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 3.4.1

Published by alexey-lysiuk over 6 years ago

gzdoom - GZDoom 3.4.0

Published by alexey-lysiuk over 6 years ago

gzdoom - GZDoom 3.3.2

Published by alexey-lysiuk over 6 years ago

Major Highlights

  • Fixed detection of .ipk7 custom IWADs
  • Restored vanilla behavior of lightning for original Hexen
  • Added loading of ZSDF lumps by full paths
  • Disabled the survey code
  • Exported P_ActivateLine() to ZScript along with constants for activation type
  • Increased size of the savegame comment area.

Full List

  • Forbade dynamic array as the return type of a function
  • Fixed detection of .ipk7 custom IWADs
  • Reintroduced discarding of custom IWAD duplicates
  • Updated zlib to 1.2.11
  • Fixed potential crash on usage of Mystic Ambit Incant
  • Fixed crash when vid_setmode CCMD is used from command line
  • Restored vanilla behavior of lightning for original Hexen
  • Fix mid texture rendering for self-referencing sector lines
  • Added zero initialization of implicit dynamic array items
  • Added loading of ZSDF lumps by full paths
  • Added message for absent explicitly referenced dialog file
  • disabled the survey code
  • Exports P_ActivateLine() to ZScript along with constants for activation type
  • Separated P_ActivateLine() ZScript export into two functions, one with and one without a vector parameter
  • Increased size of the savegame comment area
gzdoom - GZDoom 3.3.1

Published by alexey-lysiuk over 6 years ago

Major Highlights

  • Better handling of defaults with some ZScript/DECORATE functions
  • Many bug fixes since 3.3.0

Full List

  • Fixed typo in libOPN error messages
  • ADL&OPN: More setup: Chips count and Volume model
  • Fixed applying of unsafe context in waiting command
  • Fxed sprite having a picnum was not animating its image in the hardware renderer
  • Fixed sidedef's sector and linedef references were writable.
  • Fixed black pixels when subtractive lights are in range for PBR materials
  • Fixed FBuildTexture::CopyTrueColorPixels() returned incorrect transparency information
  • Reverted inconsistent fix for 3D floor that extend into the real sector's floor were not clipped properly
  • Changed the default settings for fluid_patchset, timidity_config and midi_config to point to the default sound font
  • Fixed typo in linetrace flags checking.
  • ADL&OPL: Added a fallback for a blank instruments in GS/XG banks
  • Merged list of video modes for Cocoa and SDL backends
  • ADLMIDI: Update latest update of DMXOPL3 bank
  • Fixed crash when event handler class isn't derived from StaticEventHandler
  • Set more suitable limit for sound velocity validation
  • Fixed the blank banks list of ADLMIDI
  • Fixed infinite loop with None class in random spawner
  • Fixed infinite loop with zero height fast projectile
  • Fixed uninitialized members in DPSprite class
  • Fixed crash on accessing player sprite's state in software renderer
  • Set default for newradius in A_SetSize()
  • Fixed handling of default value in Actor.Vec3Angle()
  • Added ability to load any IWAD without extension
  • Removed check for duplicate IWADs
  • Localize the word “for” in Strife’s trading dialogs
  • Fixed handling of default values in String.Mid()
  • Made all elements of DehInfo and State read-only
  • Fixed excessive growth of ACS string pool
gzdoom - GZDoom 3.3.0

