GZDoom 3.0.0 Released

Posted by Graf Zahl on 29 April 2017 at 12:54.
GZDoom 3.0.0 has been released.
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 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.
  • 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.

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.