gzdoom

GZDoom is a feature centric port for all Doom engine games, based on ZDoom, adding an OpenGL renderer and powerful scripting capabilities

GPL-3.0 License

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gzdoom - GZDoom 4.3.3

Published by coelckers over 4 years ago

  • 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
gzdoom - GZDoom 4.3.2

Published by coelckers almost 5 years ago

  • fixed Linux and macOS implementations of I_FindAttr()
  • implement player setup background by Enjay
  • fixed uninitialized variable in OPL song. Mono streams could be erroneously treated as stereo, doubling their playback speed
  • compatibility workaround for using Scroll_Texture_Model with a line id of 0.
  • store CVARs non-destructively in savegames.
  • added missing render style constants to ZScript.
  • fixed A_PlaySound() called from Dehacked
  • fixed: The directory scanner for reading a directory into the WAD file system and ScanDirectory were not Unicode capable on Windows.
  • added ML_NOSKYWALLS and ML_DRAWFULLHEIGHT
  • restored old values for CHAN_... constants
  • add support for new Bethesda.Net Unity Edition wads
  • added workaround for GLSL noise functions on macOS
  • added ability to use static SDL2 library
  • fixed invalid context warnings with Cocoa backend
  • removed obsolete softpoly render modes from menu
  • fixed resolving of music aliases with full filenames
  • fixed erroneous override of default language strings
gzdoom - GZDoom g4.3.0

Published by coelckers almost 5 years ago

PLEASE DO NOT DOWNLOAD. THIS RELEASE HAS A SERIOUS ISSUE!!!

*vid_scalemode 1 now only goes down to 640x400 at minimum, instead of 320x200
*added Esperanto menu option.
*Support for MIDI on Linux via alsa sequencer
*rewrote the ZMusic interface so that it is free of C++ constructs.
*the timidity safe_malloc functions may not throw exceptions.
*added pixel ratio detection to supersampling detection for forcing linear scalingthis should likely make it so if there's ever an instance where a viewport pixel is smaller than a screen pixel, the screen should go to linear scaling now
*set sane limits for vid_scale_custompixelaspect
*added the Dehacked extensions from Crispy/Doom Retro.
*made linear scaling more user controlled
*do config migration for vid_scale_custompixelaspect
*allow custom pixel ratio scaling
*SW renderer: Fix wrong blend tables used when dynamic lights hits translucent lines
*implement 'defcvars'
*Fixed a regression in DoTakeInventory. (the C++ code just ignored the null pointer, but ZScript can't do that)
*Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
*Fixed: Invulnerability checking for rails was done before the various THRU actor flags instead of after, meaning actors could block shots regardless of those flags. This was never intended.
*Added STOPRAILS actor flag.
*export TMap<FString, FString> to ZScript
*let a sight check that gets lost return failure.
*fixed Harmony's end text's name.
*update window title with current level name
*removed symbols to fix zdoom.rc being modified after checkout
*reinstate 320x200 with the following caveat: it only functions outside of menus and console, and only when the dialogues and logs use the default font, the game will temporarily switch to 640x400 in these situations
*change IWAD startup dialog to allow selecting between OpenGL, Vulkan, and SoftPoly backends. (windows only)
*precache switch textures from ANIMATED lump
*upsample texture if width * height is less or equal to gl_texture_hqresize_maxinputsize squared
*added a few more texture coloring options to the shader.
*added minimal time profiling of texture precaching
*improved normalNx scaling performance by ~10%
*implement vid_scalemode = 6sets absolute minimum scaling to fill entire screenuseful for speeding up software rendering
*allow more than 8 sound channels per sound source. This requires a new function interface because the old one's combination of channel and flags in one variable cannot be changed anymore.
*renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope.
*fixed VOC loader. Its 16 bit code did not work because it set the variable to -16 instead of 16.
*do not expect user input if stdin is redirected
*removed redundant call to S_StopAllChannels()
*More compat fixes for Swan Fox maps (#982)
*add line_horizon on HOM line in Sapphire.wad
*removed dead menu options
*Fixed the JIT's OP_VTBL check not checking if it's already at the start of the code.
*fixed typos in Doom lights definitions
*fixed wrong display of Hexen AC for SBARINFO
*added null check to the dialogue lines array so that it doesn't crash if the text is never word wrapped.
*fixed: AActor::Revive did not restore flags8.
*fixed monster teleportation on Ancient Aliens MAP23
*added ability to set custom alternative HUD
*add cvar 'cl_disableinvertedcolormap'changes the invulnerability… (#972)
*exported several Wads.GetLump...() methods to ZScript
*Compatibility fixes for Clavicula Nox
*cl_blockcheats added to 'nocheat' check
*changed secret message handling so that the debug output of the sector number is only printed to the console but not the centered message.
*new zscript function 'SetLineVertexes(line, v1, v2)'
*added generic level post-processing script class
*improved handling of return value mismatches
*set meaningful defaults on initialization of BaseStatusBar
*add Vulkan to the startup box in Windows
*fixed missing fullbright for Berserk
*fixed source lump assignment for multipatch textures
*mixins.
*fixed bad variable name for lump filter
*fixed: IfGame else branch was ignored in MENUDEF
*fixed: lump filters without any dot in the name did not work.
*implement ccmd 'togglehud' for taking screenshots

gzdoom - GZDoom 4.3.1

Published by madame-rachelle almost 5 years ago

  • fixes a couple of critical issues in 4.3.0 - moves colorization feature to correct file (gldefs) and disables default blocks in mixins since they currently do not work.
gzdoom - GZDoom g4.2.4

