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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Published by alexey-lysiuk over 6 years ago
Published by alexey-lysiuk over 6 years ago
Published by alexey-lysiuk over 6 years ago
.ipk7
custom IWADsP_ActivateLine()
to ZScript along with constants for activation type.ipk7
custom IWADsvid_setmode
CCMD is used from command lineP_ActivateLine()
to ZScript along with constants for activation typeP_ActivateLine()
ZScript export into two functions, one with and one without a vector parameterPublished by alexey-lysiuk over 6 years ago
FBuildTexture::CopyTrueColorPixels()
returned incorrect transparency informationfluid_patchset
, timidity_config
and midi_config
to point to the default sound fontNone
class in random spawnerDPSprite
classnewradius
in A_SetSize()
Actor.Vec3Angle()
String.Mid()
DehInfo
and State
read-onlyPublished by alexey-lysiuk over 6 years ago
GetChecksum()
function as part of FLevelLocals
in ZScriptFriendlySeeBlocks
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 UDMFS_GetMSLength()
function to ZScriptGetRadiusDamage()
function. It returns the raw calculated explosion damage falloff by distance onlyScreen.getViewWindow()
functionTrace()
interface to ZScriptTeleportSpecial()
as an alias for Teleport()
in ZScript to deconflict from Actor.Teleport()
functionDistance2DSquared()
and Distance3DSquared()
functionsInventory.AltHUDIcon
field to ZScriptWorldLinePreActivated
to override line activationDI_MIRROR
flag to statusbar image drawing, useful for rearview mirrorsam_unexploredsecretcolor
and am_ovunexploredsecretcolor
to mark undiscovered secrets differently in the automapPublished 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.
DCanvas::DrawLine()
to ZScripti_soundinbackground
to continue playing sounds and music while in backgroundplayerrespawn
skill flag to allow gameplay mods to retroactively enable player respawns in single player on all mapsDCanvas::DrawLine()
to ZScriptreset2saved
, undocolorpic
, openmenu
in MENUDEF
take ammo
cheatGetPixelStretch()
to LocalLevels
structBlockThingsIterator
objectsCheckMove()
function to ZScript Actor
classLevelLocals
classgl_riskymodernpath
for computers that worked before the GL>=3.3 modern path enforcementPublished 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.
DMG_NO_PAIN
for DamageMobj()
win_borderless
CVAR for fake fullscreen in Windowsscreen->FrameTime
should use an adjusted frame start timewin_borderless
CVAR for fake fullscreen in Windowsvid_scalemode
0 and vid_scalefactor
not equal to 1.0SectorAction.OnDestroy()
AActor::UnlinkFromWorld()
must also destroy all portal link nodes for the calling actorOptionMenuItemCommand
DoCommand
ZScript commandDMG_NO_PAIN
for DamageMobj()
Published by alexey-lysiuk almost 7 years ago
Published by alexey-lysiuk almost 7 years ago
Changes from 3.2.0:
A_Fire()
functionvid_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 workvid_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 redundantgzdoom.pk3
directory to File.Search paths on *nix systemsstartuptype
to IWADINFO
, allowing to change the game startup screen with custom iwadsPublished by alexey-lysiuk about 7 years ago
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 changesMENUDEF
replacements are now merged, allowing GZDoom to easily present new menu features in older mods that include oneMENUDEF
when it provides menu replacements. This is due to older mods' menus becoming very quickly outdatedipk3
/iwad
, and contain a IWADINFO
lump similar to GZDoom.pk3
's with only this IWAD's information and no file listvid_hw2d
is disabled or otherwise using an unaccelerated framebuffer, stencils and on-screen objects now show up bettervid_used3d
is now renamed to vid_glswfb
. This matches the same CVAR that is available on Mac/Linuxvid_glswfb
is now exposed to the menur_visibility
now affects GL's Software lightmode as well as Softpoly.PSPF_MIRROR
flag which flips the sprite horizontally across the entire screenPlayerPawn
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 playersbeforebloom
), 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)r_visibility
now works in OpenGL (software lightmode only) and SoftPolyr_line_distance_cull
and r_sprite_distance_cull
CVARs that cull lines or sprites beyond the specified distancesv_damagefactorplayer
: Scales damage for playersv_damagefactorfriendly
: Scales damage for all other +FRIENDLY
objectssv_damagefactormobj
: Scales damage for everything else including monsters and decorationskill baddies
cheat - does the same thing as kill monsters
only it ignores friendly monstersgl_ssao_portals
default to 1vid_max_*
variables. Originally debug variables, they've been redesigned to allow screen resizing based on aestheticsvid_scalemode
:vid_scalefactor
vid_scalefactor
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 resolutionGLDEFS
parsing is more strict than QZDoom's, and will error out if invalid keywords are usedif
, for
, and while
loops in ZScriptmaxviewpitch
CVAR - it still cannot pan to a full 90 degrees, though (sorry folks) ;)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 arer_showcaps
CCMD to show which render flags are currently active in the rendererswtruecolor
is changedUMAPINFO
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 mapnormal
and secret
can be used to define texts specific to the default exitsMAPINFO
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 imageexittext
will disable a cluster-based text screen that may apply to the given mapWorldThingDamaged
eventMAPINFO
's gameinfo
section to avoid problems with numerous ZDoom maps depending on the incorrect implementation.DECALDEF
cannot tentatively find animators declared after the decal.PlayerPawn.ForwardThrust()
use its angle parameter.FastProjectile
's movement code was missing a portal check.A_Kill...()
functionsActor.GiveSecret()
unloved.pk3
where in MAP02
, some lights are above the ceilingSecretTrigger
objectuiscale
did not always update the screen size properlystruct
field compiler did not check for forward declared type references that hadn't been resolved yetAdded Actor.A_SoundVolume(int slot, double volume)
function to ZScriptDoEffect
when predicting player movementgzdoom.pk3
has now been GPL-ized and has had many assets replaced with free GPL-conforming assetszd_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 issuesm_showinputgrid
== '-1' allows for on-screen keyboard to never show when inputting text, even when using a mousevid_glswfb
) - The Mesa rendering library supports this just fine, and it seems it runs without trouble on known troublesome 3.0 cardspixelratio
mapinfo definition - allowing mappers to now create square pixel maps in all 3 renderersTEXTCOLO
to be more readableactorlist
and similar console commands outputLine_PortalSetTarget
and added more portal geometry warningsLine_PortalSetTarget
cannot be reactivated, even if given a valid targetPublished by alexey-lysiuk over 7 years ago
Although this is mainly a bugfix release there are a few notable new features:
Notable bugfixes:
Published by alexey-lysiuk over 7 years ago
This is a bugfix release which addresses the following:
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:
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.
Published by alexey-lysiuk over 7 years ago
New render features
New scripting features
SectorTagIterator
and LineIDIterator
classes to search for tagsOther
... and many more smaller additions and fixes.
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 |
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:
Other fixes:
New features:
Published by alexey-lysiuk almost 8 years ago
This is a bugfix release. Fixes include:
Published by alexey-lysiuk almost 8 years ago
It's time to celebrate the new year with a new release.
New features include