- All light sources preserved after loading a saved game.
V0.66:
- New "-forceresolution" command line parameter to force the engine to use resolution specified by the -width & - height parameters.
- New console command g_bFloorLightFix, used to test new floor lighting system.
- LOD generation disabled in the release version (too unstable). So, pregenerated MRM files are needed.

ZDoomGL has been successfully tested on (with a decent framerate):
P200 + voodoo1 (Win95) [V0.66]
PIII933 + GeForce 2 GTS (Win2000) [V0.66]
PIII500 + TNT2 (WinNT) [V0.3]
PII450 + GeForce 256 (Win98) [V0.2]
PII450 + voodoo2 (Win98) [V0.2]
PII450 + S3 Savage 4 (Win98) [V0.06]
PII300 + G200 [V0.02]

Important note:
---------------
You need to install ZDoom before running ZDoomGL.
Show Less Details
Show More Details

Top Recent Downloads
ZDoomGL version 1.22 (0.66) Related Links
Hide Related Links
Show Related Links



Welcome to FilePlanet, the leading online destination for ZDoomGL version 1.22 (0.66) downloads and hundreds of thousands of other game files, including demos, patches, mods, trailers, free pc games and more. Our mission is to support the gaming community with a fast and reliable download site. Aside from official game files and cool indie games, users can also upload their own content to share with the world. We also partner with top game developers and publishers to run exclusive beta tests of new games, especially multiplayer titles and MMOs. You can start using our download services to download ZDoomGL version 1.22 (0.66) by creating a free account on FilePlanet to access our public servers, or upgrade to a premium account to access our no-wait servers and enjoy our subscriber exclusives. Thanks for using FilePlanet!


What's Hot
What's New
What's Hot
What's New
IGN.com | GameSpy | Comrade | Arena | FilePlanet | ModCenter | GameSpy Technology
TeamXbox | Planets | Vaults | VE3D | CheatsCodesGuides | GameStats | GamerMetrics
AskMen.com | Rotten Tomatoes | Direct2Drive
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2008, IGN Entertainment, Inc.   About Us | Support | Advertise | Privacy Policy | User Agreement | Subscribe to RSS Feeds RSS Feeds
IGN's enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.