ZDoom 2.3.0 released

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Remmirath
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Re: ZDoom 2.3.0 released

Post by Remmirath »

And finally sound reverbs even for non-EAX cards. :D
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Zippy
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Re: ZDoom 2.3.0 released

Post by Zippy »

Excellent. I was down the whole weekend moving things out of one apartment into another and given the way things were going I was wondering what the possibility was that I would be seeing this once I got up and running again. Very nice.

Well, time to delete the SVN subfolder and go back to using just one ZDoom folder.
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ReX
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Re: ZDoom 2.3.0 released

Post by ReX »

Isle wrote:heres an updated WCF for anyone else still using Wadauthor
Very nice, thank you.

While looking through your config file (and actually using it), I noticed that the ExtraFloor_LightOnly special is missing. I decided to put it in myself, but couldn't find the bitset for the special. Do you (or anyone else) happen to have it? Thanks.

EDIT: Never mind. I found it, not only on the forums but also in Isle's config file. I guess the reason I wasn't seeing the special for a specific line in a map that I already already set up via "Edit Raw Data", was that by using that method it set the bitrate to the default of 0x0000, hence did not bring up the special.
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Graf Zahl
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Re: ZDoom 2.3.0 released

Post by Graf Zahl »

Somehow it makes me sad that some people still stick to that old POS that's barely capable of handling the latest ZDoom features. But even that will be over soon as there isn't much that can't be done with the binary map format anymore. Any future map related features will be UDMF only as a result.
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Unknown_Assassin
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Re: ZDoom 2.3.0 released

Post by Unknown_Assassin »

:surprise: HOLY FUCK! I can't believe I didn't see this before. :bang:
Thanks randy. :D
Graf Zahl wrote:Somehow it makes me sad that some people still stick to that old POS that's barely capable of handling the latest ZDoom features.
Assuming you meant ZDoom 2.2.0, the only reason why I still use it is because my saved games still uses ZDoom 2.2.0. SVN sure can't open them, so I might as well stick with the old version.
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Project Shadowcat
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Re: ZDoom 2.3.0 released

Post by Project Shadowcat »

I do believe Graf was actually talking about WadAuthor.
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CaptainBighead
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Re: ZDoom 2.3.0 released

Post by CaptainBighead »

2 Things I didnt see, wanted to know if they're in:

Support for OpenGL style sky?
Block Projectile Linedef flag?

Other then that. OMG Freakin awesome. I knew you said it was coming but this just came and hit me in the face! Amazing, Randy, simply amazing.
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Hirogen2
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Re: ZDoom 2.3.0 released

Post by Hirogen2 »

Ah, EAX, ah, memories. ZDoom 1.23ish or so. I happen to have a soundcard with EAX, but that only went with a combination of all things: Windows, (sometimes) quad speakers, and sectors in a map specifically tagged for EAX effects. It is refreshing that underwater is now reverbed implicitly.
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Medricel
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Re: ZDoom 2.3.0 released

Post by Medricel »

CaptainBighead wrote:Support for OpenGL style sky?
Block Projectile Linedef flag?
Projectile-only blocking can be done with [wiki]Line_SetBlocking[/wiki].

OpenGL-style skyboxes can actually be faked with textures in a standard portal skybox, though it has to be built-in to the map. A map demonstrating this effect is what inspired the skycube system in GZDoom in the first place.
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Graf Zahl
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Re: ZDoom 2.3.0 released

Post by Graf Zahl »

CaptainBighead wrote:2 Things I didnt see, wanted to know if they're in:

Support for OpenGL style sky?

It has been requested and it's certainly doable. But since it's about the software renderer this is a task for Randy.
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Cutmanmike
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Re: ZDoom 2.3.0 released

Post by Cutmanmike »

Graf Zahl wrote:Somehow it makes me sad that some people still stick to that old POS that's barely capable of handling the latest ZDoom features.
Now now we've had a ton of threads about this for you to understand why people still do ;)
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Graf Zahl
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Re: ZDoom 2.3.0 released

Post by Graf Zahl »

Yes, refusal to leave outdated tools behind. UDMF is in its infancy right now but trust me, in the future, when UDMF features get used extensively, WA maps will look old. :mrgreen:
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Cutmanmike
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Re: ZDoom 2.3.0 released

Post by Cutmanmike »

Graf Zahl wrote:Yes, refusal to leave outdated tools behind.
For more reasons!

Aww now look what we've done :P
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Re: ZDoom 2.3.0 released

Post by Psykopatmullvad »

GOD DAMN! You guys just made my Day!
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Amuscaria
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Re: ZDoom 2.3.0 released

Post by Amuscaria »

Horray for new release! :D

Now, Doomscipt is next? :D :D :D

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