Published by alexey-lysiuk over 6 years ago

ZScript & Mapping Highlights

  • Added dynamic spot lights, configurable in the UDMF map format
  • Exported GetChecksum() function as part of FLevelLocals in ZScript
  • Mod-defined aliases no longer permanently change CVARs
  • Added FriendlySeeBlocks actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies. It's accessible from both ZScript/DECORATE and UDMF
  • Custom submenus are no longer removed from altered protected menu
  • Exported S_GetMSLength() function to ZScript
  • Added GetRadiusDamage() function. It returns the raw calculated explosion damage falloff by distance only
  • Added Screen.getViewWindow() function
  • Exported Trace() interface to ZScript
  • Added TeleportSpecial() as an alias for Teleport() in ZScript to deconflict from Actor.Teleport() function
  • Added Distance2DSquared() and Distance3DSquared() functions
  • Fixed skip_super application for ZScript
  • Split off the interface part of DHUDMessage
  • Exported sector effect pointers
  • Fixed missing pointer assignment on Lighting effect creation
  • Made left button down event available to UI event handler
  • Exported Inventory.AltHUDIcon field to ZScript
  • Added WorldLinePreActivated to override line activation
  • Added DI_MIRROR flag to statusbar image drawing, useful for rearview mirrors
  • Enabled string and float user_ properties in UDMF things

Other Highlights

  • Added in-game reverb editor using the menu system
  • Improved French translations
  • Fixed 'precise' rendering in OpenGL
  • Added new Materials Shader system to allow textures to show new properties such as glossiness and specularity, affected by dynamic lights, or with PBR, reflecting their direct surroundings
  • Added new rocket smoke sprites by Talon1024
  • Embedded Timidity++ into GZDoom directly
  • Added light definition for megasphere
  • Fixed midtex nowrap clipping bug when 3d floors are in view (Software Renderer)
  • Improved profilethinkers in various ways
  • Added variables am_unexploredsecretcolor and am_ovunexploredsecretcolor to mark undiscovered secrets differently in the automap
  • Added support for ADLMIDI and OPNMIDI libraries

Complete list of changes

gzdoom - GZDoom 3.2.5

Published by alexey-lysiuk almost 7 years ago

This is yet another point release for GZDoom, which addresses a serious flaw that has appeared since its ACS implementation. Everyone is urged to upgrade ASAP, and no support will be provided for any version prior to this once the binaries for all platforms are available.

Notable features since 3.2.4

  • Externalize DCanvas::DrawLine() to ZScript
  • Implemented i_soundinbackground to continue playing sounds and music while in background
  • OpenGL rendering now continues even when losing focus if not running fullscreen
  • Added playerrespawn skill flag to allow gameplay mods to retroactively enable player respawns in single player on all maps
  • Improved Advanced Sound Options menu - added option for FluidSynth chorus, removed fractional part from FluidSynth voices option
  • Fixed applying of Doom 64 lighting to horizon portals
  • Particles are now interpolated

More-complete changelog since 3.2.4:

  • Externalize DCanvas::DrawLine() to ZScript
  • Fixed inconsistent color remapping via translation ranges
  • Added bounds checks for colour translation indices
  • Fixed VM abort when drawing from ZScript happens during 0 game tic
  • Whitelist reset2saved, undocolorpic, openmenu in MENUDEF
  • Fixed potential crash calling undefined function in ZScript
  • Fixed crash after restart CCMD
  • Added compatibility settings for Hanging Gardens
  • Compatibility settings can now be applied for all map types (including UDMF)
  • Fixed take ammo cheat
  • Implemented 'i_soundinbackground' to continue playing sounds and music while in background
  • OpenGL rendering now continues even when losing focus if not running fullscreen
  • Prevent level from exiting if no deathmatch starts are available in multiplayer
  • Fixed tics to seconds conversion, now in ZScript - stat screens now display correct values
  • Disabled modifier keys processing in UI by Cocoa backend - modifier keys no longer trigger bound actions in menu/console/chat
  • Added GetPixelStretch() to LocalLevels struct
  • Fixed binding og default framebuffer before testing whether hardware stereo 3D is supported. This allows NVidia 3D vision glasses to function correctly when gl_light_shadowmap is on
  • Added "requires restart" to "enable quad stereo" option menu label, to help folks set up 3D
  • Added ability to perform reverse fades with A_SetBlend
  • Added 'playerrespawn' skill flag to allow gameplay mods to retroactively enable player respawns in single player on all maps
  • Improved Advanced Sound Options menu - added option for FluidSynth chorus, removed fractional part from FluidSynth voices option
  • Fixed applying of Doom 64 lighting to horizon portals
  • Particles are now interpolated
  • Fixed culling bug in SoftPoly
  • Applied texture offsets and scales on animated doors
  • Fixed rendering of wrapped midtex with sky ceiling
  • The player set up menu 'Press Space' message can now be localized
  • Better angle selection for rotated automap sprites
  • Added optional angles to player's coordinates display
  • Fixed boss special commands in UMAPINFO
  • Fixed ammo limit for give cheat
  • Applied vertical offset to transferred sky in OpenGL renderer
  • Fixed initialization of BlockThingsIterator objects
  • Added CheckMove() function to ZScript Actor class
  • Added vector diff functions to ZScript LevelLocals class
  • Added font characters for French and Portugese languages
  • Add gl_riskymodernpath for computers that worked before the GL>=3.3 modern path enforcement
  • Fixed ACS stack checking
gzdoom - GZDoom 3.2.4

