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GZDoom 1.7.0 released

Posted: Sun Dec 23, 2012 11:59
by Graf Zahl
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.

Re: GZDoom 1.7.0 released

Posted: Sun Dec 23, 2012 12:04
by Tiger
Great stuff! :D

Re: GZDoom 1.7.0 released

Posted: Sun Dec 23, 2012 12:17
by Enjay
An early Christmas present! Thank you very much. :D

Re: GZDoom 1.7.0 released

Posted: Sun Dec 23, 2012 14:28
by Blue Shadow
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?

Re: GZDoom 1.7.0 released

Posted: Sun Dec 23, 2012 14:57
by Graf Zahl
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.