![]() ![]() process events every frame as well to ensure that menus can run at any framerate.allow SNDINFO to declare sound mappings by using 'sound = soundfle' syntax.Fix crash if Animation is not explicitly assigned in MODELDEF.Added animation support for OptionMenus.Allow assigning IQM frames by animation name plus frame offset.This erroneously checked for FrontSkyLayer. fixed: The raw texture caching in the texture manager did not work.Fix GC ignoring DynArrays inside fixed Arrays.Fix SNDINFO $rolloff always changing global rolloff.Fixed A_Changemodel crash from invalid modeldef names.Added Method For Getting Portal Group Count.Allow Disabling of XY Billboard for Particles.Look up named frames using the Animation ID (if any).Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.Set up interpolated camera angle changes to occur at framerate when all conditions in P_NoInterpolation() are met.Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP.Italian language translation is now complete.Postprocessing framework (SSAO, bloom, blur, custom post process shaders, etc.).Truecolor support for the classic 2-point renderer.Polygonal, 3-point perspective truecolor software renderer (“Softpoly”).MD2, MD3 and DMD model support When the QZDoom codebase was merged into GZDoom, the latter gained several new features developed by Magnus Norddahl (dpJudas) and Rachael Alexanderson (Eruanna).Optional High-quality (HQnX) rescaling filters for graphics, sprites and textures.Quake II and Half-Life-style skyboxes in addition to regular ZDoom skyboxes.Dynamic lights, brightmaps, glowing flats, custom hardware shaders.OpenGL renderer, allowing the following features:.Rudimentary support for Doom Legacy (To run existing Legacy mods like Ni'mRoD - IXNAY on the HOMBRE).Starting with version 4.3.2, support for the WAD files from the Doom Classic Unity port was added.ĭoom Eternal Review - Intelligent Inferno The current primary direction of development is ZScript, with several other things developed by contributors (for example, OpenGL renderer enhancements by dpJudas). After some time of having dual 1.9.x and 2.1.x releases, support for OpenGL 2.0 was reinstated with GZDoom 2.2.0 in 2016, but with fewer features than before in that legacy mode.īeginning in December 2016, following ZDoom's official halt in development, GZDoom's development is now detached from ZDoom and the port is the first-level upstream for other forks (namely QZDoom and Zandronum), without looking back at ZDoom. 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. 4.10 GZDoom is a fork of the ZDoom source port created by Christoph Oelckers (Graf Zahl), who still oversees its development. ![]()
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