![]() I have also managed to succesfully compile BananaSplit before and that source port is the fastest Doom source port that i have ever tried on my Raspberry Pi 3. Since Doom Legacys latest version, the source port is more stable and it works great. (this was in RetroPie 4.3 Jessie last year) and now i have already tried with compiling it recently which i failed. While i was planning to make split-screen Doom a reality for Raspberry Pi, i did try to compile ReMooD and was succesful at some point making it work with some small bugs in X11. Yes i know about ReMooD and Edward850's BananaSplit Fork of Eternity. I tried yesterday with compiling QZDoom which is ZDoom's test base and it also asks for OpenGL when trying to launch the binary just like GZDoom said in Doom Pi Project Need is a Doom source port of Doom Legacy 1.42 support 4-player split screen support but sadly the project was stopped. If we could get that working as well it would make Online multiplayer in Doom a reality on our Raspberry Pi. I did also managed to get Doomseeker working as well in X11 and i could see online servers but unfortunately they were using Zandronum v3.0. It might seems that we have a reached a hardware limit for our Raspberry Pi, which i therefore think that Zandronum would be our best bet to get working. That might work for the systems what support it (like the Odroid XU4 or N2), but for the Raspberry PI the limit is GLES2. From what I gather in that topic is that GLES3 is still required using GL ES (i.e. (Doomseeker is a online multiplayer launcher gui) Zandronum might just be a good alternative over using said in Doom Pi Project Need said in Doom Pi Project Need Advise: It is also one of the following ports that Doomseeker uses to launch into playing online. Zandronum seems to look identical to ZDoom and its other versions but with focus on enhancing multiplayer. I think our best is Zandronum instead of GZDoom. (This might be worth checking out) DRDTeam link ![]() Here is another website where someone did manage to change some OpenGL variables in the source files of GZDoom so that it does not rely on OpenGL when compiling. I also came across a reddit topic stating that GZDoom might not be able to work on our RPI due to either poor OpenGL support or performance. I will look into making it build the latest stable version 3.0. I was able to compile Zandronum by following the french site, but unfortunately it builds an 3.1 alpha version instead of the latest primary version 3.0 in which Windows users uses. It certainly works both in X11 and Framebuffer. Now that it comes to mind my, it might have been Zandronum that i was successful at compiling earlier. I guess I'll give the legacy (3.x) branch a try. I have stumbled upon an previous topic on the GZDoom which might indicate that GLES3 might be needed ( ). In all fairness, I'm using the latest git (4.1). SDL EVENT: SDL_WINDOWEVENT (timestamp=11630 windowid=1 event=SDL_WINDOWEVENT_SHOWN data1=0 data2=0)Īt least OpenGL 3.3 is required to run GZDoom.įor older versions of OpenGL please download the vintage build of GZDoom. SDL EVENT: SDL_WINDOWEVENT (timestamp=11630 windowid=1 event=SDL_WINDOWEVENT_SIZE_CHANGED data1=1920 data2=1080) SDL EVENT: SDL_WINDOWEVENT (timestamp=11630 windowid=1 event=SDL_WINDOWEVENT_FOCUS_GAINED data1=0 data2=0) SDL EVENT: SDL_WINDOWEVENT (timestamp=11627 windowid=1 event=SDL_WINDOWEVENT_ENTER data1=0 data2=0) ParseSBarInfo: Loading custom status bar definition.ĭ_CheckNetGame: Checking network game status. ![]() SDL EVENT: SDL_JOYDEVICEADDED (timestamp=76 which=0)Īdding /home/pi/gzdoom/release/gzdoom.pk3, 621 lumpsĪdding /home/pi/gzdoom/release/zd_extra.pk3, 1520 lumps It crashes with the same message: /gzdoom -debug +set gl_es true Doesn't seem to work under the framebuffer - i.e. ![]()
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