![gzdoom vs zandronum gzdoom vs zandronum](https://cdn.discordapp.com/attachments/289553556900544514/346420407965974538/Screenshot_Doom_20170813_173003.png)
I dont think csZDoom (Or CSZDoom?) interferes with that, though. * Do note that current-day Zandronum sees less activity and that the latest activity focuses on Q-Zandronum, a 3.0 fork. Since you are a specific fork, mentioning the comparable version or exact revision (Something about GZDoom 1.1.04 i imagine) would work well for visibility, aswell as mentioning which OpenGL version is used. Considering csZDoom is Zandro 1.3 based, the revision should be anywhere inbetween r400 and r900. Zandro 1.0 used something beyond GZDoom r323, and 2.0 bumped it up to ZDoom 2.5.0 and GZDoom r900 (revision). * OpenGL rendering is supported and dynamic lights work out of the box It might also be useful to denote which GZDoom version is used. * You say its based off latest Skulltag but on GitHub you mention its based off Zandronum, referencing 1.4 Alpha and 1.3. Since the protocol is the same we can use the Zandro master server.Įdit: there's a -nomapinfo parameter for some Boom wads that didn't run, unfortunately network initialization takes place later so you must use it with both the server and the client. The custom plugin (based on old Zandro's) hides Zandro servers.
GZDOOM VS ZANDRONUM PASSWORD
For instance to join some Odamex servers you'd need to add the password in the command line and there are several known bugs. I've included a fork of Doomseeker 0.12 called Doomseeker Zero, it works well with its natural limitations. In case it works well and it should, i haven't tested much but i tested it with a guy from south america. If there's interest we could create a mini community online and post our gamez in the #netplay-sessions Discord channel. Of course we could add more gameplay enhancements. I've also added the double spawn DM flag becouse it's fun and you can join ongoing survival games for a short period of time (60 secs by default). I see now most people always play the same mods, they are huge and slow and many times servers have a lot of files too. Besides monsters weren't gibbed online, i'm talking about 0.97c3.
GZDOOM VS ZANDRONUM MODS
But i think the number of mods you can play doesn't matter much, 10 years after its creation Skulltag only played Doom online and pk3s didn't work online either, however it was very popular. I wanted to play vanilla and you can also run old mods, the fork is based on the same ZDoom version as the latest Skulltag (a bit later than 2.3.1). I also added a clean old random implementation from ZDoom32 and fixed other problems. In fact this also runs brute doomer (unfortunately). I added some QOL enhancements such as working sound limiting, you know the issue with brute servers and loud sounds. I merged all the stuff from 1.4 alpha and then some later things. I wanted to play a stable good & old C/S fork with friends online, turned out Zan 1.x didn't work very well in the end. You know the refrain "from the creators of now comes ".