GZDoom 2.3.0 released

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Re: GZDoom 2.3.0 released

Post by Guest »

A lot of Doom players use GZdoom more than Zandronum. :(
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Rachael
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Re: GZDoom 2.3.0 released

Post by Rachael »

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.
Doomy Dummie

Re: GZDoom 2.3.0 released

Post by Doomy Dummie »

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:
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MaxED
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Re: GZDoom 2.3.0 released

Post by MaxED »

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.
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Graf Zahl
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Re: GZDoom 2.3.0 released

Post by Graf Zahl »

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
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Re: GZDoom 2.3.0 released

Post by LuciferSam »

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!
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Graf Zahl
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Re: GZDoom 2.3.0 released

Post by Graf Zahl »

That change has been reverted and turned into an option.
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Re: GZDoom 2.3.0 released

Post by Guest »

Is there a full changelog from 2.2.0 to 2.3.0 somewhere?

-Glaice/Mr. Chris
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Graf Zahl
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Re: GZDoom 2.3.0 released

Post by Graf Zahl »

The only full changelog would be the Git commit history. I think the list in the first post covers all the major things.
_mental_
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Re: GZDoom 2.3.0 released

Post by _mental_ »

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.
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