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Releases: cmbruns/gz3doom

GZ3Doom Version 1.8.6_f

14 Mar 21:27
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Pre-release

Release Notes:
[None]

GZ3Doom Version 1.8.6_d

14 Mar 21:24
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Release Notes:

  • Correct pixel aspect ratio to 1.2
  • Add vr_weapon_height console variable, to adjust weapon sprite position

GZ3Doom Version 1.8.6_c

14 Mar 21:21
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Release Notes:

  • Avoid calling drawUnhandledMissingTextures() until final pass.
  • Corrects hall-of-mirrors defect in Doom2 M2
  • Corrects missing doors in right-eye view in Doom E1M4

GZ3Doom Version 1.8.6_b

14 Mar 21:20
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Release Notes:

  • Include glew32.dll in Windows installer

GZ3Doom Version 1.8.6_a

14 Mar 21:18
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Release Notes:

  • Correct hall-of-mirrors defect in collaboration with Benjamin Johnson
  • Merge changes from gzdoom 1.8.6-ish

GZ3Doom Version 1.8.5_a

14 Mar 20:44
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Release Notes:

  • Merge changes from recently released gzdoom version 1.8.5

GZ3Doom Version 1.8.2_f

14 Mar 20:41
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Release Notes:

  • Implement Nvidia 3D Vision mode (vr_mode 7, Thanks Torr Samaho!)
  • Avoid crash with Alien Colonial Marines wad
  • Fix compile problem when Oculus SDK not available

GZ3Doom Version 1.8.2_e

14 Mar 20:43
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Release Notes:

  • Fix aspect ratio for Oculus Rift dev model.
  • Capturing images/movies with FRAPS works again.
  • Right eye no longer gets double effect from radiation suit, pickups, and other "blend" operations

GZ3Doom Version 1.8.2_d

14 Mar 20:34
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Release Notes:

  • Fix terrible units bug in frustum shift for all non-Rift 3D modes.
  • Add Rift view angle prediction with hard-coded latency of 20 ms.

GZ3Doom Version 1.8.2_c

14 Mar 20:32
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Pre-release

WARNING: Do not use this version; it has a serious bug in all non-Rift 3D modes.

Release Notes:

  • Correct crosshair placement at high pitch angles.
  • Correct placement of site-down-weapon weapon in Brutal Doom in Rift mode.
  • Screenshots in Rift mode work again.
  • Weapon is a bit larger than in version 1.8.2_b.
  • Weapon position is where it should be (for its size)
  • Setting vr_player_height cvar to your personal actual height in meters should make your feet just reach the ground.
  • Setting vr_view_yoffset to a value like 5 (map units) makes you taller so you're not so much shorter than the monsters.