ZDoom version history/2.x

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This page tracks the 2.x release cycle of ZDoom by listing the main features of each version.

2016 2013 2012 2010 2009 2008

Post 2.8.1
2.8.1 (Feb 23)
2.8.0 (Feb 3)

2.7.1 (Jul 3)
2.7.0 (Jun 8)

2.6.1 (Jul 28)
2.6.0 (Jul 2)

2.5.0 (Aug 11)
2.4.1 (Jan 24)
2.4.0 (Jan 1)

2.3.1 (Mar 15)
2.3.0 (Mar 1)

2.2.0 (Feb 15)

2006 2005 2004 2003 2002

2.1.7 (Oct 31)
2.1.6 (Oct 2)
2.1.5 (Sept 2)
2.1.4 (Jul 29)
2.1.3 (Jul 18)
2.1.2 (Jul 17)
2.1.1 (Jun 25)
2.1.0 (Jun 21)

2.0.98 (Nov 3)
2.0.97 (Sept 28)

2.0.96 (Dec 25)
2.0.95 (Dec 24)
2.0.94 (Nov 19)
2.0.93 (Nov 3)
2.0.92 (Oct 31)
2.0.91 (Oct 22)
2.0.90 (Oct 21)
2.0.64 (Jun 8)
2.0.63 (Feb 10)
2.0.62 (Feb 7)
2.0.61 (Jan 22)

2.0.60 (Dec 8)
2.0.59 (Dec 7)
2.0.58 (Dec 7)
2.0.57 (Nov 26)
2.0.56 (Nov 25)
2.0.55 (Nov 23)
2.0.54 (Nov 23)
2.0.53 (Nov 16)
2.0.52 (Oct 31)
2.0.51 (Oct 30)
2.0.50 (Oct 26)
2.0.49 (Oct 26)
2.0.48 (Oct 23)
2.0.47p (Aug 6)
2.0.47o (Aug 5)
2.0.47l (Jul 21)
2.0.47j (Jul 7)
2.0.47i (Jun 9)

2.0.47 (Apr 26)
2.0.46 (Apr 14)
2.0.45 (Apr 9)
2.0.44 (Apr 9)
2.0.43 (Apr 8)
2.0.42 (Feb 12)
2.0.41 (Feb 10)
2.0.40 (Feb 8)
2.0.39 (Feb 2)
2.0.38 (Jan 24)
2.0.37 (Jan 23)
2.0.36 (Jan 10)
2.0.35 (Jan 8)
2.0.34 (Jan 3)
2.0.33 (Jan 2)
2.0.32 (Jan 2)
2.0.30 (Jan 1)

2.0.29 (Dec 28)
2.0.28 (Dec 24)
2.0.27 (Dec 19)
2.0.26 (Dec 19)
2.0.25 (Dec 13)
2.0.24 (Dec 12)
2.0.23 (Dec 12)
2.0.22 (Dec 11)
2.0.21 (Dec 10)
2.0 Beta 13 (Aug 27)

2016

Post 2.8.1

The following additions are available in Git builds, but never were released officially before ZDoom ceased development.

The final commit to ZDoom was made December 29, 2016. These features would become part of GZDoom releases.

2.8.1 (February 23 2016)

Release thread | Build | Source 1a9bc53

  • #region/#endregion is now supported for text lumps. ZDoom does not 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.

2.8.0 (February 3 2016)

Release thread | Build | Source 56359b6

2015

No release this year.

2014

No release this year.

2013

2.7.1 (July 3 2013)

Release thread | Build | Source 21efe3b Note: this is the first version based on the Git repository; 2.7.0 was the last version based on the SVN repository.

