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Re: GZDoom 2.3.0 released

Posted: Sun Jan 01, 2017 22:16
by Guest
A lot of Doom players use GZdoom more than Zandronum. :(

Re: GZDoom 2.3.0 released

Posted: Mon Jan 02, 2017 1:01
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.

Re: GZDoom 2.3.0 released

Posted: Mon Jan 02, 2017 20:10
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:

Re: GZDoom 2.3.0 released

Posted: Tue Jan 03, 2017 15:56
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.

Re: GZDoom 2.3.0 released

Posted: Tue Jan 03, 2017 16:06
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.

Re: GZDoom 2.3.0 released

Posted: Tue Jan 03, 2017 19:20
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!

Re: GZDoom 2.3.0 released

Posted: Tue Jan 03, 2017 19:28
by Graf Zahl
That change has been reverted and turned into an option.

Re: GZDoom 2.3.0 released

Posted: Thu Jan 05, 2017 1:11
by Guest
Is there a full changelog from 2.2.0 to 2.3.0 somewhere?

-Glaice/Mr. Chris

Re: GZDoom 2.3.0 released

Posted: Thu Jan 05, 2017 1:44
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.

Re: GZDoom 2.3.0 released

Posted: Fri Jan 06, 2017 9:08
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.