QZDoom 2.0.0 released!

Posted by on at 12:13
(5) Comments
The main purpose of this release is to standardise and make available to modders the custom screen shader system. However, it comes with it a lot of updates, mostly from GZDoom since its latest release:

  • Updated to GZDoom 3.1.0, plus some fixes after.
  • (from GZDoom) "Software" light mode (in OpenGL) now supports radial fog setting
  • (from GZDoom) Unsloped Flats can now use non-power-2 textures in software mode
  • (from GZDoom) Menus now merge in with a mod's custom MENUDEF when it provides menu replacements. This is due to older mods' menus becoming very quickly outdated.
  • (from GZDoom) Blade of Agony (Chapter 2) is now supported as an IWAD
  • (from GZDoom) Rise of the Wool Ball is now supported as an IWAD
  • (from GZDoom) "Classic Transparency" option - turn off ZDoom's additive transparency effects for the original game resources.
  • (from GZDoom) Better non-accelerated buffer support for software rendering - when vid_hw2d is disabled or otherwise using an unaccelerated framebuffer, stencils and on-screen objects now show up better.
  • (from GZDoom) (Windows only) vid_used3d is now renamed to vid_glswfb. This matches the same CVAR that is available on Mac/Linux.
  • (from GZDoom) vid_glswfb is now exposed to the menu.
  • (from GZDoom) r_visibility now affects GL's Software lightmode as well as Softpoly.
  • Player Sprite overlays now support the PSPF_MIRROR flag which flips the sprite horizontally across the entire screen.
  • Menu Blurring option - when running in OpenGL mode, a mod can now blur the screen when the menu is active.
  • Unfriendly players - when a PlayerPawn object has -FRIENDLY set, they become a playable monster and interact with the game world as one. Additionally, they become deathmatch opponents, capable of dealing and taking damage from other players.
  • Custom Screen Shaders - mods are now able to include their own post processing shaders, insertable before the bloom pass ("beforebloom"), before 2D objects are drawn ("scene"), and after everything is on the screen ("screen").
  • vid_saturation saturates/desaturates the screen - improves the appearance of the screen when using certain brightness/gamma settings as well as allowing the user to play in 'black and white' (similar to the display control panel option). (Requires post-processing shaders to be active and hardware gamma must be disabled)


GZDoom 3.1.0 Released

Posted by on at 06:31
(39) Comments
Although this is mainly a bugfix release there are a few notable new features

  • support of Strife Veteran Edition's extended single player campaign
  • better handling of stereo sounds.
  • PlayerThink code has been exported to scripting.
  • On Windows and macOS the system's MIDI synth is no longer the default. Instead, FluidSynth and a small soundfont are now included to provide better default playback quality.

Notable bugfixes:

  • translucency on weapon sprites works properly
  • some layout fixes with SBARINFO based status bars.
  • fixed par time display on level summary screen.
  • fixed loop tag checks for Ogg files.



GZDoom 3.0.1 Released

Posted by on at 17:34
(17) Comments
This is a bugfix release which addresses the following:

- potential crash when changing the render output in-game and continue playing
- crash in the software renderer with camera textures
- for 32 bit Windows libsndfile.dll is reverted to the old version due to some incompatibility with the newer one
- cleanup of dynamic light options


Out with the new, in with the old!

Posted by on at 20:19
(15) Comments
As some of you have already noticed, we've gone back to using the forums for bug tracking.

User engagement was not especially impressive on Mantis - we'd often have cases where a user would hit-and-run, where they'd post their suggestions and never check back for feedback. In some cases this feedback was crucial to fixes or implementation. This became enough of a problem that we've decided to migrate back to the forums. We're going back to a tried and true method of bug tracking.

I've gone ahead and (manually) reposted every remaining open issue on the tracker, trying as much as possible to retain accuracy and ensure that no information was lost. The old tracker will, for now, remain as it is in a read-only state, for posterity and historical purposes, but it may be removed later on down the line if the site changes hosts or starts needing upgrades that it is incompatible with.

If I made any mistakes in reposting everyone's posts, please report the post in question (or edit it yourself if you have access to it) to fix it. If I added a Mantis link to your post, retaining it will definitely be helpful for developers.

Also - I didn't bother fixing timestamps with the newly created threads. That would take way too much time. So everyone will see them as "new topics" for now. Sorry about that.

GZDoom 3.0.0 Released

Posted by on at 13:26
(85) Comments
GZDoom 3.0.0 has been released.
This is the first version that merges all software rendering features from QZDoom.
In addition this is the first release under the GPL v3.
To comply with the GPL, FModEx had to be removed as a sound backend, so this version will only support OpenAL.

New features aside from merging with QZDoom include:

  • scriptable status bars.
  • scriptable level status screens.
  • static constant arrays in classes.
  • support for Doom64-style lighting in the software renderer, with the exception of gradients.
  • optimization of the scripting VM by removing some always active debug support.

Please note that starting with this version the 32 bit Windows version will require support for SSE2, because the true color software renderer cannot work without it. As a result it can no longer be used on Pentium 3's and older.


New ZDoom site

Posted by on at 21:04
(64) Comments
Tormentor667 and Xaser have been hard at work revamping the front page of the site. Now - it is live. Enjoy!

GZDoom 2.4.0 and QZDoom 1.3.0 released

Posted by on at 17:14
(41) Comments
GZDoom 2.4.0 and QZDoom 1.3.0 have been released. This is the first official release for both source ports.

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.

  • 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.


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


ZDoom is Dead. Long live ZDoom.

Posted by on at 17:45
(232) Comments
I am hereby eschewing further ZDoom development. There will be no future releases. Consider QZDoom or GZDoom as replacements.

As for the site, eruanna has kindly accepted to take care of it so that the forum and wiki can continue to live on.

ZDoom 2.8.1 Released

Posted by on at 17:34
(20) Comments
ZDoom 2.8.1 has been released. This is primarily a bugfix version over version 2.8.0 with some small additions:

  • #region/#endregion is now supported for text lumps. ZDoom doesn't do anything with them but ignore them, but this allows editors to treat them however they like.
  • Better localizability of the menus.
  • Terrain definitions can now be optional.
  • Walking into an area with a reverb effect no longer mutes all sound.
  • Heretic's time bomb artifacts now spawn in the proper locations.
  • Heretic's powered firemace balls once again seek their targets.
  • The whirlwind attack used by Heretic's Ironlich sometimes fizzled out immediately.
  • Instant sector movement actions are again instant.
  • Various other minor fixes.

ZDoom 2.8.0 and ACC 1.55 released

Posted by on at 19:01
(75) Comments
After 2.5 years, there's finally a new release of ZDoom and a new ACC to go with it. Visit the download page to get them. There have been significant changes to ZDoom over the years, including:

Mac OS X
The OS X version of ZDoom now features a native Cocoa back end that significantly increases performance, in many case doubling frame rates, and is also more stable than the previous version.

Linux now uses SDL2 which can produce less frame jitter with high frame rates, has some vsync support, and fullscreen is now a "desktop fullscreen" mode.

ZDoom already worked great on Windows, so nothing has changed here.

Everything else
A fairly complete list of changes since 2.7.1 is available on the wiki. I'll probably pick out some highlights to list here eventually. Maybe. Or just read the comments for this post, since other people already did it.