  • Added new additive GameInfo keywords: AddCreditPage, AddPlayerClasses, and AddInfoPage.
  • Added a new DONTDRAIN flag to mark actors as ineligible for vampirism attacks.
  • Compatibility fixes for Ultimate Simplicity map07, Cheogsh map01, Super Sonic Doom map31
  • Polyobject mirror numbers can no longer be changed with SetLineSpecial. This was never a supported feature and caused problems for legitimate uses of SetLineSpecial on polyobject lines.
  • The powered-up Gold Wand was not puffing on actors.
  • Disabled Heretic's punishment cheats when in allcheats mode.
  • Objects that explode on death no longer deal the damage they were dealt instead of their own.
  • Vampirism attacks now respect damage reduction.
  • Demo recording now writes correct user info to demos.
  • ACS's PlaySound for looping sounds now works properly when using channel flags.

2.7.0 (June 8 2013)

Release thread | Build | Source r4342

2012

2.6.1 (July 28 2012)

Release thread | Build | Source r3794

  • Solved compatibility issue with Massmouth 2.
  • Voxels are now rotated by 90° to match their orientation in Slab6 and Build games.

2.6.0 (July 2 2012)

Release thread | Build | Source r3730

2011

No release this year.

2010

2.5.0 (August 11 2010)

Release thread | Build | Source r2508

  • Enhanced polyobject system, allowing them to move anywhere in the map (like Eternity's "dynasegs") and to give them any arbitrary shape. This is accompanied by new ACS polyobject movement functions.
  • Support for uncompressed extended nodes, also supported by Eternity Engine and PrBoom+, to create a new cross-port standard for node storage.
  • Support for using Byte Map Fonts.
  • Ability to use metadata tags in audio formats to define custom loop points.
  • Added support for the MUSINFO lump (from Risen3D and PrBoom+).
  • Improved compatibility settings to allow optionally a greater faithfulness to the vanilla Doom and vanilla Heretic behaviors.
  • ZMAPINFO as an alias for MAPINFO to avoid compatibility problems with other ports parsing this lump.
  • Full rewrite of the SBARINFO system allowing many additional features and options.
  • Added support for multi-monitor display.
  • default reverbs environment setting in MAPINFO
  • Several generalized codepointers to emulate some very specific Heretic and Hexen action functions
  • New functions to refine actor behavior through
  • Enhanced poison damage system
  • Generalized railgun codepointers
  • New automap options
  • HOM detection system
  • New console commands
  • The usual bug fixes and minor enhancements.

2.4.1 (January 24 2010)

Release thread | Build | Source r2126

Bugfix release.
  • Floor_Waggle effects are smoother now.
  • Negative numbers in the alternate HUD have their minus sign at the right place now.
  • Menu option scales better in widescreen resolution.
  • Player setup menu looks better in non-Doom games.
  • Moving cameras work correctly again.
  • Polyobjects glitch a bit less now.
  • The internal nodebuilder works correctly now with certain troublesome maps.
  • Strife conversations fixed and improved.
  • Many nitpicky fixes in Strife (switch sounds, messages, etc.).
  • Action Doom 2 and Harmony can now use idclev, and they have their Autoload section in the ini.
  • MAPINFO ResetInventory keyword now works as expected.
  • The norawinput console variable can be set to true to fix input problems while playing a Windows build through MiniWikipediaLogoIcon.pngWine.
  • A character input grid is available to play ZDoom with a controller without having to use the keyboard.
  • Added GAMEINFO lump so that a mod can specify which IWAD and external resource files it uses.

2.4.0 (January 1 2010)

Release thread | Build | Source r2075

  • Added support for new archive formats: 7z, Quake PAK, "Shrink" and "Implode".
  • Removed loading limit of 65 535 lumps. The archive manager can now handle up to 4 294 967 295 lumps.

2009

2.3.1 (March 15 2009)

Release thread | Build | Source r1480

Mostly a bugfix release.
  • Fixes the bug that prevented you from switching weapons after respawning in multiplayer.
  • Fixes a performance regression introduced in 2.3.0.
  • Adds support for zip/pk3 files with LZMA and BZip2 compression. (7-Zip is one program that can create such files.)
  • Addresses a few other niggles.

