ZDoom 2.6.0, after much anticipation, is released

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randi
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ZDoom 2.6.0, after much anticipation, is released

Post by randi »

ZDoom 2.6.0 is now available, almost two years after version 2.5.0 was released. This release is available in the usual Windows version as well as in a Mac OS X version.

There have been hundreds of bugs fixed since then as well as numerous enhancements:
  • Added [wiki]Hacx[/wiki] IWAD support.
  • Added text-format Strife conversation system with [wiki]USDF[/wiki] and [wiki]ZSDF[/wiki].
  • A textured [wiki]automap[/wiki] is now available; automap graphics are now [wiki=map arrow]externalized[/wiki].
  • Rewritten [wiki]menu[/wiki] system, which can now be defined with the [wiki]MENUDEF[/wiki] lump.
  • Externalized intermissions to [wiki]MAPINFO[/wiki].
  • Externalized [wiki]IWAD[/wiki] detection and gave each IWAD its own independent config section.
  • Added [wiki]FluidSynth[/wiki] and [wiki=GUS]GUS emulator[/wiki] softsynths; fixed issues with [wiki]TiMidity++[/wiki].
  • Added [wiki]VOC[/wiki] support and enhanced [wiki]MIDI[/wiki] playback with support for alternative formats such as [wiki]XMI[/wiki] and [wiki]HMI[/wiki].
  • [wiki]Action specials[/wiki]: Added [wiki]Ceiling_LowerAndCrushDist[/wiki] and [wiki]Thing_SetConversation[/wiki]. Added [wiki]console command[/wiki] to execute specials.
  • [wiki]ACS[/wiki]:
    • Increased maximum script number from 999 to 32767.
    • [wiki=Named script]Named scripts[/wiki] allow to avoid script number conflicts altogether.
    • Added [wiki]StrCopy[/wiki], [wiki]CheckSight[/wiki], [wiki]SetActivator[/wiki], [wiki]SetPointer[/wiki] functions.
    • Added [wiki=ACS actor properties]APROP_ScaleX/Y[/wiki] and APROP_Mass actor properties.
    • Added temporary dynamic strings variables with [wiki]StrParam[/wiki].
    • Scripts can now have up to four parameters.
  • [wiki]DECORATE[/wiki]:
    • Added [wiki]A_CheckFlag[/wiki], [wiki]A_FaceMaster[/wiki], [wiki]A_FaceTracer[/wiki], [wiki]A_RadiusGive[/wiki], [wiki]A_SetMass[/wiki], [wiki]A_SetScale[/wiki], [wiki]A_Warp[/wiki] and [wiki]A_WolfAttack[/wiki]...
    • Enhanced [wiki]A_AlertMonsters[/wiki], [wiki]A_BFGSpray[/wiki], [wiki]A_Blast[/wiki], [wiki]A_CustomBulletAttack[/wiki], [wiki]A_FireBullets[/wiki], [wiki]A_GunFlash[/wiki], [wiki]A_PainAttack[/wiki], [wiki]A_RadiusThrust[/wiki]...
    • Added an [wiki]actor pointer[/wiki] manipulation system with several new codepointers...
    • Added [wiki=actor flags#DOHARMSPECIES]DOHARMSPECIES[/wiki], [wiki=actor flags#DONTCORPSE]DONTCORPSE[/wiki], [wiki=actor flags#SEEINVISIBLE]SEEINVISIBLE[/wiki] and [wiki=actor flags#INVENTORY.UNTOSSABLE]INVENTORY.UNTOSSABLE[/wiki]
    • Increased [wiki]damage type[/wiki] flexibility in several ways with [wiki=Actor properties#DeathType]DeathType[/wiki] and [wiki=Actor properties#PainType]PainType[/wiki].
    • Added customizable [wiki=Class:ArtiPoisonBag]flĂ©chettes[/wiki].
    • Made [wiki]accuracy[/wiki] and [wiki]stamina[/wiki] accessible through [wiki]DECORATE expressions[/wiki].
    • Added [wiki=Actor properties#ProjectileKickback]ProjectileKickback[/wiki], [wiki=Actor properties#Inventory.RestrictedTo]Inventory.RestrictedTo[/wiki] and [wiki=Actor properties#Inventory.ForbiddenTo]Inventory.ForbiddenTo[/wiki] class-based properties.
    • Backported [wiki=Actor properties#VisibleToTeam]VisibleToTeam[/wiki], [wiki=Actor properties#VisibleToPlayerClass]VisibleToPlayerClass[/wiki] and weapon [wiki=Actor properties#DropItem]DropItem[/wiki] feature from [wiki]Skulltag[/wiki], and enhanced them.
    • Added "Fast" keyword for states and deprecated the unreliable [wiki=actor flags#FASTER]FASTER[/wiki] and [wiki=actor flags#FASTMELEE]FASTMELEE[/wiki] flags.
  • Added a [wiki=SECRETS]secret hint system[/wiki].
  • [wiki=3D floor]3D floors[/wiki] support.
  • [wiki]FraggleScript[/wiki] support.
  • [wiki]Voxel[/wiki] support.
  • [wiki]SBARINFO[/wiki]: Ammo 1/2 capacities added to DrawNumber, support for color names in colored text.
  • [wiki]SNDINFO[/wiki]: Added [wiki=SNDINFO#musicalias]musicalias[/wiki] and [wiki=SNDINFO#attenuation]attenuation[/wiki].
  • Compatibility: fixed issues with Eternal Doom, [wiki]Happy Time Circus[/wiki], Phobos, vanilla compat, [wiki]Boom[/wiki] compat, light levels higher than 255, [wiki]Heretic[/wiki], [wiki]Strife[/wiki], [wiki]MUSINFO[/wiki], misnamed UDMF field.
  • Fixed loading of [wiki]BMF[/wiki] palettes.
  • [wiki=CCMDs:Other#restart]restart[/wiki] console command.
  • Added [wiki]PALVERS[/wiki] lump for specifying alternate graphics to use with a paletted render, in case the graphics you really want to use look bad without true color.
  • Custom [wiki=IWAD]IWADs[/wiki] no longer need to include a [wiki]COLORMAP[/wiki], as ZDoom will generate one automatically if it is missing.
  • Fixed vertical tiling of non-power-of-two textures.
(Big thanks to Gez for compiling this list of changes.)
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Hellser
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Re: ZDoom 2.6.0, after much anticipation, is released

