ZDoom 2.3.0 released

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Gez
 
 
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Re: ZDoom 2.3.0 released

Post by Gez »

A few more features fresh in my memory from the wikibinge:
- Many new compatibility options (the aforementioned decoration shoot through is just one of them)
- Many, many new DMFlags for cooperative plays, such as having to kill all monsters before leaving the map or seeing the other players on the automap.
- A teleport special that preserves momentum
- Functions to handle weapon reloading through DECORATE
- Customizable Hexen bridges
- PlayerInput ACS functions
- Get/SetActorProperty can tell/modify whether an actor should behave like one that was in the map since the beginning (including respawns for weaponstay and such) or not
- New aliases for IWADs
- Support for extremely fast custom projectiles
- Many actions are now more flexible through optional parameters, for example A_Die can specify damage type to send to a custom Death state, A_KeenDie can affect tags other than 666, A_Fire can specify a vertical offset, and so on.
- Enhanced Strife support

That's about all I remember that isn't already listed by Graf.
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bagheadspidey
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Re: ZDoom 2.3.0 released

Post by bagheadspidey »

Alright! Somehow I was hoping we'd skip 2.3.0 and go straight to 2.4.0, but oh well ;)
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Phobus
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Re: ZDoom 2.3.0 released

Post by Phobus »

Glad to see I'm now no longer that far behind with features - good job all of those involved :)
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TOGoS
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Map hack obsoletion

Post by TOGoS »

That sounds like some really useful new features, especially about 'linked sectors'! I've been wanting that for years, and look forward to taking advantage of it.

I'm going to stick with 2.2.0 features for my current project though. Otherwise it'll be delayed another year, at which point half my mapping hacks will be obsoleted by yet another new release. "Your use of stacked sectors is so 2008", they'll say. -__-
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Isle
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Re: ZDoom 2.3.0 released

Post by Isle »

heres an updated WCF for anyone else still using Wadauthor
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Shadelight
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Re: ZDoom 2.3.0 released

Post by Shadelight »

We could really use an updated ZDoom and GZDoom CFG as well for Doom Builder.
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Dreadopp
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Re: ZDoom 2.3.0 released

Post by Dreadopp »

Very cool. Downloading now. :)
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Csonicgo
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Re: ZDoom 2.3.0 released

Post by Csonicgo »

I always like these releases, they seem to run better than the SVN builds...
JJP
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Re: ZDoom 2.3.0 released

Post by JJP »

Awesome! :D Been waiting for an official release for some time since I don't like to use SVN builds, and here it is! The new features are great too.
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HotWax
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Re: ZDoom 2.3.0 released

Post by HotWax »

Woohoo! This calls for a celebration!

:cheers:
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Graf Zahl
Lead GZDoom+Raze Developer
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Re: ZDoom 2.3.0 released

Post by Graf Zahl »

BlazingPhoenix wrote:We could really use an updated ZDoom and GZDoom CFG as well for Doom Builder.

The configs in DB2 are fairly recent. I think the only thing missing from them is the new Line_SetBlocking action special.
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Shadelight
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Re: ZDoom 2.3.0 released

Post by Shadelight »

What about those of us that still use DB1?
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Cutmanmike
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Re: ZDoom 2.3.0 released

Post by Cutmanmike »

Isle wrote:heres an updated WCF for anyone else still using Wadauthor
:rock:
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Graf Zahl
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Re: ZDoom 2.3.0 released

Post by Graf Zahl »

BlazingPhoenix wrote:What about those of us that still use DB1?

Do it yourself. Considering that UDMF is the future of ZDoom mapping I see no point keeping old editors alive at all costs. :twisted:
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Project Shadowcat
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Re: ZDoom 2.3.0 released

Post by Project Shadowcat »

Graf Zahl wrote:
BlazingPhoenix wrote:What about those of us that still use DB1?

Do it yourself. Considering that UDMF is the future of ZDoom mapping I see no point keeping old editors alive at all costs. :twisted:
Will there then be a conversion tool for maps that are still in ZDoom (Doom in Hexen) format? :|

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