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GZDoom 1.4.0 released

Posted: Fri Jan 01, 2010 8:52
by Graf Zahl
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.

Re: GZDoom 1.4.0 released

Posted: Fri Jan 01, 2010 17:00
by Rachael
Pardon my ignorance, but ZDoom released to 2.4.0?

Anyway, yay on the new release! :cheers:

Re: GZDoom 1.4.0 released

Posted: Fri Jan 01, 2010 17:44
by Graf Zahl
Yes, it did. But Randy didn't post a news item about it. Just check the downloads page.

Re: GZDoom 1.4.0 released

Posted: Fri Jan 01, 2010 20:22
by Logan MTM
Nice start 2010! :mrgreen:

Re: GZDoom 1.4.0 released

Posted: Fri Jan 01, 2010 20:55
by Askaxarus
Logan MTM wrote:Nice start 2010! :mrgreen:
Indeed! Thanks again for your hard work Graf! (and Randy too ofc)

Re: GZDoom 1.4.0 released

Posted: Sun Jan 03, 2010 11:08
by RaVeN
Thanx for Zdoom and GZdoom developers, great work. Happy New Year )))