ZDoom 2.5.0

News about ZDoom, its child ports, or any closely related projects.
[ZDoom Home] [Documentation (Wiki)] [Official News] [Downloads] [Discord]
[🔎 Google This Site]

Moderator: GZDoom Developers

Post Reply
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: ZDoom 2.5.0

Post by Ceeb »

In the fan room, when the projectiles start to fire, the engine slows to an absolute crawl until they're done. This script is never terminated leaving the map unplayable. :(

Edit:

Notably though, even linedef bridge-heavy areas were fine for me. I think it was just the sheer volume of moving objects in the volcano and Doom Star A2 areas that caused my problems.
User avatar
Hirogen2
Posts: 2033
Joined: Sat Jul 19, 2003 6:15 am
Graphics Processor: Intel with Vulkan/Metal Support
Location: Central Germany
Contact:

Re: ZDoom 2.5.0

Post by Hirogen2 »

Gez wrote:Anybody up to scripting automap asteroids with polyobjects? :p
Actually, overhead AM rendering should not have been a problem in previous versions either, despite the visual subsector leakage in the FPS view.
leshadoksupreme

Re: ZDoom 2.5.0

Post by leshadoksupreme »

leshadoksupreme wrote
ZDoom 2.5.0 has a Bug while playing "Sirens" from doomwadstation.com.
The scrolling sky can't stretch, there is an ugly black line through the once awesome orange scrolling ceiling.
Where can I now download zdoom 2.4.1? I should have saved the older zdoom on a CD or something.
I think It's the wad that had a problem . The new Zdoom is ok.
Last edited by leshadoksupreme on Sun Nov 21, 2010 9:06 pm, edited 2 times in total.
User avatar
Rachael
Posts: 13530
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: ZDoom 2.5.0

Post by Rachael »

leshadoksupreme wrote:ZDoom 2.5.0 has a Bug
That's why there's this forum.
User avatar
InsanityBringer
Posts: 3386
Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

Re: ZDoom 2.5.0

Post by InsanityBringer »

The first step is to test with a svn build from http://svn.drdteam.org

if the latest svn build still shows the bug, report it at the mentioned bugs forum.

while the bug report is looked at you can download 2.4.1 at http://zdoom.org/files/zdoom/2.4/
Sodaholic
Posts: 1959
Joined: Sat Nov 03, 2007 4:13 pm

Re: ZDoom 2.5.0

Post by Sodaholic »

Perhaps not the place to post this, but I figure this is close enough. I'm curious, how long is it likely going to take for the next official version? There have been many things added since this.
User avatar
Rachael
Posts: 13530
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: ZDoom 2.5.0

Post by Rachael »

"When it's done."

In all seriousness - I *cannot* speak for Randy or team - but another version is likely in the somewhat near future after things have been tested and ironed out. If you really cannot wait, just go to http://svn.drdteam.org/zdoom/ - it may sometimes be desirable to play public zdoom releases but there are many times when it's better to just play the 'betas' and this might be one of them.

To add to this, asking "when will it be done" is contributing to the problem - downloading and testing the next version before it's out and making bug reports is part of the solution.
Edward-san
Posts: 1774
Joined: Sat Oct 17, 2009 9:40 am

Re: ZDoom 2.5.0

Post by Edward-san »

From here:
Graf Zahl wrote:There's 2 things that need to be resolved before 2.6.0, unfortunately both tasks for Randy.

There's one 3D floor problem as reported by phi108 above and the nodebuilder hang with one map in ZPack.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: ZDoom 2.5.0

Post by Graf Zahl »

... and before these 2 are resolved there's no point in a new release...
User avatar
RaVeN-05
Posts: 286
Joined: Mon Dec 28, 2009 5:57 am
Location: Ukraine
Contact:

Re: ZDoom 2.5.0

Post by RaVeN-05 »

Heh, cant wait anymore for new releases :wub:
User avatar
BlueFireZ88
Posts: 1087
Joined: Tue Jan 18, 2011 9:04 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Tallon IV
Contact:

Re: ZDoom 2.5.0

Post by BlueFireZ88 »

So there is going to be a 2.6.0 . Cool. I suppose it's good to hear that it's not actually far off and only a couple things remain.

Quick question: Where does 2.5.0 r3174 fall in terms of the 2.6.0 betas? Is it the most recent one?
User avatar
DaMan
Posts: 727
Joined: Fri Jan 01, 2010 7:14 am

Re: ZDoom 2.5.0

Post by DaMan »

Gez
 
 
Posts: 17833
Joined: Fri Jul 06, 2007 3:22 pm

Re: ZDoom 2.5.0

Post by Gez »

There are no 2.6.0 betas. There are no alphas and no release candidates. ZDoom just evolves one revision after another, and from time to time Randy decides to make one of them an official version.
User avatar
Enjay
 
 
Posts: 26517
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: ZDoom 2.5.0

Post by Enjay »

DaMan wrote:Its 1 revision old.
And given that r3175 was a revision to a branch and not the main trunk, r3174 is the current revision.
User avatar
Metaljosh
Posts: 2
Joined: Wed Jun 08, 2011 11:14 am

Re: ZDoom 2.5.0

Post by Metaljosh »

Yeah, you made it. you make a better edition for everyone who is new in this like me its my first time and am really impressed.Good Job :D
Post Reply

Return to “ZDoom (and related) News”