2.3.0 (March 1 2009)

Release thread | Build | Source r1455

2008

2.2.0 (February 15 2008)

Release thread | Build | Source r748

  • This is the final version of ZDoom to fully support Windows 95 since later versions switched to FMOD Ex.
  • Added custom damage types, with monsters being able to have different custom pain chances, custom damage factors, and custom death sequence for each damage type. Also, damage-specific player pain and death sounds.
  • Custom damage color for palette flashes per player class.
  • Custom state labels. New states can be defined in DECORATE.
  • The SBARINFO lump for creating status bar and other HUDs.
  • Skill definition in MAPINFO, with many properties.
  • Most thing functions treat a TID of 0 as the activator now.
  • Support for ENDOOM screens and the graphical or semi-graphical screens from Heretic, Hexen and Strife.
  • Several things backported from Skulltag, including powerups and flags for increased port compatibility:
  • Drain, HighJump and Regeneration runes as powerups and used specific player sounds for their sound effects.
  • PowerQuadDamage and PowerQuarterDamage as more customizable PowerDamage and PowerProtection. These new powerups allow free customization of the damage modification per damage type by inheriting from these classes and setting specific values. Such derived damage/protection powerups will be considered as separate powers so that for example a QuadDamage and a DoubleDamage item can be stacked which would result in 8x damage.
  • Armor.MaxBonus and Armor.MaxBonusMax properties to create armor bonuses that increases the max amount that can be given by other armor items.
  • Custom F1 help screen MAPINFO option
  • Added REDMAP and GREENMAP palette blends.
  • Imported SAME_SPAWN_SPOT DM flag
  • Pickup sprite for the pistol.
  • Imported r_maxparticles CVAR.
  • New Direct3D code for better Vista support.
  • Autoload sections in the ini.
  • GZDoom's alternate HUD.
  • Custom blood on an actor-by-actor basis into DECORATE.
  • Smart autoaim code to prevent the targeting of friendly monsters.
  • New NOBLOODDECALS flag that prevents bleeding actors from spawning blood decals.
  • Customizable border textures. They are defined with the MAPINFO keyword 'bordertexture' and are settable per map.
  • Custom label support for A_Chase and A_VileChase
  • Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10.
  • Customizable gravity per actor
  • New summonfoe console command, which is analogous to summonfriend but forces the summoned creature to be hostile instead.
  • Added two new MAPINFO flags to control what actor activates impact lines: MissileShootersActivateImpactLines (the current behavior) and MissilesActivateImpactLines (the original Hexen behavior).
  • More player water sounds: *dive (head goes below water), *surface (your head goes back above water), *gasp (getting air back after starting to drown)
  • Using "*" with ACS's music commands will play the level's default music set in MAPINFO
  • Two new CVARs (win_x and win_y) that keep track of the window position when not playing in fullscreen mode
  • Key bindings can now be printed with ACS
  • INVENTORY.KEEPDEPLETED flag for inventory items to keep them in the player's inventory even when they have been used up. If the item also has an inventory bar icon, it will be drawn darkened while it is depleted.
  • INVENTORY.IGNORESKILL flag for ammo that prevents the given quantity from being modified by the skill level
  • Player.AttackZOffset for PlayerPawn. This is the offset from the center of the player at which their attacks are fired and scales according to their crouched height.
  • Added a new SetActorState ACS function.
  • CANUSEWALLS flag which allows a monster to activate 'use' specials like doors. This flag is on by default for any monster, which was the previous behavior.
  • Thing_Stop action special.
  • New FORCERADIUSDMG flag that allows exploding items to hurt boss monsters.
  • New USESPECIAL flag that allows using things to execute their specials.
  • Compatibility option to restore the original behavior of the Invisibility powerup
  • Telefrag option added to A_SpawnItemEx.
  • Added option to A_Chase that prevents the monster from moving.
  • New allowrespawn MAPINFO option.
  • New scoreboards.
  • New A_LookEx function.
  • Customizable teams through the TEAMINFO lump.
  • New take console command to do the opposite of give.
  • UseInventory/UseActorInventory ACS functions.
  • New A_CustomBulletAttack aimfacing parameter
  • New A_PlaySoundEx attenuation parameter.
  • Automap markers are stored in savegames now.
  • 'No respawn' DM flag which prevents a player from respawning after they have died.
  • 'Keep frags gained' DM flag which allows you to choose whether you want to reset the frags of each player next level or not.
  • Sector_Outside sector type which forces outside fog regardless of ceiling texture.
  • User-defined crosshairs in the Display options menu. See xhairs.txt in zdoom.pk3.
  • Generic log display that can show Strife's log messages in all games regardless of the current game, active status bar and HUD mode.
  • Support for stenciling actors with RenderStyle property.
  • .TXT files can now be loaded by simply dragging-and-dropping them on top of zdoom.exe.
  • 'Ice' translation is accessible from DECORATE.
  • Teamplay MAPINFO option.
  • ACS script type RETURN. These are executed by players who return to a map they've previously been to.