Published by coelckers almost 5 years ago

This is a bugfix release addressing the following issues:

  • Fixed stretching for 256 and 240 pixels tall skies in software.
  • fixed broken walkthrough of Restoring Deimos MAP07
  • Fixed a bug in the flagdef processing code.
  • adjusted collision detection for item pickups. Use vanilla condition for a thing with MF_SPECIAL flag to fix inability to grab it when item's top is at the same height as sector's floor from it can be picked up
  • fixed localization support for intermission texts
  • fixed radius attack that may inflict damage twice
  • sort CVAR output in config alphabetically instead of randomly dumping them in their internal order.
  • Fixed ZScript's Screen.DrawLine using the wrong color when drawing pure black.
  • fixed missing frames for Hexen's fighter's axe attack without mana
  • fixed usage of uninitialized object in BlockLinesIterator
  • removed hardcoded width limit for screenshots
  • Fixed dynamic arrays as function arguments.
  • added Visual Studio debugger visualization for several types
  • do not accept read-only variable as out argument
  • fixed variable's stack offset for implicit dynarray clearing
  • Fixed Vector2/3 out parameters in the ZScript compiler.
  • added explicit clearing of global VM stack. When exception is thrown from JITed code, VM stask isn't cleared during unwinding.
  • fixed typo with D'Sparil's serpent attack in lights.pk3. https://forum.zdoom.org/viewtopic.php?f=2&t=66177
  • fixed bad application of translucency in the software renderer
  • Scythe MAP22 Compatibility fix
gzdoom - GZDoom g4.2.3

Published by coelckers almost 5 years ago

  • fixed wrong offset on Fighter's Fist
  • Added Armor to Hexen fullscreen display
  • Export F3DFloor structure and related data.
  • fix of checking for valid texture access, rather than checking whether it is null, when drawing fog boundaries in the software renderer
  • Fixed crash with mock2.wad in software.
  • Fix for LineTrace not setting its starting sector based on its offset.
  • fixed: sector lights could access the sector before it was set.
  • Fixed ancient ZDoom savegame slot selection bug. When creating new autosaves LastAccessed and LastSaved were not updated accordingly.
  • Fix crash on vulkan with a large number of texture shaders.
  • adapted the PSX XA decoder from EDuke32 as a music format in GZDoom.
  • internal restructuring of music system.
  • fixed inventory scroll arrows in alternative HUD
  • add m_quickexit option for quick exit in game menu
  • fixed a crash in the software renderer that caused wallsprites to crash
  • cleanup of game exit code to be more reliable, as this could cause spurious crashes.
  • Fixed capped tall skies not working (Heretic and Hexen).
  • Fixed sky stretching for the new freelook limit.
  • made GL nodes loader more resilient to broken data
  • Fixed CheckBossDeath not checking for actor replacements.
  • fallback to console font in case of missing small font
  • fixed: pickup flash didn't fade out if player was killed by pickup
  • fixed: The dynamic lights must be initialized before the first frame is ticked.
  • fixed SPC music looping after update to GME 0.6.2
  • fixed broken walkthrough of Restoring Deimos MAP03
  • fixed broken walkthrough of Skulldash MAP04
  • implicitly clear local dynamic arrays
  • fixed crash with dynamic light manipulation through netevents.
  • when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor.
  • fixed GetLineX/GetLineY ACS implementation
gzdoom - GZDoom g4.2.2

Published by coelckers almost 5 years ago

Important note: This release has been shelved due to a serious last second bug. Please get 4.2.3 instead

gzdoom - GZDoom g4.2.1

Published by coelckers about 5 years ago

gzdoom - GZDoom 4.2.0

Published by coelckers about 5 years ago

gzdoom - GZDoom 4.1.3

Published by alexey-lysiuk over 5 years ago

gzdoom - GZDoom 4.1.2

Published by alexey-lysiuk over 5 years ago

gzdoom - GZDoom 4.1.1

Published by alexey-lysiuk over 5 years ago

gzdoom - GZDoom 4.1.0

Published by alexey-lysiuk over 5 years ago

gzdoom - GZDoom 4.0.0

Published by alexey-lysiuk over 5 years ago

gzdoom - GZDoom 3.7.2

Published by alexey-lysiuk over 5 years ago

gzdoom - GZDoom 3.7.1

Published by alexey-lysiuk almost 6 years ago

gzdoom - GZDoom 3.7.0

Published by alexey-lysiuk almost 6 years ago

gzdoom - GZDoom 3.6.0

Published by alexey-lysiuk about 6 years ago

gzdoom - GZDoom 3.5.1

Published by alexey-lysiuk about 6 years ago

gzdoom - GZDoom 3.5.0

Published by alexey-lysiuk about 6 years ago