GZDoom 2.3.0 released

News about GZDoom.

Moderator: Graf Zahl

Guest

Re: GZDoom 2.3.0 released

Post by Guest » Sun Jan 01, 2017 22:16

A lot of Doom players use GZdoom more than Zandronum. :(

User avatar
Rachael
Developer
Developer
Posts: 3606
Joined: Sat May 13, 2006 10:30

Re: GZDoom 2.3.0 released

Post by Rachael » Mon Jan 02, 2017 1:01

That's an issue?...

Zandronum is by far the most popular multiplayer port except in competitive leagues, but when it comes to all-around Dooming people naturally pick the one that has the most features for their needs - and right now GZDoom has by far the most flexible modding capabilities of any Doom source port at the moment.

Once Zandronum starts getting closer to matching GZDoom's features in real time, that will change. But as discussed elsewhere, ZScript is a huge barrier to that - one that the Zandronum devs are actively trying to pick at and trying to find the best solution for.
Spoiler: Zen Sarcasm

Doomy Dummie

Re: GZDoom 2.3.0 released

Post by Doomy Dummie » Mon Jan 02, 2017 20:10

Many, many THANK YOUs for this fresh new release! :D

Please keep doing the good work GZDoom Team, and also wish you happy new year! :cheers:

User avatar
MaxED
Developer
Developer
Posts: 47
Joined: Fri Aug 03, 2012 0:06

Re: GZDoom 2.3.0 released

Post by MaxED » Tue Jan 03, 2017 15:56

More on UDMF floor/ceiling glows:
1. Looks like you need to explicitly set floorglowheight/ceilingglowheight for floorglowcolor/ceilingglowcolor to work. Maybe using the default value used when defining Flats/Walls in the Glow { } GLDEFS block is more reasonable?
2. Currently there is no way to replicate "fullbright" GLDEFS glow flag behaviour using UDMF properties.
3. Currently there is no way to make texture glow using it's average colour using UDMF properties.
4. Disabling the glow of a glowing texture defined in GLDEFS by setting floorglowcolor/ceilingglowcolor to -1 does it only on walls. Affected floor/ceiling is still glowing.

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom 2.3.0 released

Post by Graf Zahl » Tue Jan 03, 2017 16:06

MaxED wrote:More on UDMF floor/ceiling glows:
1. Looks like you need to explicitly set floorglowheight/ceilingglowheight for floorglowcolor/ceilingglowcolor to work. Maybe using the default value used when defining Flats/Walls in the Glow { } GLDEFS block is more reasonable?
No. That's only for the old texture method.
2. Currently there is no way to replicate "fullbright" GLDEFS glow flag behaviour using UDMF properties.
You can set the floor or ceiling light level to 255 to do that. No need for a redundant feature.
3. Currently there is no way to make texture glow using it's average colour using UDMF properties.
That would make a good addition
4. Disabling the glow of a glowing texture defined in GLDEFS by setting floorglowcolor/ceilingglowcolor to -1 does it only on walls. Affected floor/ceiling is still glowing.

I missed that part.

LuciferSam
Posts: 4
Joined: Fri Apr 29, 2016 19:24

Re: GZDoom 2.3.0 released

Post by LuciferSam » Tue Jan 03, 2017 19:20

Good work, indeed and thank you for your work
Just an information:
batandy wrote this on this thread: http://forum.zdoom.org/viewtopic.php?f= ... 30#p949696
Dynamic lights (mostly subtractive lights) will not be displayed correctly on 2.3 builds due to recent light rendering changes,
the Gzdoom team has been notified of this issue
Is this warning still valid, or is it fixed? Thank you!

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom 2.3.0 released

Post by Graf Zahl » Tue Jan 03, 2017 19:28

That change has been reverted and turned into an option.

Guest

Re: GZDoom 2.3.0 released

Post by Guest » Thu Jan 05, 2017 1:11

Is there a full changelog from 2.2.0 to 2.3.0 somewhere?

-Glaice/Mr. Chris

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom 2.3.0 released

Post by Graf Zahl » Thu Jan 05, 2017 1:44

The only full changelog would be the Git commit history. I think the list in the first post covers all the major things.

_mental_
Developer
Developer
Posts: 254
Joined: Sun Aug 07, 2011 13:36

Re: GZDoom 2.3.0 released

Post by _mental_ » Fri Jan 06, 2017 9:08

Version for macOS is finally here replacing temporary one without digital signature.

Graf, could you please update the first topic? Yes, I know about upcoming bugfix release but still.

Locked

Return to “News”

Who is online

Users browsing this forum: No registered users and 4 guests