2007

No release this year.

2006

2.1.7 (October 31 2006)

Release thread | Build | Source r365

  • Alias commands can now do parameter substitution. If you have %x, where x is some number, in an alias command, it will be replaced by the appropriately numbered parameter passed when the alias is used, with %0 being replaced by the name of the alias itself.
  • A new MapMarker actor has been added that you can use to mark points of interest on the automap. If its first argument is zero, the map marker itself appears on the automap, otherwise it is drawn on top of any actor with a TID matching that argument. If the second argument is one, then the map marker will only be appear if the player has previously seen the sector it is in. You can use Thing_Activate and Thing_Deactivate on markers to turn them on and off. To make custom markers, all you need to do is subclass MapMarker with DECORATE.
  • Added the SetActorPitch ACS command to set an actor's pitch.
  • You can pass multiple jump targets to the A_Jump DECORATE function, and it will choose one of them at random if it jumps.
  • Using a TID of 0 with Thing_Deactivate, SetActorAngle, Thing_Spawn*, Thing_Projectile*, and Thing_Move will now operate on the activator.
  • The fifth argument for Line_SetIdentification can be used to set the high byte of the line ID.
  • Added a CameraHeight DECORATE property for actors.
  • Added special death states for projectiles hitting actors. If missiles hit a non-bleeding actor, they try the Crash state first. If that doesn't exist or the actor is bleeding, they try the XDeath state next. If they hit anything else or neither of the two states are defined, they use the normal death state.
  • Added a PIERCEARMOR DECORATE flag for projectiles.
  • The morphme console command can be given an optional argument to specify which class to morph into.
  • Miscellaneous bugfixes.

2.1.6 (October 2 2006)

Release thread | Build | Source r346

  • Scaled 2D images are supported.
  • Dehacked max health usage defaults to consistency with other (Boom) ports.
  • A font parameter was added to A_Print.
  • Quoted strings in DECORATE can no longer span multiple lines without using the escape character (\) at the end of each line. This makes it easier to spot places where you unintentionally left off a closing quote and got an error several lines later.
  • A new writeini console command can be used to save the ini at any time, with any file name.
  • If the ini is write-protected when you quit, an error dialog now opens to let you know your settings could not be saved and gives you the opportunity to unprotect it.
  • Multiple stat displays can be enabled at once.
  • Several bugfixes.

2.1.5 (September 2 2006)

Release thread | Build | Source r321

2.1.4 (July 29 2006)

Release thread | Build | Source r273

  • Added partial emulation of Boom's TRANMAP by analyzing such lumps and extrapolating translucency level from them. This does not work for non-translucency effects that can be achieved with TRANMAPs.
  • Added a queryiwad_key cvar to control which key can force the IWAD selection box to appear. It can be either "shift" or "control". Any other value will disable its functionality.

