This version has been discontinued
I'm currently looking for people who are willing to continue more active development of GZDB(BF) from now on.
This is mainly because I have no time (due to my job) and almost no interest at the moment, compared to the time while I was still mapping and modding for Doom, as well as playing actively.
I might still push code occasionally, but not in the next few weeks or maybe even few months.
I think the best way to do this would be adding such people to the list of collaborators with full access to my repository, because in this case they will also have access to the list of issues.
However, if someone wants to really fork and continue from there — I don't really care much. This is about user experience mostly
I can be contacted about this either here in PM, or at Discord (ZZYZX#1394)
CURRENT MAINTAINER: boris
- 2.4 GHz CPU or faster (multi-core recommended)
- Windows 7, 8 or 10
- Graphics card with Pixel Shader model 2.0 support
- Microsoft .Net Framework 4.6.1 : https://www.microsoft.com/en-us/downloa ... x?id=49982
- DirectX 9.0 Runtime : https://www.microsoft.com/en-us/downloa ... px?id=8109
Binaries link: http://devbuilds.drdteam.org/gzdbbf/
GitHub URL: https://github.com/jewalky/GZDoom-Builder-Bugfix
Note: the devbuild is at least somewhat guaranteed to work for you. The repo, on the other side, can be in an intermediate or outright broken state. Remember that if you are building from the sources.
The system requirements and the other relevant stuff can be found on the GZDB official thread. Might also copy these here later for convenience.
Bugs and proposals: https://github.com/jewalky/GZDoom-Builder-Bugfix/issues
- All the features of the original GZDB!
- Classic texture selection (yes, that thing GZDB died over)
- ZScript support
- Visual attenuated lights support
- Visual spotlights support
- Doom 64 sector lighting support
- Various performance optimizations by me and anotak
- Various bugfixes (e.g. dynamic lights properly render on middle textures, dynamic light intensive maps work better, less crashes)
- Native 64-bit version implemented by StrikerMan780
Based on currently latest GZDB r2791, this fork aims to fix things that don't work correctly and reduce fixing of things that are not broken.
Note that I initially wanted to simply issue few pull requests into the regular GZDB, but then MaxED stated that he discontinues the development and is absent for three months already and counting.
GZDB is pretty much one of the main tools used by me for my hobbies, so I chose to instead make a fork to not have it in outdated/unusable state.
Not sure what MaxED's mapping projects were, but I'm actually using this for my maps and that's going to be the general direction, aside from actual bugfixes.
That said, suggestions and pull requests (not like I'm expecting any tbh) are welcome, but these will be options and only if you provide a valid reason to do it.
Also, MaxED did a nice job of putting his own name, project name and thread links everywhere. Not sure what can be done with all that stuff and in what order.
Easiest thing is to not do anything and simply write "THIS IS NOT THE ORIGINAL VERSION!" in the title — which is what I did.
Edit from 28/05/2018:
Now that the original repository is archived (you can see it here) this is probably the only actually alive continuation of GZDB.
I don't really like this fact much, so more developers are welcome; there are a lot of non-priority things to do as well as global stuff like fixing the generic lump editing functionality or implementing OGL renderer in place of DirectX.
Bug reporting notice:
When and if you report a bug, make sure to provide the full stack trace, steps to reproduce and (if applicable) a minimal example map (for example, a map that has only one sector which causes the bug).