GZDoom 2.4.0 released

Posted by Graf Zahl on 19 March 2017 at 15:35.
GZDoom 2.4.0 has been released.

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.
  • 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.
Download

GZDoom 2.3.2 released

Posted by Graf Zahl on 10 January 2017 at 16:42.
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 2.3.1 released

Posted by Graf Zahl on 7 January 2017 at 06:36.
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 2.3.0 released

Posted by Graf Zahl on 1 January 2017 at 06:17.
It's time to celebrate the new year with a new release. Here's 2.3.0.

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.

WadExt v1.0 released

Posted by Graf Zahl on 10 November 2016 at 11:55.
I finally got tired of the problems with the existing extraction tools so I decided to write my own.

https://github.com/coelckers/wadext/releases/tag/1.0

This is a simple command line tool that will extract an entire WAD into a mostly PK3-compatible folder structure, it will also decompile all TEXTUREx, ANIMATED and SWITCHES lumps into readable and reusable text lumps (ANIMDEFS and TEXTURES, respectively.) Most of the file formats used with ZDoom will be detected and get a proper extension applied.

Doom format graphics and sounds will be converted to common formats PNG and WAV, this can be disabled via command line.

Comments and suggestions are welcome. Please add any bug reports and feature suggestions to the Github tracker if you have an account over there.
Currently only working on Windows, if someone wants to make it work on Linux or maxOS, please drop me a line so that I can add you to the repo.