Published by alexey-lysiuk almost 7 years ago

This is yet another point release for GZDoom, which addresses a serious flaw that has appeared since version 3.0.0. Everyone is urged to upgrade ASAP, and no support will be provided for any version prior to this once the binaries for all platforms are available.

Notable features since 3.2.3

  • Added DMG_NO_PAIN for DamageMobj()
  • Fixed bright sprites in sectors with Doom 64 lighting
  • Added free space margin aka safe frame for automap
  • Fixed rotating sky & model smoothness
  • Implemented win_borderless CVAR for fake fullscreen in Windows

More-complete changelog since 3.2.3

  • Unified implementation of ’directory as resource file' for POSIX targets
  • Fixed sky scrolling is now stored in a higher precision data structure; is now smoother than in 3.2.3
  • Fixed model rotating is now calculated in a higher precision data structure; is now smoother than in 3.2.3
  • Fixed directory creation for POSIX targets
  • Fixed backslashes in MD3 skin names
  • Fixed overbright screenshots with hardware gamma off
  • Increased maximum particle lifespan
  • Fixed screen->FrameTime should use an adjusted frame start time
  • Implemented win_borderless CVAR for fake fullscreen in Windows
  • Fixed loading of external DeHackEd patches
  • Fixed inconsistent angle of spawned leaves
  • Fixed English localization issues
  • Added empty space margin aka safe frame for automap
  • Repaired the video scaling code in OpenGL for vid_scalemode 0 and vid_scalefactor not equal to 1.0
  • Fixed crash when loading saved game with missing ACS module
  • Added null check for probe in SectorAction.OnDestroy()
  • Fixed error check when saving GL nodes
  • Fixed AActor::UnlinkFromWorld() must also destroy all portal link nodes for the calling actor
  • Do not allow outside access to the variable storing the CCMD for OptionMenuItemCommand
  • Added whitelist for DoCommand ZScript command
  • Stop demo recording after ending game with menu_endgame CCMD
  • Fixed bright sprites in sectors with Doom 64 lighting
  • Added DMG_NO_PAIN for DamageMobj()
gzdoom - GZDoom 3.2.3

Published by alexey-lysiuk almost 7 years ago

Notable features since 3.2.1

  • New timer code, GZDoom now appears a lot smoother in interpolated frames
  • More bugfixes, including some for non-Windows platforms
  • Improve speed for ARMv7 processors by setting tuning options to the Cortex-a7 CPU (for Raspberry Pi 2)
  • Several ZScript extensions and fixes
  • Improved OpenGL profile selection on Linux
  • Rather than giving version info, GZDoom now displays the name of the game you are currently playing in the window title. This can be disabled via i_friendlywindowtitle
  • Implemented unicode handling in some functions
  • Improved handling of temporary files on TiMidity++
  • Added latch keyword to CVARINFO
  • Added new grenade and ice shard sprites and removed non-GPL copyrighted assets

