GZDoom 1.3.17 final released

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Graf Zahl
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GZDoom 1.3.17 final released

Post 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.
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Re: GZDoom 1.3.16 final released

Post by Rachael »

Sweet! This is an awesome release! Great job, Graf! :)
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Re: GZDoom 1.3.16 final released

Post 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.
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Re: GZDoom 1.3.16 final released

Post 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.
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Re: GZDoom 1.3.16 final released

Post by Graf Zahl »

Before the new release I'm going to play a bit though. Hopefully it was the only thing that went wrong.
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Re: GZDoom 1.3.17 final released

Post by Graf Zahl »

v1.3.17 is up which fixes the aforementioned problem.
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Re: GZDoom 1.3.17 final released

Post 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.
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Re: GZDoom 1.3.17 final released

Post by Graf Zahl »

The only difference between 648 and 649 is the version number it reports.
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Re: GZDoom 1.3.17 final released

Post by RaVeN »

And when we see "Blend animation" option http://forum.drdteam.org/viewtopic.php?f=30&t=4540
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Re: GZDoom 1.3.17 final released

Post 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?
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Re: GZDoom 1.3.17 final released

Post 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.
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Re: GZDoom 1.3.17 final released

Post by Logan MTM »

No. That problem R.I.P!

I just don't see it in the post. Ahh, nevermind. ^^
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Re: GZDoom 1.3.17 final released

Post by Janitor »

Good work Graf!
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Re: GZDoom 1.3.17 final released

Post by Eriance »

This version rocks. All the lag that I had before is completely gone, especially the "lag room" in DE-map 10. :D
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Re: GZDoom 1.3.17 final released

Post 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?
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