1.0.26

News about GZDoom.

Moderator: Graf Zahl

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Enjay
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Post by Enjay »

I know that it hasn't been long since this release, but I've seen that you've been very busy bug fixing both here and over at Zdoom. Do you plan on another release soon?

The reason I ask is that the EndGame bug is a bit of a showstopper for the thing I'm currently working on, so I'd like to know purely for my own administration. If there is a new release in the pipeline, then I'll hold out for it. If not, I'll go back to an older version whilst I wait for a version that does what I need.
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Graf Zahl
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Post by Graf Zahl »

I was planning to do a new version this weekend. There's still 3 or 4 bugs I want to look at first. BTW, user definable brightness maps are working and will be in the next release.
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Post by Enjay »

Good news. Thank you very much. :)
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Post by Karate Chris »

Just a quick note Graf, the revision number seems to be wrong in 1.0.25 and 1.0.26. Just thought I'd let you know so it says it right in 1.0.27. :)
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Post by Bolt »

I think the file is broken, because after i downloaded it, i try to unzip it, but winRAR says the file is broken.

*EDIT* : Nevermind, i was using Internet Explorer... :glare:
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Post by Karate Chris »

I use Internet Explorer and the file wasn't corrupted.
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Post by Enjay »

Graf Zahl wrote:I was planning to do a new version this weekend. There's still 3 or 4 bugs I want to look at first. BTW, user definable brightness maps are working and will be in the next release.
Presumably that annoying real life thing got in the way. :)
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Graf Zahl
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Post by Graf Zahl »

That and the realization that brightmaps and dynamic lights don't work together - and I won't have time to fix that until next weekend...
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Post by Enjay »

No worries. I figured something must have got in the way. It just meant that I went outside and enjoyed a bit of (rare) sunshine instead of sitting inside peering at the glow from my monitor. :)
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Post by Nash »

I'm really stoked about the new brightness maps. How would modders make use of it for their new graphics? Would we need a separate graphic to define the bright areas? And how would they look like? Are they simple greyscale graphics or something else?

And most importantly - is gradient brightness supported or is it limited to fullbright only?
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Post by Enjay »

Any news on 1.0.27 or has your "DoomScript" release become the priority?
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Graf Zahl
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Post by Graf Zahl »

1.0.27 has been uploaded yesterday but the news post got sent into nirvana it seems.
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Post by Enjay »

Aha! Thank you very much. :) /downloading

I wish I'd noticed it myself. It's getting late now so I won't have time to mess around with it until after work tomorrow.
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Post by Nash »

So umm... how do I use the user bightness maps?
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Post by Nash »

I don't mean to sound rude, but what use is there for you to code new modding features if there won't be any documentation for them. :/

I tried looking on my own for a while but about the only thing I learned is that the feature relies on shaders. The fact that I don't know shader programming in the first place doesn't really help.

Or could it be that this feature is really limited only to Strife's palette and COLORMAP?

Again, sorry for the slightly angry tone of this post, but if you can give us all even some slight hints on how to use the new user-definable brightness maps, it'd be more than enough... I'm not even asking for step-by-step walkthroughs or anything.

Thanks.
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