GZDoom 1.5.0 released

News about GZDoom.

Moderator: Graf Zahl

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7124
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

GZDoom 1.5.0 released

Post by Graf Zahl » Wed Aug 11, 2010 7:47

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.

User avatar
BlazingPhoenix
Posts: 488
Joined: Sun Aug 28, 2005 5:11
Contact:

Re: GZDoom 1.5.0 released

Post by BlazingPhoenix » Wed Aug 11, 2010 8:01

Official update? LIES! :P

User avatar
Phobus
Posts: 227
Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England
Contact:

Re: GZDoom 1.5.0 released

Post by Phobus » Wed Aug 11, 2010 16:28

I've noticed that the version of fmodex.dll in the distribution is older than the one that comes with ZDoom 2.5.0. Is this likely to be an issue?

User avatar
Gez
Developer
Developer
Posts: 1389
Joined: Mon Oct 22, 2007 16:47

Re: GZDoom 1.5.0 released

Post by Gez » Wed Aug 11, 2010 17:16

No.

User avatar
NeuralStunner
O'Neill with it.
Posts: 252
Joined: Tue Dec 29, 2009 3:46
Location: IN SPACE
Contact:

Re: GZDoom 1.5.0 released

Post by NeuralStunner » Wed Aug 11, 2010 20:53

I usually copy over the newest GZDoom first, then ZDoom. I've had no sound issues. :)
Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
Spoiler: System Specs

Zaratul
Posts: 13
Joined: Wed Mar 04, 2009 23:43

Re: GZDoom 1.5.0 released

Post by Zaratul » Thu Aug 12, 2010 2:10

Thx Graf Zahl for quick update.You are great. :)

User avatar
Dave_B
Posts: 34
Joined: Sat Nov 24, 2007 7:07
Location: Auckland, NZ
Contact:

Re: GZDoom 1.5.0 released

Post by Dave_B » Thu Aug 12, 2010 12:24

Vavoom lighting doesn't work properly. Vavoom lights seemed to have drastically shrunk in radius.

User avatar
Gez
Developer
Developer
Posts: 1389
Joined: Mon Oct 22, 2007 16:47

Re: GZDoom 1.5.0 released

Post by Gez » Thu Aug 12, 2010 12:29

That was a fix, actually. A multiplication by four disappeared in the process; are you saying it shouldn't have?

User avatar
Dave_B
Posts: 34
Joined: Sat Nov 24, 2007 7:07
Location: Auckland, NZ
Contact:

Re: GZDoom 1.5.0 released

Post by Dave_B » Thu Aug 12, 2010 13:27

Yes it shouldn't be doing this at all.

Herculine
Doomgirl
Posts: 70
Joined: Mon Feb 22, 2010 3:44
Contact:

Re: GZDoom 1.5.0 released

Post by Herculine » Thu Aug 12, 2010 16:23

Heartfelt thanks for all the work that continues to go into this great sourceport. I can't imagine playing Doom or Hexen without it and feel like I can't say thank you enough. Uber kudos!

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7124
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom 1.5.0 released

Post by Graf Zahl » Thu Aug 12, 2010 17:22

Oops. That '*4' should not have vanished. Seems that with this and the nodebuild/polyobject fix I checked this morning a bugfix release is in order...

Post Reply

Return to “News”

Who is online

Users browsing this forum: No registered users and 2 guests