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GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 15:17
by Graf Zahl
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.

Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 15:34
by Eruanna
Thank you, as always, for all the hard work and for GZDoom! ^_^

Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 15:40
by Tiger
Amazing stuff! :D

Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 16:44
by Lud
Graf is my favourite developer, hands down. Not just cause of this release. You're keeping the source port alive and kicking. Stay cool, dude. 8)

Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 17:08
by JPL
Congrats. This seems like quite a significant release for multiple reasons!

Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 18:07
by Enjay
Echoing the above thoughts. Thanks very much for your hard work and for this new release. :D

Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 18:43
by MaxED
Graf Zahl wrote:
  • Glowing flats settable through UDMF

Nice stuff. It would be even nicer if those properties actually worked (currently none of glow properties are processed by ParseSector()).

Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 18:52
by Vaecrius
Thanks for all your work on this!

Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 19:20
by Graf Zahl
MaxED wrote:
Graf Zahl wrote:
  • Glowing flats settable through UDMF

Nice stuff. It would be even nicer if those properties actually worked (currently none of glow properties are processed by ParseSector()).


Damn. Seems to have gotten lost when I pushed another unfinished feature to the side for the release.

Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 21:16
by khryne
Hi

I am having trouble downloading the 2.3.0 x64 release of GZDoom.

The download starts and finishes but Winrar states that the zip is corrupt.

Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 21:34
by Graf Zahl
The Zip is ok. Can't you open it with something else?

Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 21:55
by Lud
7-Zip, mate. It's the real deal.

Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 21:57
by Eruanna
khryne wrote:Hi

I am having trouble downloading the 2.3.0 x64 release of GZDoom.

The download starts and finishes but Winrar states that the zip is corrupt.

The problem here is Winrar. We will not ever condone its use here. As Lud said - try 7-zip. It's better, anyway.

Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 22:01
by dpJudas
Or just use the extract built into Windows. It seems to have no problems with the zip on my Windows 10.

Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 22:13
by Graf Zahl
7-zip would be worth it anyway because it got excellent shell integration.