GZDoom 4.0.0 Released

19/04/14 Party Boy 0

Highlights Vulkan released in its alpha stages. Use “+vid_backend 0” on the command line to activate it. VERY IMPORTANT! Vulkan is unfinished and has several issues. You will likely crash. It works […]

Doomsday 2.1.1 released

19/02/22 Party Boy 0

Doomsday 2.1 has been released (build 2967), coinciding with the 25th anniversary of DOOM! 2.1.1 is a patch release that improves the stability of the engine and fixes some incorrect behavior. This […]

BloodGDX 0.798 Released

19/01/23 Party Boy 0

1. RX 10 (kChannelTriggerTeam) fixed 2. Voodoo doll no affect on teammates if friendlyfire is disabled 3. Jumping on player’s head damage fix 4. Fix crashes in some cases when playing demo […]

WitchavenGDX 0.700 Released

19/01/21 Party Boy 0

Libgdx framwork updated to 1.9.8 New OpenAL version 1.18.1 with resampler filter WhGDX is playable now New game loop (for multiplayer in future) New menu Crash fixes AI refactoring Start cutscene support […]

GZDoom 3.7.1 Released

19/01/03 Party Boy 0

Highlights Expand UDMF and ZScript API for side’s own additive colors Add ‘useowncoloradd_{top,mid,bottom}’ sidedef properties to the UDMF spec Please be aware there are also now UDMF fields for destructible geometry. (implementation […]

Quake2xp 1.26.8 Released

18/07/08 Party Boy 0

This is the last version for this year. Highlights: Self shadowing parallax mapping Md3 transparent meshes + lighting Md3 turbo shadows Color vibrance correction Environment and sub surface scattering for bsp Fixed […]

QZDoom 2.1.0 Released

18/06/11 Party Boy 0

The main purpose of this release is two things: Bring a stable QZDoom that is up-to-date, particularly with security enhancements, from the latest GZDoom (3.4.0 as of this writing) and… Fix the […]

GZDoom 3.4.0 Released

18/06/07 Party Boy 0

Highlights enable #include support in modeldef files removed DirectDraw and Direct3D backends, removed unaccerated SDL framebuffer backend reorganization of 2D and 3D rendering code in preparation for Vulkan in the future, performance […]