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Gzdoom 3.09/21/2023 ![]() ![]() Upon release of 2.0 on August 2, 2014, OpenGL 2.x support was dropped, as the renderer was rewritten to use OpenGL 3.x and OpenGL 4.4, albeit in compatibility mode. ![]() In 2014, work on GZDoom's renderer resumed. Graf Zahl took down the website and all its subfolders, making GZDoom temporarily unavailable except from its mirrors. He stated his reasons as having no time to work on it, and that he was frustrated by numerous complaints about the port's lack of compatibility with ATI video cards. On April 14 2010, Graf Zahl announced on the Doomworld forums that development of GZDoom had halted. An official release of ZDoom was made on February 14, 2008, and version 1.1.0 of GZDoom was released shortly afterward incorporating the changes from that version. On January 19, 2008, development of the port was put on hold until another official release of ZDoom is made, due to highly extensive changes to the ZDoom renderer (which consequently require extensively changing the OpenGL rendering code for compatibility) coming more frequently than Graf Zahl could catch up. The port was from then on tied to the ZDoom codebase. In 2005, Graf Zahl ported his renderer to the ZDoom Community Build, and this marked the first official release of GZDoom. GZDoom started as a new renderer for PrBoom, but this early version was never publicly released. This includes over a dozen Cacoward winners. Many maps and mods, plus some total conversions and stand-alone games, have been exclusive to GZDoom. In particular, the ZScript language unique to GZDoom, combined with ACS and DECORATE inherited from ZDoom, enables a high level of gameplay modding and special mapping features. GZDoom remains a popular port due to both its unprecedented modding capability and graphical optimizations for modern hardware. First released in 2005, it has versions for Windows, Linux, and MacOS. GZDoom is a fork of the ZDoom source port created by Christoph Oelckers (Graf Zahl), who still oversees its development. A bug present in Vanilla DOOM has been fixed whereby homing rockets fired by revenants would randomly become non-homing, and vice versa, when loading a savegame or when pausing then unpausing a game.Previously Doom Source License, 3-point BSD, others.A bug has been fixed whereby translucent sprites would become less bright when the player had the light amplification visor power-up.The sound of the chainsaw will no longer cut off sounds made by the player.In the DOOM and DOOM II IWADs this lump is a vertical pipe character, but in some PWADs it is replaced with a “Y” character.) The text caret shown when entering a savegame description in the save game menu is now always a vertical line using the dominant color of the character set.Another 29 map-specific fixes, enabled using the r_fixmaperrors CVAR, have been applied to maps in the doom.wad, doom2.wad and plutonia.wad IWADs.Please note that because of this, savegames created with previous versions of DOOM Retro are not compatible with this version. A bug has been fixed whereby blood splats would no longer be spawned after loading a savegame in some instances.The inverted gray color palette is now applied to the sky when the player has the invulnerability power-up, as originally intended. ![]() Minor changes have been made to text that is output to the console.Pressing the DEL key when in the save or load game menus will now delete the currently selected savegame.Entering the idmypos cheat will no longer cause a crash.Frames from DOOM’s rocket launcher are no longer shown when firing the missile launcher in Freedoom.The map title in the automap is now positioned correctly when the r_messagescale CVAR is small.Sprites taller than 255 pixels are now supported.Optimizations have been made to further improve the overall performance and stability of DOOM Retro.It may be downloaded here, and its release notes are as follows: ![]()
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