I am the lucky beggar :)

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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entryway
Posts: 56
Joined: Sun Sep 04, 2005 22:24

I am the lucky beggar :)

Post by entryway »

I have downloaded the new version of GZDoom: 1-0-05 :roll:
Last edited by entryway on Sun May 07, 2006 23:31, edited 1 time in total.
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Eriance
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Re: I the lucky beggar :)

Post by Eriance »

entryway wrote:I have downloaded the new version of GZDoom: 1-0-05 :roll:
Whats the fixes?
entryway
Posts: 56
Joined: Sun Sep 04, 2005 22:24

Post by entryway »

7. May 2006
- The sorting code for translucent polygons now splits sprites at translucent
walls. With small translucent geometry the old code produced sorting errors.


27. Apr. 2006
- Changed sprite lighting to match the software renderer.
- Fixed: The entries of the SpawnedThings array for FraggleScript must call
Destroy, not delete.


19. Apr. 2006
- Fixed: Stacked sector planes didn't draw transparent textures correctly.
- Fixed: Certain transparent door hacks made all sprites behind them disappear.


17. Apr. 2006
- Added a few NULL pointer checks to the missing textures code.


12. Apr. 2006
- Fixed: The wall renderer always used the line's vertices for v-texture coordinate
calculation, not the seg's.


9. Apr. 2006
- Changed the crouching code so that it doesn't alter the player's
default viewheight.
- The time display in the alternative HUD now checks the am_show*time CVARs.
- Fixed: Texture offset calculation for 3D-floors was incorrect when rendering
segs instead of full lines.


3. Apr. 2006
- Fixed: The flat renderer didn't set the blend mode for additive translucent
3D-floors.
- Cleaned up the lighting code and added 'blended' sector colors because
that's the way colored light works in Legacy.
- Fixed: Textures that are completely transparent were drawn as black.
- Fixed: FraggleScript must report items in a player's inventory as
non-existent.
- Undid some fixes to FraggleScript's spawn function because they break
Legacy WADs that are careless enough to ignore the issues.
entryway
Posts: 56
Joined: Sun Sep 04, 2005 22:24

Post by entryway »

I hope it will help me with Phobia - The Age
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Eriance
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Post by Eriance »

hm...no new decorate commands options. Oh well.
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chopkinsca
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Post by chopkinsca »

entryway wrote:I hope it will help me with Phobia - The Age
Just played through Phobia again with this new release, and there are still a few things that don't work right. I have no motivation right now to take screenshots and whatever like I did last time though. I'll just list what I noticed and maybe somebody else will help out. The exit from map04 to map05 doesn't work. Some 3d floors aren't visible, but are in legacy. I assume the last level doesn't work properly (you walk onto the platform with the chains, but it doesn't lower). Some of the ceiling lights are too high. And above all, the custom lights, which IMO are important for the feel of the levels (but not 100% needed) are missing. Personally, even if everything else worked 100%, without the lights, I'd say run it in Legacy unless you absolutely cannot run Legacy. Maybe later I'll take the time to gather up the small bugs that are left.

Anyway, not even sure if this an official release that just hasn't been announced, or if it's something that was not supposed to be noticed. Either way, it's good to see a new version, even if I myself had no problems with the current one.
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Graf Zahl
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GZDoom Developer
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Post by Graf Zahl »

Delete this! Quickly. This version contains bugs and will not be supported officially.

Please don't do this ever again. Not everything I upload to the server is for official download.
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