ZDoom 2.6.1

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ZDoom 2.6.1

Postby randi » Fri Jul 27, 2012 7:03 pm

ZDoom 2.6.1 is now available. This is primarily a bugfix release for 2.6.0, however it contains one breaking change: Voxels are now rotated 90 degrees to match their orientation in Slab6.

There are also a few minor new features:
  • DECORATE:
    • INVENTORY.RESTRICTABSOLUTELY flag for being extremely restrictive of cross-class item pickup
    • PLAYERPAWN.CANSUPERMORPH flag for morphed player classes that give you a Tome of Power powerup if you an attempt is made to morph you into the same class while you are already morphed into it. (Used by Heretic's chicken)
  • MAPINFO:
    • RandomPlayerStarts will disable voodoo dolls and instead spawn players at random start spots.
    • UsePlayerStartZ will respect the start spots' Z coordinates and let you spawn players off the floor.
  • Hacx 2.0 is now a detectable IWAD.
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Re: ZDoom 2.6.1

Postby Xaser » Fri Jul 27, 2012 11:11 pm

Much obliged on the hotfix, sir -- the 2.0 exclusion was really silly on my part since I literally just forgot until right before 2.6.0's release date.
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Re: ZDoom 2.6.1

Postby Enjay » Sat Jul 28, 2012 3:55 am

Many thanks for the bugfix release. The new player start options are something that I will certainly make use of at some point.
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Re: ZDoom 2.6.1

Postby Project Dark Fox » Sat Jul 28, 2012 4:42 am

randi wrote:
  • RandomPlayerStarts will disable voodoo dolls and instead spawn players at random start spots.

Ooooooh, I can see so many fun things being done with this. And REELism could benefit from this feature as well!
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Re: ZDoom 2.6.1

Postby siealex » Sat Jul 28, 2012 8:24 am

Hacx 2.0 is now a detectable IWAD.

What's this??? Where can I find it?
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Re: ZDoom 2.6.1

Postby Gez » Sat Jul 28, 2012 8:32 am

All legally-downloadable IWAD have their download link in the wiki article I just linked to.

Be aware that Hacx 2.0 is WIP, with a ton of placeholders still.
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Re: ZDoom 2.6.1

Postby mallo » Fri Aug 03, 2012 3:37 pm

Spoiler:

This rocket was just sent.
DAMN THANK YOU.
You should make 90° spinning some flag in VOXELDEF, beacuse voxel_test.wad is, i think, only wad that uses voxels, and it's not updated for a long long long long time.

PS. I hope i don't sound mean. :oops:
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Re: ZDoom 2.6.1

Postby randi » Fri Aug 03, 2012 8:38 pm

mallo wrote:You should make 90° spinning some flag in VOXELDEF

You already can:
Code: Select allExpand view
misla = "misla"
{
   angleoffset = 270
}

mallo wrote:beacuse voxel_test.wad is, i think, only wad that uses voxels, and it's not updated for a long long long long time.

It's not my problem if voxels made for pre-release versions with non-final voxel code don't work right with the current version. The voxtures wad floating about doesn't work anymore, either, since it has the wrong scales.
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Made a PT-BR translation

Postby patryckpo » Sun Nov 18, 2012 8:44 am

I had made a PT-BR translation of this version of ZDoom :idea:
It's not fully complete, but Doom is fully playable in PT-BR
I want to know if it can be included in the main package of ZDoom (I'm still working on it but it can be played already) or even if I can post the link here of the language file

Real good port of Doom for Windows :D Thumbs up!

EDIT: I have already uploaded it here on viewtopic.php?f=34&t=34682
Last edited by patryckpo on Sun Nov 18, 2012 9:53 am, edited 1 time in total.
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Re: ZDoom 2.6.1

Postby Gez » Sun Nov 18, 2012 9:27 am

Sure, feel free to attach a zip of the language.pt file in the code submission forum. :)
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