Mostly up to date with the last ZDoom SVN and includes some later fixes and features (from QZDoom). Fixed wrong weapon scale in savegame pic for low detail modes. added new Stairs_BuildUpDoomCrush special from Eternity. Autoloading of brightmaps.pk3 and lights.pk3. Included old OpenGL renderer from GZDoom 1.9.1 (off by default). Added four text colors: ice, fire, sapphire, teal. Fixed crash with capped sky mode and very wide skies (Castlevania). Fixed crash with textures larger than those supported by the hardware in D3D and OGL (BD v21). Fixed crash with voxels for the SSE2 executable (BD v21). Fall back to software renderer with unsupported OpenGL version. Increased size of the savegame comment area. Added new 3x2 and 4x4 low detail modes. Don't hide the console when killing specific monster classes. Fixed savegame bug on maps with dynamic lights. Added free space margin aka safe frame for automap. Changed savegame list order, now they are sorted by slot number instead of alphabetically. Fixed Doom turbo stairs not working anymore. Fixed crashes on some old CPUs in software due to a broken asm routine. Fixed security issues (execution of unsafe commands and ACS stack checking). Fixed generalized BOOM crushers not crushing. Fixed wrong alpha blending, this broke 3D floors in truecolor. Later merged with the GZDoom g1.x branch (APR 24 2016). It's a merge of dpJudas old truecolor branch (SEP 08 2016) and ZDoom master as of DEC 03 2016. ZDoom32 is a fork of truecolor ZDoom by dpJudas and Rachael and ZDoom 2.9pre ( ). Algo de ayuda me vendría bien con eso pero es complicado porque sería cuestión de conocer el motor más que otra cosa. Ya arreglé el repositorio del ZDoom LE e intenté hacer un merge de este con una versión antigua del GZDoom pero no funcionó. Luego he ido añadiendo cosas de los motores oficiales y del ZDoom LE. Que he sacado otro motorcico, he estado practicando con git y tortoisegit y he hecho un merge del truecolor ZDoom (no sacado oficialmente) y del ZDoom poco antes de desaparecer.
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