Post by Hellser »

Hell. It's about time.

Also downloaded and installed. Wee :D!
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Re: ZDoom 2.6.0, after much anticipation, is released

Post by Scuba Steve »

Shit... now I have to actually finish AD2 stuff.
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Re: ZDoom 2.6.0, after much anticipation, is released

Post by Dancso »

WHAT 3D floors finally in zdoom?! ARE YOU AWESOME OR WHAT!
A lot of super useful new features, it's like a dream come true :P
Bloody good job!
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Graf Zahl
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Re: ZDoom 2.6.0, after much anticipation, is released

Post by Graf Zahl »

Dancso wrote:WHAT 3D floors finally in zdoom?! ARE YOU AWESOME OR WHAT!

Uh... Haven't you been following development or what?
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Re: ZDoom 2.6.0, after much anticipation, is released

Post by Piter432 »

Finally new zdoom version :) Great :)
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Re: ZDoom 2.6.0, after much anticipation, is released

Post by Phobus »

Catching up with (and making use of even a small percentage of) all of these features is going to be impossible :O

Still, very glad to see a new version out at long last - definitely going to have fun playing around with new stuff! 3D floors still don't slope, right?
EDIT: Just checked the wiki - indeed they don't. Still need to use OpenGL for that.
Last edited by Phobus on Mon Jul 02, 2012 3:43 am, edited 1 time in total.
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k0da
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Re: ZDoom 2.6.0, after much anticipation, is released

Post by k0da »

Are official Mac OS X binaries likely to be put up on the download page?
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Re: ZDoom 2.6.0, after much anticipation, is released

Post by DooMGater »

Congrats to a new release! I'll check this out, whenever i'll get a windows machine, or are there any plans for linux? :twisted:
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Re: ZDoom 2.6.0, after much anticipation, is released

Post by Dancso »

Graf Zahl wrote:Uh... Haven't you been following development or what?
Been living under a rock for a while now. I did hear that 3D floors could someday make their way into software but I didn't know it was this close to the present :)
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Re: ZDoom 2.6.0, after much anticipation, is released

Post by Graf Zahl »

It has been in the SVN for quite some time now - the 3D floor code was originally submitted in Dec 2010 and merged into the trunk end of Jan 2011.

It just shows how overdue this release was...
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Re: ZDoom 2.6.0, after much anticipation, is released

Post by MartinHowe »

This -->
Dancso wrote:I did hear that 3D floors could someday make their way into software but I didn't know it was this close to the present :)
At last :cheers: I have been using GZDoom purely for 3D floors, now my mods will mostly only need "regular" ZDoom. Of course I'll have to revisit any areas using sloped 3D floors, though I can't recall many.
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Re: ZDoom 2.6.0, after much anticipation, is released

Post by ReX »

All this new-fangled march of progress. Bah!

I'm sticking with v2.2.0. Period.
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Re: ZDoom 2.6.0, after much anticipation, is released

Post by DOOMERO-21 »

Increased maximum script number from 999 to 32767.

wow!!
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Re: ZDoom 2.6.0, after much anticipation, is released

Post by Enjay »

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