Complete changelog

gzdoom -

Published by madame-rachelle almost 7 years ago

gzdoom - GZDoom 3.2.1

Published by alexey-lysiuk almost 7 years ago

Changes from 3.2.0:

  • Fixed applying of height argument in A_Fire() function
  • Removed all code needed to support macOS earlier than 10.7 Lion
  • Fixed crash on attempt to register IDs for undefined class
  • Added vid_cropaspect. This CVAR turns vid_aspect into a letterboxing function that will crop the unused sides of the screen away, instead of stretching it. Requires one of the non-legacy OpenGL framebuffers to work
  • Removed vid_tft and vid_nowidescreen and associated menu option. Their functionality was superseded and extended by vid_aspect set to 3 (which has the same effect as setting both to true anyhow), and it was mostly just redundant
  • Fixed: don't interpolate view movements if a key press didn't result in any changes
  • Add default gzdoom.pk3 directory to File.Search paths on *nix systems
  • Fixed: inverted color order for post-process textures to BGRA to correctly match the internal texture standard in GZDoom
  • Added ability to change slider color using mapinfo's gameinfo
  • Added startuptype to IWADINFO, allowing to change the game startup screen with custom iwads
  • Fixed applying of compatibility settings for IWADs
  • Fixed a few cases when IWAD was checked by hardcoded index
  • Fixed arch-vile bleeding when damaging target
gzdoom -

Published by madame-rachelle about 7 years ago

gzdoom - GZDoom 3.2.0

Published by alexey-lysiuk about 7 years ago

Major release highlights

  • zd_extra.pk3 splits off copyright infringing assets, allowing game makers to delete this file and distribute a fully GPL-conforming copy of GZDoom without further changes
  • Custom IWAD support
  • Video render scaling (play in 320x200, or any custom resolution)
  • Custom screen shader support
  • MENUDEF replacements are now merged, allowing GZDoom to easily present new menu features in older mods that include one
  • Tons of fixes and improvements

Changes from 3.1.0

  • Merged with QZDoom 2.0.0
  • "Software" light mode (in OpenGL) now supports radial fog setting
  • Unsloped Flats can now use non-power-2 textures in software mode
  • Menus now merge in with a mod's custom MENUDEF when it provides menu replacements. This is due to older mods' menus becoming very quickly outdated
  • Rise of the Wool Ball is now supported as an IWAD
  • Custom IWAD support is now available. A custom IWAD file must have the extension ipk3/iwad, and contain a IWADINFO lump similar to GZDoom.pk3's with only this IWAD's information and no file list
  • "Classic Transparency" option - turn off ZDoom's additive transparency effects for the original game resources.
  • Better non-accelerated buffer support for software rendering - when vid_hw2d is disabled or otherwise using an unaccelerated framebuffer, stencils and on-screen objects now show up better
  • (Windows only) vid_used3d is now renamed to vid_glswfb. This matches the same CVAR that is available on Mac/Linux
  • vid_glswfb is now exposed to the menu
  • r_visibility now affects GL's Software lightmode as well as Softpoly.
  • Player Sprite overlays now support the PSPF_MIRROR flag which flips the sprite horizontally across the entire screen
  • Menu Blurring option - when running in OpenGL mode, a mod can now blur the screen when the menu is active
  • Unfriendly players - when a PlayerPawn object has -FRIENDLY set, they become a playable monster and interact with the game world as one. Additionally, they become deathmatch opponents, capable of dealing and taking damage from other players
  • Custom Screen Shaders - mods are now able to include their own post processing shaders, insertable before the bloom pass (beforebloom), before 2D objects are drawn (scene), and after everything is on the screen (screen)
  • vid_saturation saturates/desaturates the screen - improves the appearance of the screen when using certain brightness/gamma settings as well as allowing the user to play in 'black and white' (similar to the display control panel option). (Requires post-processing shaders to be active and hardware gamma must be disabled)

