GZDoom
GZDoom 1.5.2 released
27 August 2010, 22:52
A new release is available.

New features include:

- textured automap
- automap keys configurable in the menu and console
- USDF support
- FluidSynth support for MIDI playback (FluidSynth DLL not included for size reasons.)

Bug fixes:
- some maps with polyobjects got their geometry moved acrpss the map.

UPDATE:

Another release is available which fixes a recently introduced bug in ZDoom's internal node builder.
4 Comments

GZDoom 1.5.0 released
11 August 2010, 06:47
This release coincides with ZDoom 2.5.0 so the main new feature is the new polyobject code. Of course all other ZDoom changes of recent months are added, too.
10 Comments

GZDoom 1.4.8 released
27 March 2010, 08:39
A new version is out.

Important new fixes include a critical level transition bug in Strife that made it impossible to get to the Abandoned Front Base and could cause the game to abort if you tried.

It also fixes an issue with item placement in maps at an angle that is not a multiple of 45°.


UPDATE: 1.4.7 has been released. This version fixes 2 semi-critical bugs:

- animations for menu textures using the original graphics names did not work
- Strife conversations could only be initiated with shootable actors.

UPDATE again: 1.4.8 has been released due to another bug introduced by recent ZDoom changes

- picking up an invulnerability sphere while being invulnerable caused a crash.
12 Comments

GZDoom 1.4.5 released
19 March 2010, 07:42
A new version is out which includes the recent ZDoom extensions to the ambient sounds and of course all fixes and improvements from the last 2 months.

If you downloaded 1.4.4 in the short time it was out please update immediately. That version has some issues which I only noticed after uploading it but before making a news post.
2 Comments

GZDoom 1.4.3 released
29 January 2010, 22:22
A new version is online.

This is merely a bugfix release that addresses 2 semi-serious bugs:

- shaders did not compile on ATI cards anymore
- sprites were not properly sorted when rendering a mirror.
1 Comment

GZDoom 1.4.2 released
24 January 2010, 10:05
This updates GZDoom to ZDoom v2.4.1 and also fixes a few bugs:

- sprite display on older graphics cards works again
- sprites with an alpha channel again display as intended
- Maps containing FraggleScript could crash when playing sounds
- some rare crashes with changing a ScriptedMarine's skin.


Important note:

Beginning with this release there won't be downloadable source packages anymore. With a public SVN server I don't see much use in them as they only make some less informed people get outdated sources instead of the most recent development code and due to the time needed to prepare them they always have been a delaying factor for new releases so I hope that in the future there'll be more frequent official releases.

In case somebody needs a specific version they can all be found and downloaded from the tags/ directory on the SVN server.
24 Comments

GZDoom 1.4.1 released
5 January 2010, 09:36
Version 1.4.1 is online. This is only a bugfix release that addresses several issues that have been found in 1.4.0. Here's the list of important fixes:

- models did not display correctly
- some moving cameras no longer worked.
- some menu layout fixes
- Strife dialogue layout fixes
- improved precision for Floor_Waggle
- improved performance with sprites that contain a lot of empty room on the outside.
11 Comments

GZDoom 1.4.0 released
1 January 2010, 07:52
To coincide with today's release of ZDoom 2.4.0 here's the latest GZDoom release.

Major new features:

- Monsters can no longer get stuck in each other.
- Generalized version of A_BishopMissileWeave and A_CStaffMissileSlither, called A_Weave
- portals can be defined with linedefs, like in Eternity.
- Major improvement of portal robustness. All geometry lying between the camera and the portal is now discarded before being rendered so there's far less restrictions in defining a portal's layout. (OpenGL only!)

Major fixes:
- replacing puffs now gets recognized properly when checking the damage type
- the options menu no longer gets cut off by the screen borders
- moving a sky viewpoint now is interpolated properly (see Daedalus MAP21's intro for an example)
- Hexen's Flechette-Grenade now gets thrown properly when viewing up or down.
5 Comments

GZDoom 1.3.17 final released
29 November 2009, 16:32
The final release of GZDoom 1.3.17 is online.

This includes all features from the recent betas plus several bug fixes from the beta testing phase.


New features since 1.2.01:
- load contents of directories into lump directory
- load 7z files like Zips
- more compression algorithms for Zip loading: Implode, Reduce, BZip2 and LZMA.
- per-linedef texture scaling
- limited support of MBF beta emulation features.
- support of user-supplied texture shader effexts. There's on example file in gzdoom.pk3:

Code:
hardwareshader floor4_8
{
   shader "shaders/glsl/func_wavex.fp"
   speed 1.4
}


- dynamic lights can be specified directly in DECORATE by adding 'Light("lightname") to a state definition.
- and of course all the stuff that got added to ZDoom in recent months

Important bugfixes since 1.2.01:
- burn wiping finally works without producing a white screen
- fixed a long standing bug with sprites showing through horizon lines

Improvements since 1.2.01:
- new resource file management code for added robustness and flexibility
- improved renderer performance. The speed hit with using 'quality' mode is mostly gone and performance overall is much better than in previous versions, in particular with NVidia based hardware.
- major improvements of sky positioning

IMPORTANT NOTE FOR NVIDIA USERS:

You MUST update the driver to at least 191.07 for this if you want to run it with shaders. Older versions contain a bug in the shader compiler that affects all of GZDoom's GLSL shaders.
27 Comments

1.3.13 Beta release
16 October 2009, 22:06
Here's the latest beta version that includes all the latest changes. This is mostly for testing so that I can get better feedback if everything still works. I think it can be used for regular playing but please be aware that this has not been extensively tested yet.

1.3.10 adds a new 'bench' command that should make running tests easier.
96 Comments


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