ZDoom 2.2.0
Moderator: GZDoom Developers
-
- Posts: 9696
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
-
- Posts: 16
- Joined: Mon Nov 01, 2004 8:55 am
- Location: de
Re: ZDoom 2.2.0
I don't want to sound ignorant, I know it was long time overdue and lots of work and stuff..., but could anybody
write down some reasons for the normal DOOM-Player, why one should update? The changelog seems not to be useful
anymore for someone without proper programming skills.
write down some reasons for the normal DOOM-Player, why one should update? The changelog seems not to be useful
anymore for someone without proper programming skills.
-
-
- Posts: 17922
- Joined: Fri Jul 06, 2007 3:22 pm
Re: ZDoom 2.2.0
Basically, a lot of wads have been made which used new functions and extensions from the development version. Now if you're using a recent SVN, you don't really need to update; but if you're using the old 2.1.7 official release, there are plenty of wads that you can't even play unless you update.DooMGater wrote:I don't want to sound ignorant, I know it was long time overdue and lots of work and stuff..., but could anybody
write down some reasons for the normal DOOM-Player, why one should update? The changelog seems not to be useful
anymore for someone without proper programming skills.
-
- Lead GZDoom+Raze Developer
- Posts: 49130
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: ZDoom 2.2.0
Since you are so interested, the biggest new feature is custom state labels (which ironically I added the same day 2.1.7 was released, just a few hours too late. )
-
- Posts: 1138
- Joined: Sat Nov 20, 2004 9:47 am
Re: ZDoom 2.2.0
It's about time *downloads*
Now get work on DoomScript! *shot*
Now get work on DoomScript! *shot*
-
- Posts: 11347
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
Re: ZDoom 2.2.0
Yay, now we have another staple version so I don't have to refer players to those millions of SVN versions!
Thanks Randy, and of course Graf and Chris and anyone else who made this release possible [/president speech]
Come Hotwax, we have a wiki to ammend! (all the damn SVN warnings)
Thanks Randy, and of course Graf and Chris and anyone else who made this release possible [/president speech]
Come Hotwax, we have a wiki to ammend! (all the damn SVN warnings)
-
- Posts: 3288
- Joined: Sun Oct 03, 2004 8:57 am
- Preferred Pronouns: They/Them
- Location: South Africa
Re: ZDoom 2.2.0
Nicely done.
I think with this release I'll give compiling SVN versions a break.
I think with this release I'll give compiling SVN versions a break.
-
- Posts: 11347
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
Re: ZDoom 2.2.0
Yeehaw, nevermind I did the whole lot out of boredom. Hopefully future versions will pump out a bit sooner so this process will be less painful in the future
-
-
- Posts: 596
- Joined: Thu Jul 05, 2007 6:13 pm
- Location: my laboratory
Re: ZDoom 2.2.0
* KeksDose :D !
-
- Posts: 507
- Joined: Wed Sep 05, 2007 2:17 am
- Location: ZDoom Forums
Re: ZDoom 2.2.0
Finally!
-
- Posts: 1193
- Joined: Thu Apr 15, 2004 3:28 pm
- Location: Leeds
Re: ZDoom 2.2.0
Whoa. Someone give this man a hand!Cutmanmike wrote:Yeehaw, nevermind I did the whole lot out of boredom. Hopefully future versions will pump out a bit sooner so this process will be less painful in the future
-
-
- Posts: 26540
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: ZDoom 2.2.0
What has changed about ACC? Is it just the return script type or is there anything else?
-
- Posts: 368
- Joined: Thu Nov 23, 2006 4:12 am
- Location: malinconia
Re: ZDoom 2.2.0
downloaded right now, I'll seen how was changed in better...
-
- Posts: 14
- Joined: Wed Nov 08, 2006 1:46 pm
- Location: Somewhere in Nevada
Re: ZDoom 2.2.0
Cool stuff. Been looking forward to this for a long time.