Changes since QZDoom 2.0.0

  • r_visibility now works in OpenGL (software lightmode only) and SoftPoly
    (Software only) Added r_line_distance_cull and r_sprite_distance_cull CVARs that cull lines or sprites beyond the specified distance
    (OpenGL only) Added 'enabled' property for post-process shaders, to automatically enable them without the assistance of ZScript
  • Enable Core Profile on macOS only when OpenGL 3.3 is available
  • Use multiple threads for xBRZ upscaling
  • Added new "sv_damagefactor*" variables
    sv_damagefactorplayer: Scales damage for player
    sv_damagefactorfriendly: Scales damage for all other +FRIENDLY objects
    sv_damagefactormobj: Scales damage for everything else including monsters and decorations
  • Added per-class think time profiling tool
  • Fixed crash when drawing untranslated font
  • Fixed applying of color to untranslated fonts in hardware renderer
  • Added kill baddies cheat - does the same thing as kill monsters only it ignores friendly monsters
  • Changed gl_ssao_portals default to 1
  • (OpenGL hardware/software framebuffer only) Revamped vid_max_* variables. Originally debug variables, they've been redesigned to allow screen resizing based on aesthetics
    The variable controlling the entire system is now vid_scalemode:
    0 == neighbor scaling, controlled by vid_scalefactor
    1 == linear scaling, controlled by vid_scalefactor
    2 == 320x200, neighbor scaled
    3 == 640x400, neighbor scaled
    4 == 1280x800, linear scaled
  • vid_scalefactor added for modes 0 and 1, which changes the render resolution to any arbitrary amount the user specifies >0, and resizes the screen to that amount. Valid values are >0 to <=2.0, where values above 1.0 are super-sampled to the screen (allowing up to SSAAx4 super-resolution). Please note that due to the way this is implemented, screenshots generated using this system will be in their original render resolution, so a super-sampled screenshot will actually come out in higher resolution
    Menu options for this system have been added
    Please note that this system is not available in the DirectDraw/Direct3D software framebuffers. For those, ZDoom's old -2 and -4 command-line parameters still work. (For now)
  • Post-process GLDEFS parsing is more strict than QZDoom's, and will error out if invalid keywords are used
  • Lemon parser now uses dynamic stack size comparable to C++'s, allowing deeper nesting of if, for, and while loops in ZScript
  • Fixed dynamic light clamping in true-color software renderer
  • BSP node cache will now no longer write to NTFS alternate streams. In Linux/Mac systems, this means said filenames will no longer contain a colon.
  • The classic software renderer now supports use of the maxviewpitch CVAR - it still cannot pan to a full 90 degrees, though (sorry folks) ;)
  • (Source code) Some OpenBSD support is now in the source. Please note that this is currently HUGELY unsupported by the dev team and comes as a user contribution. (From our perspective: 'here be dragons, tread ye carefully')
  • Models now have normals in the hardware renderer, allowing them to be affected by dynamic lights and SSAO
  • sv_singleplayerrespawn changed from a 'latching' CVAR to a 'cheat' CVAR using the new cheat CVAR system. This means the CVAR can now be enabled dynamically for single player games, however, it is still disabled when cheats are
  • Added render visibility flags - will selectively make objects disappear on the screen when certain rendering feature criteria is not met. The goal of this is to allow two different objects to appear on the screen based on renderer type, as a deterministic-supporting substitution for the oft-requested "moar reliable vid_renderer checks plzplz" - this feature is also intentionally designed to be future proof (i.e. if you use this feature MODS WON'T BREAK when new features are introduced in the associated renderers!)
