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Release Notes - Doom 3 Retail Patch 1.3.1

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Di seguito sono consultabili le note di rilascio - in gergo "release notes" - relative al file Doom 3 Retail Patch 1.3.1, nel caso in cui gli sviluppatori abbiano reso disponibile tale documentazione in occasione della pubblicazione del software. Tuttavia, se hai bisogno di maggiori informazioni su Doom 3 Retail Patch 1.3.1, o se le note di rilascio non sono (ancora) disponibili, è comunque possibile procedere con la lettura della descrizione del file.

Doom 3 Retail Patch 1.3.1
DOOM 3 retail patches & SDKs v1.3.1

A few notes about Vista:

We've tested Doom 3 and Quake 4 to run fine on Windows Vista, provided you have an OpenGL ICD installed (provided by your GPU vendor). Both NVidia and AMD/ATI have released an OpenGL ICD in their latest driver line.

If no OpenGL ICD is present, the default OpenGL driver is a wrapper to D3D provided by Microsoft, which lacks the necessary features to run id games with their full performance and graphical impact.

The install CDs (and DVDs) for Doom 3 and Quake 4 will install the game fine under Vista. The Quake 4 installer may require you to install Flash Player first, and Vista may pop occasional warning windows but in the end you will get a working installation.

Fixes and updates in 1.3.1:
- Tested and improved Vista compatibility
- Fix a potential crash in physics
- Fix an issue with pak downloaded being immediately appended without filesystem restart
- Fixes to DNS lookup, reduced the stalls
- Updated the code to gcc 4.0 compliance, for Mac OSX universal binaries and GNU/Linux x86 binaries
- Threading implementation for Mac and Linux is more compliant with the Win32 behaviours
- Fix Alsa sound backend (Linux)
- Fixes to tty code (Linux)

Fixes for modding/SDK:
- Fix RevBitFieldSwap issue (affected only big endian platforms)
- Fix ReadBindFromSnapshot
- Verbose overflow check in idBitMsg::WriteBits and apply related fixes
- Fix a GetFileList issue
- Expose key states and button states to the game
- Pass lastPredictFrame to the game (client prediction)
- Pass HandleMainMenuCommands to the game
- Pass the GUID to the game (in ClientConnect call)
- Allow game to override gui load menu


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