ZDoom 2.5.0

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RaVeN-05
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Re: ZDoom 2.5.0

Post by RaVeN-05 »

Did new release is approaching ? one year passed :shock:
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Re: ZDoom 2.5.0

Post by Tapwave »

RaVeN-05 wrote:Did new release is approaching ?
Done when is it.
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Re: ZDoom 2.5.0

Post by Gez »

There are a couple of issues to fix before a new release. Mostly in the nodebuilder with UDMF maps and with polyobjects. (Exhibit A, B, C.)

Once these are fixed, as well as whatever other lesser issues can be addressed in a timely fashion, a new version can be thought of. But first, it requires Randy to be less distracted by pesky things such as his hometown cosplaying Atlantis.
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Re: ZDoom 2.5.0

Post by DoomRater »

Didn't quite read through the whole thing but as for polyobjects, they will look correct if transparent walls were used, right? I'm imagining a tornado made up of four linedefs each one with a transparent tornado texture on it and spinning it in place to create a neat visual effect.
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Re: ZDoom 2.5.0

Post by Xaser »

That should work just fine, yes, though you might have to link the 2-sided linedefs together with Polyobj_ExplicitLine. Sounds neat. ;)
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Re: ZDoom 2.5.0

Post by ibm5155 »

Wow almost one year without a new zdoom '-', i think in 2012 the zdoom 2.5.1 or 2.6 would have too many news like 3d slopes, suport to software dynamic lights (like qukae 1 lights) suport to 3D models, add a tag to put a full sector inside other...

Ok maybe in 2020 xD, but, randy, the doom 3 source code could have some influence in the news zdooms?
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Re: ZDoom 2.5.0

Post by Project Shadowcat »

ibm5155 wrote:Ok maybe in 2020 xD, but, randy, the doom 3 source code could have some influence in the news zdooms?
Uh, why?
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Re: ZDoom 2.5.0

Post by ibm5155 »

randy and others are focus in bugs and not new thinks (that they need to do, if was done and work, most of time they acept). also, i think zdoom could use somethings from doom 3. if the programers decide what should they use and how to put and work in the id tech 1 engine.
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Re: ZDoom 2.5.0

Post by NeuralStunner »

Somehow I doubt anything from DooM 3 would be usable in ZDoom without such a massive rewrite to implement that having source or not would be inconsequential. Assuming there'd be anything worthwhile that's not completely out of ZDoom's scope in the first place.
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Re: ZDoom 2.5.0

Post by Gez »

And nobody to point out the bleedingly obvious fact that Doom 3 is licensed under the GPLv3, making it aggressively incompatible with ZDoom's [wiki]license[/wiki] mess?

Yes, there is some GPLv2 code in ZDoom; it's there under the explicit permission of the right-holder. Good luck negotiating such exceptions with the ZeniMax lawyers.
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Re: ZDoom 2.5.0

Post by NeuralStunner »

Personally, I try to remain in a state of "ignorance is bliss" regarding softare licenses. :P

(At least until such a time as I might be programming something of my own, and such things require observation.)
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Re: ZDoom 2.5.0

Post by BlueFireZ88 »

Not to sound impatient, but when is 2.6 coming? Last time I heard any progress about it, there were compatibility issues with certain important mods.
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Re: ZDoom 2.5.0

Post by Gez »

They haven't been solved yet.
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Re: ZDoom 2.5.0

Post by Project Shadowcat »

Not to mention the whole "Randy getting flooded out" thing wasn't exactly pretty, either.
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Re: ZDoom 2.5.0

Post by Graf Zahl »

The biggest pending issue is that the node builder can lock up when coordinate precision underflows. And that's something only Randy can fix, so unless he finds some real time again to work on ZDoom, sorry, there won't be a new official release, I think.
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