  • Added r_showcaps CCMD to show which render flags are currently active in the renderer
  • Maximized window state is now saved between sessions as well as when swtruecolor is changed
  • Support binding textures for custom PP shaders
  • Added per-level exit texts independent of the current cluster
    This is mainly to support UMAPINFO which does not have clusters but has been extended to define separate exit texts for each target map that can be reached from a given map
    Special names normal and secret can be used to define texts specific to the default exits
    New MAPINFO properties:
    exittext = mapname, "text"...
    textmusic = mapname, "musicname", order
    textflat = mapname, flatname
    textpic = mapname, picname
    textflat and textpic are like flat and pic for clusters, one defines a tiled background, the other a fullscreen image
    Setting an empty exittext will disable a cluster-based text screen that may apply to the given map
  • TiMidity++ fixes for Linux
  • Significantly improve shadowmap light performance for faces with a large number of lights but where only a few applies to each individual fragment
  • More classic IWAD compatibility fixes for missing textures
  • Fixed unset inflictor in WorldThingDamaged event
  • Removed tag 0 check for 3D floors because as seems to be par for course in Doom modding, some people actually exploited this bug.
  • Handle state label resolution in a non-actor context more gracefully
  • Addressed incorrect ACS printbold implementation: For native Hexen maps it will now be correct, but all others will have to set a flag in MAPINFO's gameinfo section to avoid problems with numerous ZDoom maps depending on the incorrect implementation.
  • Reset interpolation coordinates for all actors before the current thinking turn instead of at the start of each actor's own Tick function so that indirect actor movement gets properly interpolated.
  • Fixed color for untranslated font was missing its alpha channel.
  • Print a warning if a decal definition cannot find an animator. This is important because DECALDEF cannot tentatively find animators declared after the decal.
  • Let PlayerPawn.ForwardThrust() use its angle parameter.
  • Fixed destination-less line portal should be ignored by the sight checking code.
  • Added a user reserved range of statnums from 70-90
  • Fixed FastProjectile's movement code was missing a portal check.
  • Softpoly now uses a zbuffer, similar to hardware rendering
  • Added sprite adjustment to softpoly
  • Fixed camera rotation from FraggleScript
  • Fixed crash when morph item is used from ACS
  • Fixed incorrect damage flags' checks for A_Kill...() functions
  • More softpoly fixes
  • Softpoly now supports sloped 3D floors
  • Fixed handling of default arguments in Actor.GiveSecret()
  • In software rendering, lights now check if they are too far above or below a certain plane before rendering. An example of this is in unloved.pk3 where in MAP02, some lights are above the ceiling
  • Fixed VM abort with null activator for SecretTrigger object
  • Fixed changing uiscale did not always update the screen size properly
  • Game will now print the version at the start of the log
  • Properly handle VM abort exception when occurred in menu
  • Added GOG path for Doom 3: BFG Edition
  • Fixed: When offsetting the projectile for testing, P_CheckMissileSpawn must also reset the projectile's sector to its new location
  • Fixed: When stepping through a sector portal and touching a two sided line on the opposite side, its opening must be used, regardless of the FFCF_NOFLOOR flag
