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.
GZDoom 1.7.0 released
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Re: GZDoom 1.7.0 released
An early Christmas present! Thank you very much.
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Re: GZDoom 1.7.0 released
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.
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.
Does that change anything for those of us (and by "us", I mean me ) who don't have the necessary shader support?GZDoom changelog wrote:- changed dynamic lighting of sprites and decals so that it's done properly inside the shader.
- Graf Zahl
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Re: GZDoom 1.7.0 released
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.
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.