2.1.3 (July 18 2006)

Release thread | Build | Source r265

Bugfix release.
  • Sounds can be specified by full path now in SNDINFO and S_SKIN.
  • DECORATE replacement is more universal.
  • Added NecroMage's submission for bitwise/shift assignment operators for ACS. (Requires ACC 1.42+.)
  • Changed PlayAttacking2 to always use the melee state instead of different implementations per player and hard coding it to MissileState+1. Also changed PlayAttacking for the HereticPlayer to use the same animation as PlayAttacking2. Now the special handling for Heretic in the FireWeapon functions can be removed.

2.1.2 (July 17 2006)

Release thread | Build | Source r257

2.1.1 (June 25 2006)

Release thread | Build | Source r226

Bugfix release.

2.1.0 (June 21 2006)

Release thread | Build | Source r204

February 16 2006

February 16 of this year saw the first commit to the SVN repository.

2005

2.0.98 (November 3 2005)

Release thread | Build | Source

Bugfix release.

2.0.97 (September 28 2005)

Release thread | Build | Source

Bugfix release.

2004

2.0.96 (December 25 2004)

Build | Source | Changelog

2.0.95 (December 24 2004)

Changelog

2.0.94 (November 19 2004)

2.0.93 (November 3 2004)

2.0.92 (October 31 2004)

2.0.91 (October 22 2004)

2.0.90 (October 21 2004)

  • Added Strife support and new inventory system

2.0.64 (June 8 2004)

2.0.63 (February 10 2004)

Build | Source

  • Added custom monsters to DECORATE.

2.0.62 (February 7 2004)

2.0.61 (January 22 2004)

2003

2.0.60 (December 8 2003)

2.0.59 (December 7 2003)

2.0.58 (December 7 2003)

2.0.57 (November 26 2003)

2.0.56 (November 25 2003)

2.0.55 (November 23 2003)

2.0.54 (November 23 2003)

2.0.53 (November 16 2003)

2.0.52 (October 31 2003)

2.0.51 (October 30 2003)

2.0.50 (October 26 2003)

2.0.49 (October 26 2003)

2.0.48 (October 23 2003)

2.0.47p (August 6 2003)

2.0.47o (August 5 2003)

2.0.47l (July 21 2003)

2.0.47j (July 7 2003)

2.0.47i (June 9 2003)

Build

2.0.47 (April 26 2003)

Release thread | Build

2.0.46 (April 14 2003)

2.0.45 (April 9 2003)

2.0.44 (April 9 2003)

2.0.43 (April 8 2003)

2.0.42 (February 12 2003)

2.0.41 (February 10 2003)

2.0.40 (February 8 2003)

2.0.39 (February 2 2003)

2.0.38 (January 24 2003)

2.0.37 (January 23 2003)

2.0.36 (January 10 2003)

2.0.35 (January 8 2003)

2.0.34 (January 3 2003)

2.0.33 (January 2 2003)

2.0.32 (January 2 2003)

2.0.30 (January 1 2003)

2002

2.0.29 (December 28 2002)

2.0.28 (December 24 2002)

2.0.27 (December 19 2002)

2.0.26 (December 19 2002)

2.0.25 (December 13 2002)

2.0.24 (December 12 2002)

2.0.23 (December 12 2002)

2.0.22 (December 11 2002)

2.0.21 (December 10 2002)

2.0 Beta 13 (August 27 2002)

  • Further increased Heretic/Hexen support.
  • Added PNG support for screenshots. Savegames are actually PNG files now.
  • Added internal nodebuilder, made it polyobject-aware.
  • Added SNES SPC music support.
  • Added a loader for Build maps.
  • Added support for double- and quadruple-resolution flats (128x128 and 256x256).
  • Added ACS libraries.
  • Added support for up to 8 mouse buttons.
  • Added the very first version of DECORATE.
  • Removed MBF's torque simulation because of the problems it caused.