by Rachael » Mon Mar 20, 2017 0:46
GZDoom 2.4.0 and QZDoom 1.3.0 have been released.
GZDoom 2.4.0:
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
QZDoom 1.3.0:
- Updated to GZDoom 2.4.0
- LLVM dependency completely removed
- Dynamic Lights almost fully implemented in software renderer
- Shadowmaps for OpenGL
Download
GZDoom 2.4.0 and QZDoom 1.3.0 have been released.
[size=125][u]GZDoom 2.4.0:[/u][/size]
[b][u]New render features:[/u][/b]
[list][*]Doom64-style color properties for sectors (i.e. different color settings for floor, ceiling, walls and sprites.)[/list]
[b][u]New scripting features:[/u][/b]
[list][*]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.[/list]
[b][u]Other:[/u][/b]
[list][*]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.[/list]
[list]and many more smaller additions and fixes.[/list]
[b][u]Download[/u][/b]
[list][*][url=https://forum.zdoom.org/viewforum.php?f=65]64-bit Windows[/url]
[*][url=https://forum.zdoom.org/viewforum.php?f=64]32-bit Windows[/url]
[*][url=https://forum.zdoom.org/viewforum.php?f=69]Mac OS X[/url]
[*][url=https://forum.zdoom.org/viewforum.php?f=72]Ubuntu 64-bit[/url]
[*][url=https://forum.zdoom.org/viewforum.php?f=71]Ubuntu 32-bit[/url][/list]
[size=125][u]QZDoom 1.3.0:[/u][/size]
[list][*]Updated to GZDoom 2.4.0
[*]LLVM dependency completely removed
[*]Dynamic Lights almost fully implemented in software renderer
[*]Shadowmaps for OpenGL[/list]
[b][u]Download[/u][/b]
[list][*][url=https://forum.zdoom.org/viewforum.php?f=67]64-bit Windows[/url]
[*][url=https://forum.zdoom.org/viewforum.php?f=66]32-bit Windows[/url]
[*][url=https://forum.zdoom.org/viewforum.php?f=70]Mac OS X[/url]
[*][url=https://forum.zdoom.org/viewforum.php?f=73]Ubuntu 64-bit[/url]
[*][url=https://forum.zdoom.org/viewforum.php?f=74]Ubuntu 32-bit[/url][/list]