GZDoom 2.3.0 released

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Graf Zahl
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GZDoom 2.3.0 released

Postby Graf Zahl » Sun Jan 01, 2017 15:17

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.

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Re: GZDoom 2.3.0 released

Postby Rachael » Sun Jan 01, 2017 15:34

Thank you, as always, for all the hard work and for GZDoom! ^_^
  Zen Sarcasm

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Re: GZDoom 2.3.0 released

Postby Tiger » Sun Jan 01, 2017 15:40

Amazing stuff! :D
Nicholas "Tiger" Gautier

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Re: GZDoom 2.3.0 released

Postby Lud » Sun Jan 01, 2017 16:44

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)

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Re: GZDoom 2.3.0 released

Postby JPL » Sun Jan 01, 2017 17:08

Congrats. This seems like quite a significant release for multiple reasons!

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Enjay
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Re: GZDoom 2.3.0 released

Postby Enjay » Sun Jan 01, 2017 18:07

Echoing the above thoughts. Thanks very much for your hard work and for this new release. :D

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Re: GZDoom 2.3.0 released

Postby MaxED » Sun Jan 01, 2017 18:43

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()).

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Re: GZDoom 2.3.0 released

Postby Vaecrius » Sun Jan 01, 2017 18:52

Thanks for all your work on this!

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Graf Zahl
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Re: GZDoom 2.3.0 released

Postby Graf Zahl » Sun Jan 01, 2017 19:20

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.

khryne

Re: GZDoom 2.3.0 released

Postby khryne » Sun Jan 01, 2017 21:16

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.

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Graf Zahl
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Re: GZDoom 2.3.0 released

Postby Graf Zahl » Sun Jan 01, 2017 21:34

The Zip is ok. Can't you open it with something else?

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Re: GZDoom 2.3.0 released

Postby Lud » Sun Jan 01, 2017 21:55

7-Zip, mate. It's the real deal.

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Re: GZDoom 2.3.0 released

Postby Rachael » Sun Jan 01, 2017 21:57

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.
  Zen Sarcasm

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Re: GZDoom 2.3.0 released

Postby dpJudas » Sun Jan 01, 2017 22:01

Or just use the extract built into Windows. It seems to have no problems with the zip on my Windows 10.

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Re: GZDoom 2.3.0 released

Postby Graf Zahl » Sun Jan 01, 2017 22:13

7-zip would be worth it anyway because it got excellent shell integration.


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