Want to play ZDoom in Russian? Andrew SheparD has a site with Russian translations.
I feel another ZDoom beta release is near. Missiles can now leave behind decals on walls, the mouse is grabbed at startup again without setting in_mouse to 1, other bugs have been addressed, and I even added the option of using Blood's announcer (provided you have at least Blood's sounds.rff on your hard drive if you want to actually hear The Voice and not just see the messages).
What remains is to create some decals for the missile weapons and clean up a few other things. Provided I don't send out any more private betas, you should expect 1.23 beta 28 sometime before the end of the week. Hopefully it will be release candidate-worthy, and I can finally annouce a new non-beta version of ZDoom. Then TeamTNT will be able to release Daedalus.

Once I have a non-beta post-1.22 ZDoom out, I can start adding new features again. Much of the time I've spent with ZDoom this year has been spent tweaking and fixing bugs with little time spent on new features. Some things that I really wanted to add to 1.23 but have had to hold back on because they would push back the release of 1.23 even later are:
- Using wall textures and flats interchangeably.
- Placing decals on ceilings and floors.
- A non-BSP renderer like Build. This would let me do all sorts of cool stuff: Moving sectors (no more need for polyobjects! yay!), true room-over-room, mirrors in the middle of rooms, etc.
- Flat sprites and wall sprites, ala Build.
- A new map format and editor to provide easier access to some of ZDoom's map extensions, such as slopes and flat scaling and rotating. This would also let me add new features that are too impractical with the current Hexen map format. The thought of creating a new editor from scratch is rather daunting, though. (ZETH is <b>not</b> a good basis for a new editor.)
- Full Hexen support. I did add a few more Hexen monsters since beta 25 because I was bored one night, but it's still a far cry from being fully playable.
- A scripting language like UnrealScript. This will probably entail a significant rewriting of much of the game code, but it will be well worth it. In the meantime, I recently realized that I should be able implement a significantly cut-down variant of the language without too much hassle that could be used to add new actors similarly to DDF, so that will be at the top of my to-do list after the endless stream of betas is finally finished.
- And, of course, lots of other stuff I don't want to reveal yet.