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GZDoom 1.5.0 released

Posted: Wed Aug 11, 2010 7:47
by Graf Zahl
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.

Re: GZDoom 1.5.0 released

Posted: Wed Aug 11, 2010 8:01
by BlazingPhoenix
Official update? LIES! :P

Re: GZDoom 1.5.0 released

Posted: Wed Aug 11, 2010 16:28
by Phobus
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?

Re: GZDoom 1.5.0 released

Posted: Wed Aug 11, 2010 17:16
by Gez
No.

Re: GZDoom 1.5.0 released

Posted: Wed Aug 11, 2010 20:53
by NeuralStunner
I usually copy over the newest GZDoom first, then ZDoom. I've had no sound issues. :)

Re: GZDoom 1.5.0 released

Posted: Thu Aug 12, 2010 2:10
by Zaratul
Thx Graf Zahl for quick update.You are great. :)

Re: GZDoom 1.5.0 released

Posted: Thu Aug 12, 2010 12:24
by Dave_B
Vavoom lighting doesn't work properly. Vavoom lights seemed to have drastically shrunk in radius.

Re: GZDoom 1.5.0 released

Posted: Thu Aug 12, 2010 12:29
by Gez
That was a fix, actually. A multiplication by four disappeared in the process; are you saying it shouldn't have?

Re: GZDoom 1.5.0 released

Posted: Thu Aug 12, 2010 13:27
by Dave_B
Yes it shouldn't be doing this at all.

Re: GZDoom 1.5.0 released

Posted: Thu Aug 12, 2010 16:23
by Herculine
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!

Re: GZDoom 1.5.0 released

Posted: Thu Aug 12, 2010 17:22
by Graf Zahl
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...