WELP.
Too much excited Graf?
oh well....
GZDoom 4.3.3 released
Moderator: GZDoom Developers
Re: GZDoom 4.4.0 released
Do you by chance have a cached copy of the old post, Graf? Even in HTML form if you go offline mode?
Re: GZDoom 4.4.0 released
Any use?: https://web.archive.org/web/20200204003 ... hp?t=67036
Graf Zahl wrote:Notice: The survey is currently closed. GZDoom 4.3.3 does not include the survey code that 4.2.0 did.
Download (OpenGL 3.3 and higher for hardware rendering, Direct3D 9 or later for software rendering)
Highlights
This is a mainly a bugfix release for the softpoly renderer and the customizable invulnerability colormap feature
Details
- fixed resetting of music volume after closing dialogue
- exposed Level.MusicVolume to ZScript
- fixed calling a function on string CVar
- added ability to filter VM disassembly dump
- add check for unity version of Nerve.wad
- infrastructure in place in case Nerve.wad changes again, this can be extended
- customized invulnerability colormap does not interfere with Powerup.ColorMap
- precache a few sounds being referenced in common game code.
- define misc/secret for Hexen, too. By now there are some mods defining secrets for the game so this sound should be present there.
- Implement special colormap support for softpoly
- Softpoly: Fix broken fixed camera light for walls
- make nosave standalone CVar flag, alongside server and user
- implemented screenshots in softpoly backend
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom 4.3.3 released
Fortunately I found the file I made for the 4.3.3 post which should be complete.
Re: GZDoom 4.3.3 released
That's perfect Enjay, thank you! Looks like Graf already managed to fix it though.