  • Fixed struct field compiler did not check for forward declared type references that hadn't been resolved yet
  • Added per-actor camera FOV
  • Player FOV changes are now transmitted over the network using floats
  • Fixed Infinity and NaN floating point values formatting as string
  • (8-bit software) Fixed overflow for precise blend mode
  • Added Actor.A_SoundVolume(int slot, double volume) function to ZScript
  • Fixed crash caused by script number collision of ACS typed scripts
  • Fixed: Do not call DoEffect when predicting player movement
  • Fixed crash when defining a global constant which references a class member constant in its value
  • Fixed: For original Hexen, executing a death special should not clear it. This addresses the bell in HexDD's Badlands being rung before it is ready to use. This also removes the redundant special handling in the ZBell actor
  • gzdoom.pk3 has now been GPL-ized and has had many assets replaced with free GPL-conforming assets
  • zd_extra.pk3 is now included in the GZDoom distribution. This file contains the assets replaced in gzdoom.pk3 to their original assets, with the exception of the MBF German Shepherd, which now uses Nash's dog sprite replacement. If you are creating a commercial game, you may now simply remove zd_extra.pk3 to avoid copyright issues
  • Static executable assets now replaced as well. The Doom marine is now completely gone, the crash logger now shows a dying marine from FreeDoom, instead. GZDoom sports its own logo icon
  • Unsafe math operations removed from armv8 - they were deterministic breaking and broke original monster behavior
  • Added: m_showinputgrid == '-1' allows for on-screen keyboard to never show when inputting text, even when using a mouse
  • Shadowmap quality is now exposed to the menu
  • OpenGL 3.0 is now allowed for software OpenGL framebuffer (aka vid_glswfb) - The Mesa rendering library supports this just fine, and it seems it runs without trouble on known troublesome 3.0 cards
  • OpenGL 3.3 is now required for the modern rendering path for hardware rendering. This means that ALL OpenGL cards prior to this version will revert to the legacy rendering path; no longer using shaders or clip planes. This was done due to there being too many compatibility issues and bugs with cards and drivers from this era
  • Fixed playersprite calculations in softpoly
  • Classic software renderer now supports pixelratio mapinfo definition - allowing mappers to now create square pixel maps in all 3 renderers
  • Softpoly now supports dynamic lights in truecolor mode
  • Updated cream and olive definitions in TEXTCOLO to be more readable
  • Added four text colors: ice, fire, sapphire, teal
  • Added TID to actorlist and similar console commands output
  • Fixed read beyond buffer boundary during font color parsing
  • Fixed speed of sound and unit scale
  • Fixed bugs with Line_PortalSetTarget and added more portal geometry warnings
  • Fixed bug with portals that have been deactivated with Line_PortalSetTarget cannot be reactivated, even if given a valid target
  • Fixed bug with portals that were created in an inactive state (using a target line tag of 0) could never be activated
  • Linked portals that have been demoted to teleport portals because they do not have a return portal now emit a warning
  • Portals that are supposed to be traversable, but do not have back-sector now demote to visual portals and emit a warning, because nothing could ever possibly traverse them anyway.
  • Fixed flags when demoting interactive portals
  • Interactive portals demoted to visual due to not having a back-sector would not have their interactive flag properly cleared
gzdoom - GZDoom 3.1.0

