ZDoom 2.5.0

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ZDoom 2.5.0

Postby randi » Tue Aug 10, 2010 10:53 pm

ZDoom 2.5.0 has been released.

The primary motivation for this release was the new vastly improved polyobject support. To recap, polyobjects in Hexen and previous versions of ZDoom had to obey these restrictions:
  • They had to be simple, convex objects.
  • They could not leave the subsector they were spawned in.
  • You could not have more than one polyobject per subsector.
None of these restrictions apply anymore:
  • Polyobjects can be any crazy shape you want.
  • Polyobjects can move anywhere on the map without restriction.
  • You can have as many polyobjects in a subsector as you want. You can even have polyobjects inside polyobjects if you feel like it!
  • You can also have a polyobject cover as many subsectors as you want.
There are some other improvements as well, including:
  • 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 optionally allow a greater faithfulness to the vanilla Doom and vanilla Heretic.
  • 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.
  • Buddha mode (one undestructable hitpoint)
  • Default reverb environment setting in MAPINFO
  • Several generalized codepointers to emulate some very specific Heretic and Hexen action functions
  • Enhanced poison damage system
  • Generalized railgun codepointers
  • New automap options
  • HOM detection system
  • ...and more
There were some bugs fixed in there, too.
Attachments
2poly.7z
Example wad for Hexen demonstrating the new polyobjects. Press +use anywhere in the top or bottom half of the map to make the respective polyobjects move around.
(5.79 KiB) Downloaded 455 times
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Re: ZDoom 2.5.0

Postby Zippy » Tue Aug 10, 2010 11:01 pm

Hats off to you, sir.

Good work on everybody's part. The changelog has seen a lot of great submissions lately.
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Re: ZDoom 2.5.0

Postby Mr. Tee » Tue Aug 10, 2010 11:03 pm

What!? Poly-objects anywhere on map?? No more poly-object bleeding!!?? I have to update my ZDoom Editing Demo then! :D :cheers:

Great work Randy & devs!
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Re: ZDoom 2.5.0

Postby Xaser » Tue Aug 10, 2010 11:11 pm

Oh, wow. Perfect arrival timing here -- good to have a new official release out. :)
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Re: ZDoom 2.5.0

Postby NeuralStunner » Tue Aug 10, 2010 11:32 pm

Yay! :D

Some time of reprieve from reports of things not working in the latest official version, woo! :P
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Re: ZDoom 2.5.0

Postby BlazingPhoenix » Wed Aug 11, 2010 12:11 am

Yay, better polyobjects. :D
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Re: ZDoom 2.5.0

Postby Tails Butt » Wed Aug 11, 2010 2:12 am

Now to revisit polyobjects in future mapping! Was also one of those with minimal luck, But this should change everything even for those who've always made great use of them! This is a big day in ZDooM's evolution! Many thanks!
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Re: ZDoom 2.5.0

Postby Remmirath » Wed Aug 11, 2010 2:35 am

Yay for new polyobjects!

Thanks, Randy! :)
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Re: ZDoom 2.5.0

Postby Cutmanmike » Wed Aug 11, 2010 3:02 am

Awesomecakes. Anyone got an example map of a really complex polyobject NOT screwing up?
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Re: ZDoom 2.5.0

Postby Gez » Wed Aug 11, 2010 4:03 am

The enhanced polyobject system is not all that ZDoom 2.5 can boast about. I've been on a wikibinge to update all the new/svn tags and so that let me compile a a quick list.
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Re: ZDoom 2.5.0

Postby Phobus » Wed Aug 11, 2010 4:14 am

Buddha Mode?

Anyway, excellent news on the release. I think I'll have to dabble with polyobjects again.
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Re: ZDoom 2.5.0

Postby Gez » Wed Aug 11, 2010 4:16 am

Like god mode, except you can get hurt. Read this if you want to know its origin.
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Re: ZDoom 2.5.0

Postby Phobus » Wed Aug 11, 2010 5:25 am

Gave it a go - now I understand what you mean. Kind of fun actually seeing how dead I might be whilst incapable of dying.
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Re: ZDoom 2.5.0

Postby randi » Wed Aug 11, 2010 7:15 am

Cutmanmike wrote:Anyone got an example map of a really complex polyobject NOT screwing up?

Edit: I have attached an updated version of the map to the news post. Pressing +use in the south half of the map will have the big monstrosity spinning and moving about, taking care of Graf's point in the following post.
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Re: ZDoom 2.5.0

Postby Graf Zahl » Wed Aug 11, 2010 7:33 am

It would have been more impressive with the large one rotating, too...
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