GZDoom 1.5.6 released

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Graf Zahl
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GZDoom 1.5.6 released

Post by Graf Zahl » Sun Nov 14, 2010 13:54

A new version is out!

Major changes to the last version include:

- customizable intermission sequences
- more supported music formats (XMI, HMI, HMP)
- better support of Timidity++ for extended MIDI formats
- less quirky jumping code
- major redesign of portal clipping. Problems with one sided lines in portals should be almost completely gone now.

Update: 1.5.05 has been uploaded which fixes some bugs with nonstandard portals and reflective floors.
Update2: 1.5.06 fixes a crash bug with more than 16 portals in a map.
Last edited by Graf Zahl on Sat Nov 20, 2010 15:32, edited 2 times in total.

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Re: GZDoom 1.5.4 released

Post by Enjay » Sun Nov 14, 2010 15:42

Downloading now. Thank you very much for this Graf and, of course, to Gez for his ongoing maintenance of the code too.

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Re: GZDoom 1.5.5 released

Post by Dave_B » Sat Nov 20, 2010 10:45

There's already a graphical bug with the reflective floors so I'm afraid I'm going to have to skip this version :(

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Re: GZDoom 1.5.5 released

Post by Enjay » Sat Nov 20, 2010 12:26

Dave_B wrote:There's already a graphical bug with the reflective floors
Care to give some details? If Graf doesn't know what the problem is, he can't fix it.

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Re: GZDoom 1.5.6 released

Post by Dave_B » Sun Nov 21, 2010 6:00

There are some odd graphical bugs relating to texture bleeding along various linedefs around floors or ceilings with reflective surfaces. Often the sky or skybox is drawn, even in the complete absence of any f_sky1 texture within the sector or surrounding sectors. Here's a couple of screenshots of versions 1.5.3 and 1.5.5 to illustrate what i mean.
Attachments
Screenshot_Doom_20101121_175032.png
Version 1.5.3
Screenshot_Doom_20101121_175032.png (191.78 KiB) Viewed 6751 times
Screenshot_Doom_20101121_174733.png
Version 1.5.5
Screenshot_Doom_20101121_174733.png (197.16 KiB) Viewed 6751 times

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Re: GZDoom 1.5.6 released

Post by Tiger » Sun Nov 21, 2010 6:49

It is really nice to see this project still going, and the GL engine being maintained. Keep up with the developments Graf Zahl!
Nicholas "Tiger" Gautier

"Don't Dream It, Be it" - Tim Curry, Rocky Horror the Picture Show

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Re: GZDoom 1.5.6 released

Post by Graf Zahl » Sun Nov 21, 2010 9:10

Reflective planes should work again. But for the one map I know that's affected (Sapphire) I won't do a 1.5.7 release unless something more serious comes along. The next SVN build should be fine.

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Re: GZDoom 1.5.6 released

Post by Enjay » Sun Nov 21, 2010 13:04

A build of the fixed SVN version (revision 1106) has been uploaded. Check this link:

http://svn.drdteam.org/gzdoom/

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Re: GZDoom 1.5.6 released

Post by wtg62 » Fri Dec 24, 2010 1:34

I've tried to get something above r3010 but it won't let me. In the next version could you include the latest SVN? That would really help because then I would be able to use the SECRETS lump.

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Re: GZDoom 1.5.6 released

Post by wtg62 » Fri Dec 24, 2010 1:36

Also sometimes there's a bug with 3d floors sector where a stream of a non-affected sector gets the 3d floor also. But it's invisible in the stream of non-affected sector.

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Re: GZDoom 1.5.6 released

Post by Graf Zahl » Fri Dec 24, 2010 9:02

wtg62 wrote:I've tried to get something above r3010

There is no revision 3010 for GZDoom. The current head revision is 1135 which corresponds to ZDoom r3061.

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Re: GZDoom 1.5.6 released

Post by wtg62 » Tue Jan 18, 2011 18:20

oh thanks now i'm not as confused

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Re: GZDoom 1.5.6 released

Post by wtg62 » Tue Jan 18, 2011 18:26

This reply has been deleted.
Last edited by wtg62 on Tue Jan 18, 2011 18:42, edited 1 time in total.

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Re: GZDoom 1.5.6 released

Post by wtg62 » Tue Jan 18, 2011 18:40

what I mean to say is:
will there be a new version of GZDoom the combines with a version of ZDoom that has a svn build higher the 3010.

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Re: GZDoom 1.5.6 released

Post by Graf Zahl » Tue Jan 18, 2011 20:00

Use an SVN build for now. The next GZDoom release will most likely coincide with the next ZDoom version.

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