Published by alexey-lysiuk over 7 years ago

Although this is mainly a bugfix release there are a few notable new features:

  • Support of Strife Veteran Edition's extended single player campaign
  • Better handling of stereo sounds
  • PlayerThink code has been exported to scripting
  • On Windows and macOS the system's MIDI synth is no longer the default. Instead, FluidSynth and a small soundfont are now included to provide better default playback quality.

Notable bugfixes:

  • Translucency on weapon sprites works properly
  • Some layout fixes with SBARINFO based status bars
  • Fixed par time display on level summary screen
  • Fixed loop tag checks for Ogg files
gzdoom - GZDoom 3.0.1

Published by alexey-lysiuk over 7 years ago

This is a bugfix release which addresses the following:

  • Potential crash when changing the render output in-game and continue playing
  • Crash in the software renderer with camera textures
  • For 32 bit Windows libsndfile.dll is reverted to the old version due to some incompatibility with the newer one
  • Cleanup of dynamic light options
gzdoom - GZDoom 3.0.0

Published by alexey-lysiuk over 7 years ago

This is the first version that merges all software rendering features from QZDoom.
In addition this is the first release under the GPL v3.
To comply with the GPL, FModEx had to be removed as a sound backend, so this version will only support OpenAL.

New features aside from merging with QZDoom include:

  • Scriptable status bars
  • Scriptable level status screens
  • Static constant arrays in classes
  • Support for Doom64-style lighting in the software renderer, with the exception of gradients
  • Optimization of the scripting VM by removing some always active debug support

Please note that starting with this version the 32 bit Windows version will require support for SSE2, because the true color software renderer cannot work without it. As a result it can no longer be used on Pentium 3's and older.

gzdoom - GZDoom 2.4.0

Published by alexey-lysiuk over 7 years ago

New render features

  • Doom64-style color properties for sectors (i.e. different color settings for floor, ceiling, walls and sprites)

New scripting features

  • Script versioning to account for syntax differences between versions
  • Fully scripted inventory system
  • Fully scripted menu system
  • Scripted event system
  • Printf-style string formatting function for ZScript
  • Dynamic arrays for ZScript
  • More access to map data from ZScript
  • User definable actor properties
  • Separation of scripts into UI and Play parts to have better access control
  • Exported obituary code to ZScript to allow more flexibility when handling special cases
  • SectorTagIterator and LineIDIterator classes to search for tags

Other

  • Added GetActorFloorTexture and GetActorFloorTerrain ACS functions
  • Added new PRINTNAME_ constants for retrieving next and secret next level in ACS
  • Added per-sector settable fog density
  • Fixed handling of sector action things with special trigger semantics
  • True color fonts can be defined in FONTDEFS
  • added a BOUNCE_NotOnShootables flag to address an old design bug in the bouncing system
  • added StealthAlpha actor property for defining a minimum visibility value of a stealth monster

... and many more smaller additions and fixes.

gzdoom - Dependencies for Continuous Integration

Published by alexey-lysiuk over 7 years ago

> ci_deps_win_v01.zip

Library Version
FMOD Ex 4.44.64
OpenAL-Soft 1.17.2
libmpg123 1.24.0
libsndfile 1.0.27
gzdoom - GZDoom 2.3.2

Published by alexey-lysiuk almost 8 years ago

This is a bugfix release addressing a few critical issues in 2.3.1:

Critical issues fixed:

  • turbo stairs in Doom 2 were broken
  • potential crash with stair building in Hexen
  • The Heresiarch in Hexen did not call its death script
  • several Heretic weapons behaved incorrectly
  • The last two were caused by an incorrect script compiler check that failed to detect a bad function definition. This may induce a breaking change to some ZScript based user mods, too, which made the same mistake!

Other fixes:

  • fixed a problem with drawing decals with the software renderer
  • 'stat music' could crash on OpenAL
  • fixed a rare crash condition with killing monsters from the console
  • the spiral for railgun shots wasn't drawn
  • switching from windowed to fullscreen could set bad screen sizes not covering the entire screen
  • fixed sight checks through portals

New features:

  • mods can define items globally for precaching in addition to per-map definitions
gzdoom - GZDoom 2.3.1

Published by alexey-lysiuk almost 8 years ago

This is a bugfix release. Fixes include:

  • Dehacked strings were cut off at the end
  • corrected a few cases where dynamic lights were not correctly set up
  • default lights for Doom and Heretic are now properly attenuated
  • fixed a few issues with the ZScript compiler
  • fixed potential crash with Doom's boss brain
  • fixed state validation problem with Dehacked modifications
  • fixed a crash with multiplayer games
  • fixed a few more cases where player sprites became momentarily visible during a portal transition
  • made particle translucency calculations more precise
gzdoom - GZDoom 2.3.0

Published by alexey-lysiuk almost 8 years ago

It's time to celebrate the new year with a new release.

New features include

  • First version with official ZScript support
  • Screen space ambient occlusion (SSAO) for the OpenGL renderer, written by dpJudas
  • UDMF-configurable fog density per sector
  • Glowing flats settable through UDMF
  • Proper rendering processing of large actors
  • Improved IWAD picker, allowing to choose the active renderer, or autoloading lights and brightmaps
  • Proper dynamic light definitions for Freedoom.
  • Multithreaded software rendering
  • Some improvements to the console
  • Fixed the pitch issues that were warned about for 2.2.0