- Nouvelle release de ZDoomGL qui passe de la version
0.72 à 0.73 (on avait pas proposé sur le site la version
0.72 car peut d'ajout y avait été fait), celle-ci apporte
plusieurs améliorations et fixes pas mal de bugs, en voici
le détail:
January 29, 2003
=============
- fixed a crash when setting an invalid convolution filter
- disabled compiled vertex arrays (they were crashing 3Dfx cards for
some reason)
- disabled logging of the TextureList class again
January 28, 2003
=============
- updated to 2.0.38
- fixed a bug in some ZDoom code that caused a crash with scripted
marines (SinCity 2 doesn't crash anymore)
- did a bit more tinkering with flats
- added logging code to the TextureList class (writes to texlist.txt)
for easier debugging (I can see which texture caused the hard lock!)
January 25, 2003
============
- fixed a bug in the flat loading. It was only allocating space
for 64*64 sized flats, so hires flats would blow up badly...
January 25, 2003
============
- fixed: hires textures weren't always being checked for an alpha
channel
- clipper detects doors again, so if a door is closed it doesn't draw
behind it
- clipper clips against one sided seg with a mid texture and a sector
behind it
- add subsectors outside frustum to clipper to fill it up to get an
early out from the bsp traversal
- fixed a bad bug where warped flats were being rebuilt/uploaded to
OpenGL every time they were bound, instead of when the level time changed
- added a check for NULL patches in the texture loading code. Will
this fix the crashing?
January 24, 2003
============
- updated to 2.0.37
- added new cvars: gl_texture_convfilter and gl_texture_convadjust.
I'll have to do a little writeup on them sometime. Basically, they
allow you to run a filter on textures.
- fixed a bug in the texture creation that could cause a crash
- made walls infinitely tall so they block things behind them properly
(well, just 1000 units taller or something, but it works)
- fixed a bug in adding sprites so all sprites in a given sector will
be drawn
- doesn't try to precache textures when not in a map anymore
January 22, 2003
============
- updated to 2.0.36
- converted internals to floats instead of doubles for a small increase
in speed
- floors/ceilings are vertex arrays now (CVA's if the card supports
it)
- texture/patch loading doesn't result in funny black lines anymore
(finally!)
- texture loading rewritten (loads texpatches with same method that
loads sprites and draws into texture)
- sprite outlines fixed (code borrowed from JDoom, thanks Jaakko!)
- updated nodebuilder so 3057demo.wad works properly
- fixed small bug in texture loading that would misreport some textures
as masked instead of solid, causing them to not be tiled vertically
- fixed bug that would allow transparency for walls with no backsectors
Tout ceci est téléchargeable ici.
- Egalement à télécharger, le
nouveau pack de texture haute résolutions destiné à JDoom (et à ZDoomGL à présent),
ce pack de textures est superbe et pèse lourd, pas moin de
180mo à télécharger ici ou à prendre
directement dans la section Ports destinée à JDoom c'est à dire là (désolé pour
les 56K).
|