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GZDoom 1.3.17 final released

Posted: Sun Nov 29, 2009 17:32
by Graf Zahl
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: Select all

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.

Re: GZDoom 1.3.16 final released

Posted: Sun Nov 29, 2009 18:26
by Rachael
Sweet! This is an awesome release! Great job, Graf! :)

Re: GZDoom 1.3.16 final released

Posted: Sun Nov 29, 2009 18:33
by Graf Zahl
BTW, I'll do an update later today.

When fixing Enjay's lighting bugs I accidentally deleted the code responsible for applying the ambient lighting.

Re: GZDoom 1.3.16 final released

Posted: Sun Nov 29, 2009 18:39
by Enjay
The list of features and improvements really only hints at the extent of the changes in the engine. Anyone who has been watching GZdoom development will know that a significant amount of work has gone in to updating and improving it since the last official version.

Well done and thanks to Graf for it. :yup:

Graf Zahl wrote:BTW, I'll do an update later today.

When fixing Enjay's lighting bugs I accidentally deleted the code responsible for applying the ambient lighting.
I had just noticed that. ;) Anything below sector light level 88 looks quite a bit darker than, say, a 96 light adjacent sector.

Re: GZDoom 1.3.16 final released

Posted: Sun Nov 29, 2009 18:57
by Graf Zahl
Before the new release I'm going to play a bit though. Hopefully it was the only thing that went wrong.

Re: GZDoom 1.3.17 final released

Posted: Sun Nov 29, 2009 22:57
by Graf Zahl
v1.3.17 is up which fixes the aforementioned problem.

Re: GZDoom 1.3.17 final released

Posted: Sun Nov 29, 2009 23:01
by Enjay
Just to confirm, I've just had a problem free hour or so playing with r648 which I think is the same, code-wise, as the new release version.

Re: GZDoom 1.3.17 final released

Posted: Sun Nov 29, 2009 23:53
by Graf Zahl
The only difference between 648 and 649 is the version number it reports.

Re: GZDoom 1.3.17 final released

Posted: Tue Dec 01, 2009 22:01
by RaVeN
And when we see "Blend animation" option http://forum.drdteam.org/viewtopic.php?f=30&t=4540

Re: GZDoom 1.3.17 final released

Posted: Tue Dec 01, 2009 23:20
by Logan MTM
Graf Zahl wrote:dynamic lights can be specified directly in DECORATE by adding 'Light("lightname") to a state definition.
Awesome! Much easy to work.

Congrats for the nice work! :cheers:

BTW, about the 'BrightMaps/DisableFullbright' bug fix?

Re: GZDoom 1.3.17 final released

Posted: Tue Dec 01, 2009 23:38
by Enjay
Logan MTM wrote:BTW, about the 'BrightMaps/DisableFullbright' bug fix?
Do you still have the problem in the released version 1.3.17? Graf identified what the problem was and, as far as I know, fixed the bug a few days before the release.

Re: GZDoom 1.3.17 final released

Posted: Tue Dec 01, 2009 23:39
by Logan MTM
No. That problem R.I.P!

I just don't see it in the post. Ahh, nevermind. ^^

Re: GZDoom 1.3.17 final released

Posted: Wed Dec 02, 2009 0:11
by Janitor
Good work Graf!

Re: GZDoom 1.3.17 final released

Posted: Fri Dec 04, 2009 5:50
by Eriance
This version rocks. All the lag that I had before is completely gone, especially the "lag room" in DE-map 10. :D

Re: GZDoom 1.3.17 final released

Posted: Sat Dec 05, 2009 7:01
by Janitor
Graf, could you explain a little more about the custom shaders? Where exactly in GZDoom.pk3 is that example you cited? As a non-programmer, how are shaders useful to me?