GZDoom 2.4.0 and QZDoom 1.3.0 released

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GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby Graf Zahl » Sun Mar 19, 2017 5:14 pm

GZDoom 2.4.0 and QZDoom 1.3.0 have been released. This is the first official ZDoom.org release for both source ports.

GZDoom 2.4.0:

New render features:
  • Doom64-style color properties for sectors (i.e. different color settings for floor, ceiling, walls and sprites.)

New scripting features:
  • script versioning to account for syntax differences between versions.
  • fully scripted inventory system.
  • fully scripted menu system.
  • scripted event system.
  • printf-style string formatting function for ZScript.
  • dynamic arrays for ZScript.
  • more access to map data from ZScript.
  • user definable actor properties.
  • separation of scripts into UI and Play parts to have better access control
  • exported obituary code to ZScript to allow more flexibility when handling special cases.
  • SectorTagIterator and LineIDIterator classes to search for tags.

Other:
  • added GetActorFloorTexture and GetActorFloorTerrain ACS functions.
  • added new PRINTNAME_ constants for retrieving next and secret next level in ACS.
  • per-sector settable fog density.
  • fixed handling of sector action things with special trigger semantics.
  • true color fonts can be defined in FONTDEFS.
  • added a BOUNCE_NotOnShootables flag to address an old design bug in the bouncing system.
  • added StealthAlpha actor property for defining a minimum visibility value of a stealth monster.

    and many more smaller additions and fixes.

Download

QZDoom 1.3.0:
  • Updated to GZDoom 2.4.0
  • LLVM dependency completely removed
  • Dynamic Lights almost fully implemented in software renderer
  • Shadowmaps for OpenGL

Download
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Graf Zahl
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby Lud » Sun Mar 19, 2017 7:02 pm

First!

Mhyeeees! Good stuff, good stuff. Another job well done, Graf. You have my thanks!
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby Rachael » Sun Mar 19, 2017 7:48 pm

I would actually like to thank both dpJudas *and* Graf for all their hard work to make this release possible. Of course - a lot of contributors helped, particularly _mental_ and ZZYZX this time around.
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby Lud » Sun Mar 19, 2017 7:54 pm

Ah, apologies. Definitely don't wanna be skipping developers. All of you are doing a ridiculously great job at making the ports move forward faster than ever!
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby Olroda » Mon Mar 20, 2017 3:04 am

Good stuff!
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby Jimmy » Mon Mar 20, 2017 5:31 am

true color fonts can be defined in FONTDEFS.

!!!
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby Nash » Mon Mar 20, 2017 5:40 am

Jimmy wrote:
true color fonts can be defined in FONTDEFS.

!!!


Don't get too excited yet, colourizing the fonts do not work yet. There's an open ticket (which I deliberately set as Low Priority because I realized there are far more important things when I made it) has been put On Hold for now... :mrgreen:

But yeah, if you don't mind your fonts being uncolourizable, then the feature already works and does look good.
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Nash Muhandes [Audio Engineer | Game Designer | Scripting]
 
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby Tormentor667 » Mon Mar 20, 2017 6:31 am

What can I say other than <3
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby Graf Zahl » Mon Mar 20, 2017 6:53 am

Nash wrote:
Jimmy wrote:
true color fonts can be defined in FONTDEFS.

!!!


Don't get too excited yet, colourizing the fonts do not work yet. There's an open ticket (which I deliberately set as Low Priority because I realized there are far more important things when I made it) has been put On Hold for now... :mrgreen:

But yeah, if you don't mind your fonts being uncolourizable, then the feature already works and does look good.



Even then, the effect will most likely not be the same as for regular paletted fonts. With the GL 3.x shader, it could easily be desaturated and recolorized, but the legacy OpenGL renderer cannot do that and software rendering is yet another story. That said, GL 3.x support for this is by far the easiest, it needs a little tinkering with the 2D rendering interface.
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby ibm5155 » Mon Mar 20, 2017 6:59 am

fully scripted menu system.

are you talking about the game menu?
so now I can, ehm, call acs scripts with results to check the menu style that should be showed to the players?
like, a full menu on thestart, and a simplified menu ingame.

What good soul is going to make a Qzdoom edit demo where it features zscript all those new feature for our poor souls ?
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby Graf Zahl » Mon Mar 20, 2017 7:55 am

It means the menu can be extended via ZScript. ACS is not a factor here.
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby ibm5155 » Mon Mar 20, 2017 12:12 pm

So lets say, I can make the main menu wiggle?
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby Enjay » Mon Mar 20, 2017 1:23 pm

Thank you very much to Graf, Rachael and all other contributors for continuing the ZDoom family of ports.
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby Nash » Mon Mar 20, 2017 4:13 pm

ibm5155 wrote:So lets say, I can make the main menu wiggle?


Yes. Major Cooke made an animated main menu somewhere in the "How to ZScript Menu" thread
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Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Postby Rachael » Mon Mar 20, 2017 4:25 pm

Mac builds now uploaded, courtesy of _mental_. And Linux builds also - courtesy of Blzut3. :)
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