GZDoom 1.7.0 released

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Graf Zahl
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GZDoom 1.7.0 released

Post by Graf Zahl » Sun Dec 23, 2012 11:59

A new version is out - with a new lighting mode that's even closer to the software renderer!

Other changes to the last version include:

- berserk indicator on alternative HUD
- support for BFG edition IWADs
- sound precaching through MAPINFO.

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Re: GZDoom 1.7.0 released

Post by Tiger » Sun Dec 23, 2012 12:04

Great stuff! :D

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Re: GZDoom 1.7.0 released

Post by Enjay » Sun Dec 23, 2012 12:17

An early Christmas present! Thank you very much. :D

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Re: GZDoom 1.7.0 released

Post by Blue Shadow » Sun Dec 23, 2012 14:28

Nice!

Also, it's good to see the site has been updated with the release as well. So no more people saying that they're running the "latest" version of GZDoom while in fact they aren't, when you ask them.


Now, there is something that caught my attention when looking through the changelog.
GZDoom changelog wrote:- changed dynamic lighting of sprites and decals so that it's done properly inside the shader.
Does that change anything for those of us (and by "us", I mean me :P ) who don't have the necessary shader support?

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Re: GZDoom 1.7.0 released

Post by Graf Zahl » Sun Dec 23, 2012 14:57

No. That's purely for the software lighting mode.

The guy who wrote this code desperately tried to avoid this variable and added some nasty hacks on the C++ side instead.
It didn't work as expected and also looked bad.

The new lighting mode needs shaders (because all the relevant stuff is inside the shader code) so anything pre-Geforce 8xxx and comparable ATI cards is out.

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