Bug fixes:
- No more limit on size of savegames or demos.
- Screen resolutions above 320x200 are now the proper brightness (they were too bright before.)
- Improved the brightness of the console font.
- Bullet puffs can show up on the floor and ceiling and not just walls.
- Missile weapons can trigger gun activation lines.
- Barrels now bounce around as much as they did in original DOOM. (They were too "inert" in 1.14.)
- If a demo is being recorded, quitting the game normally will save the demo to disk. (Previously, you had to use the stop command to do this.)
- Proper support for BOOM maps.
- Mouse wheel support and weapnext/weapprev commands.
- Doublebindings.
- Better analog joystick support.
- 180 degree turn command for keyboarders.
- Damage done by a rocket to its shooter is configurable and defaults to the original Doom behavior.
- User-configurable gender. (Even though I don't have any new player sounds, at least the obituaries are gender-aware.
- Teamplay mode.
- New cvar to disable manual aiming of the BFG to prevent someone from shooting it at the floor and quickly triggering tracer damage before.
- Maps no longer need to have as many deathmatch starts as there are players in a deathmatch game.
- Support for Doom Legacy skins.
- Rewrote the MIDI/MUS code so that it has a working volume control.
- Many more console commands and cvars.
- Proper support for BOOM maps.
- Obituaries are configurable with a .bex patch.
- Moster paths
- Colored lighting
- Fog can be applied to only part of a level instead of all of it.
- Per-sector gravity settings.
- Support for up to 256 ambient sounds (as opposed to the limit of 64 in earlier versions).
- Sector damage adjustable from between 0-255 points of damage.
- Changable camera views.
- The following editing features that were introduced in Hexen are also
available in ZDoom:- Most line specials take arguments that modify their behavior.
- ACS scripting.
- Hubs.
- Earthquakes.
- Dormant monsters.
- Trigger events to happen on monster deaths.
- "Waggling" floors.
- Pillar builders.
- Push activation lines (walking into a wall can trigger an event).
- Thing spawning (e.g. for traps/gifts).