Version 4.7.1:
Bug fixes:
GZDoom is a ZDoom-based port which is maintained by Christoph Oelckers (Graf Zahl). It was first released on the 30th August 2005 and runs in Linux and Windows. Its development was halted on April 14, 2010, except for updates to keep its codebase in sync with ZDoom. On January 19, 2008, development of the port was put on hold until another official release of ZDoom is made, due to highly.
- GZDoom is the latest version of ZDoom. This new port targets current systems with modern graphics hardware. (Vulkan/OpenGL 4.5 capability recommended, but the minimum requirement for the hardware.
- The Vintage build was included whenever the latest GZDoom was released, starting from version 3.5.0. However, from version 3.7.2 (Released January 20, 2019) onwards, the time frames began to deviate, as did the discrepancy in features. Because of this, GZDoom Vintage was then released independently by drfrag from the main source release.
- GZDoom now runs at a minimum of 640x400. An extra mode - 960x600 - has been added to replace the lost 320x200 one. Internal code restructuring to agnostisize level structures. Add clblockcheats - useful for people who use debugging keys, allows a user to consciously turn off cheats without affecting the server.
- Dec 23, 2020 GZDoom 4.5.0 (64-bit) Randy Heit 1 31.1 k An improved port for the Doom source code Advertisement Download 14.96 MB free ZDoom is an improved port for the official Doom source code. It is optimized to work perfectly with any Windows version later than 95, and adds some other improvements with respect to the original engine. More information License.
- Fixed: SBar_DrawTextureRotated was missing the angle parameter
- Compat patch for misplaced items in Hexen MAP08.
- fixed some imprecisions in font luminosity calculation. This was still going through the palette which could result in off-by-one errors.
- fixed palette initialization for single lump fonts (FON2 and BMF)
- push sprite shadows a little back for distance sorting
- avoid multiple Dehacked mappings to the same function to fix MBF21 lookup issues.
- disallow changing the line spacing for option menus.
- be a bit more aggressive with the GC when not running the game loop.
- fixed memory leak in DShape2DBufferInfo.
- allow 'INDEXFON' as an alias for 'INDEXFONT'.
- fixed A_Punch having a short attack range (take 2).
- GLES: Fix texture MapBuffer and AllocateBuffer create client side memory.
- Fix 'out of memory' errors when the vulkan backend is asked to create zero byte sized buffers
- resolved a VM abort upon morphing while the tome of power is active
- fixed particle processing in the main thinker loop. This may not be guarded by the dynamic light flags, only the light ticking may.
- fixed handling of states with the 'light' keyword.
- Fixed broken V_BreakLines.
- treat 'materials' as a known folder name for eliminating root folders in Zips.
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New Features:
Gzdoom New Version
- widescreen assets for all officially supported games. This version adds Hacx, Harmony and Chex Quest.
- Allow WorldUnloaded events to know the next map name (if any).
- Allow map markers to scale relative to automap zoom.
- Add cvars to control automap line alpha and thickness
- PreTravelled virtual for player and inventory.
- Allow customization of pause screen.
- ReadThisMenu / MenuDelegate overriding.