3DGE 2.1.0-Test3 DevBuilds (DRDTeam)

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Gorin
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby Gorin » Sat Aug 27, 2016 1:44 pm


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Coraline
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby Coraline » Sat Aug 27, 2016 2:40 pm

Yeah, I also miss Vavoom, but we will take some stuff from that, such as the real-time shadows (among other things) as time moves forward ;)

Doomsday is so pretty =) Just stinks since you need powerful hardware (like GZDoom). That's why I love my source port - even though we're putting next-gen features into it, it still runs fairly well on low-end hardware while still looking arguably the best out of all GL ports ;)
\(סּںסּَ` )/ۜ

Gorin
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby Gorin » Sun Aug 28, 2016 1:31 am

Last edited by Gorin on Sun Aug 28, 2016 2:46 pm, edited 1 time in total.

CeeJay
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby CeeJay » Sun Aug 28, 2016 8:26 am

Doomsday's still around? Damn, didn't know. Haven't heard anything 'bout it or seen any mods for it in a long while.

Yeah, I have a low-end machine and 3DGE runs (mostly) fine. Noticed slight slowdown with Doom 4 Ever, but that's probably due to the heavy dosage of code (tons of sprites left and right being produced during gameplay simultaneously).

Always had problem getting Doomsday working, when I did it would be too slow to play. Tried playing the Doom 64 TC back in the day. GZDoom has never ran at all for me, can't even get it to boot up.

Weird, I never actually tried Vavoom even though I am aware of it. Perhaps I should go and do that.

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RUNSABER
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby RUNSABER » Tue Dec 06, 2016 4:22 pm

It's been awhile since I've had time to play around with the engine. I just got a fresh install of Win7 going here, and managed to try out the Test 2 release. Functionality wise, it has vastly improved and I don't need to use VSYNC for that strange flicker I was getting before I updated my drivers. However, most if not all compatibility with mods using #VERSION 1.36 are rendered unplayable and need additional editing from a WAD editor to work properly. Not suitable for casual play.. On top of that, items or sprites dropped or ejected have little or too much inertia (ammo casing that never stop moving). I assume alot of this has to deal with specials used in DDF, but all of this compatibility will soon force me to mod from scratch. Which is totally not a bad thing as it's been a long time coming for crisp and smoother gameplay. Overall I'm enjoying the new test and I'm looking forward to mapping for it again :)
- Public Repository for 3DGE 64.

CeeJay
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby CeeJay » Tue Dec 06, 2016 9:27 pm

Alas, there appear to be more issues with the recent build of 3DGE. Just posted a topic in bug reports.

EDIT: The splash sfx doesn't work correctly, it doesn't take height into consideration.

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Coraline
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby Coraline » Wed Dec 07, 2016 10:51 pm

\(סּںסּَ` )/ۜ

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Coraline
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby Coraline » Wed Feb 01, 2017 1:56 pm

UDMF is coming :-) how do you all feel about that?
\(סּںסּَ` )/ۜ

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Rachael
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby Rachael » Thu Feb 02, 2017 1:14 am

Pretty awesome. :)

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Julian
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby Julian » Fri Feb 03, 2017 1:10 pm

Sound amazing, but will it be Test-3 already? :twisted:


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