GZDoom 2.4.0 released

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Graf Zahl
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GZDoom 2.4.0 released

Post by Graf Zahl » Sun Mar 19, 2017 23:35

GZDoom 2.4.0 has been released.

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.
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Blue Shadow
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Re: GZDoom 2.4.0 released

Post by Blue Shadow » Mon Mar 20, 2017 1:09

Thanks! I've been eagerly waiting for this.

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Tiger
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Re: GZDoom 2.4.0 released

Post by Tiger » Mon Mar 20, 2017 1:17

Thanks for the updates! :D
Nicholas "Tiger" Gautier

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Re: GZDoom 2.4.0 released

Post by Zhadoom » Tue Mar 21, 2017 16:52

Hi Mr Graf! :D

This is really great work! Many thanks! 2.4.0 runs fine and even a bit faster than 2.3.2. :wink:
Best source port ever!!! :cheers:

Best regards
zhd

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