ZDoom 2.7.0

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randi
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ZDoom 2.7.0

Post by randi »

It's been almost a year since the last release, so here's ZDoom 2.7.0. In addition to various bug fixes, here are some highlights of the new features:
  • Added support for Doom 3: BFG Edition's modified IWADs, including No Rest for the Living.
  • [wiki]ACS[/wiki]:
    • Made dynamic strings persistent. ACS can now safely generate up to one million new strings.
    • Added new functions: [wiki]Sqrt[/wiki], [wiki]FixedSqrt[/wiki], [wiki]VectorLength[/wiki], [wiki]CheckFont[/wiki], [wiki]GetCVarString[/wiki], [wiki]GetUserCVar[/wiki], [wiki]GetUserCVarString[/wiki], [wiki]IsTIDUsed[/wiki], [wiki]LineAttack[/wiki], [wiki]SetCVar[/wiki], [wiki]SetCVarString[/wiki], [wiki]SetUserCVar[/wiki], [wiki]SetUserCVarString[/wiki], [wiki]SpawnDecal[/wiki], and [wiki]UniqueTID[/wiki].
    • Added HUD layers, visibility flags, additive blending, and alpha parameter to [wiki]HudMessage[/wiki] and [wiki]HudMessageBold[/wiki].
    • Also added HUD message wrapping and clipping with [wiki]SetHudClipRect[/wiki] and [wiki]SetHudWrapWidth[/wiki].
    • Added [wiki=CCMDs:Debug#acsprofile]acsprofile[/wiki] console command.
    • Added PLAYERINFO_FOV and _DESIREDFOV to [wiki]GetPlayerInfo[/wiki].
    • Added support for desaturated [wiki=translation]translations[/wiki].
    • Added the ability to retrieve the [wiki=Actor properties#ReactionTime]ReactionTime[/wiki], [wiki=Actor properties#Height]Height[/wiki] and [wiki=Actor properties#Radius]Radius[/wiki] properties through [wiki]GetActorProperty[/wiki].
    • Added CHANGELEVEL_PRERAISEWEAPON to [wiki]ChangeLevel[/wiki].
  • [wiki]DECORATE[/wiki]:
    • [wiki=Actor flags#FLOATBOB]FLOATBOB[/wiki] things are no longer moved physically when bobbing.
    • Added [wiki=Actor properties#Player.FallingScreamSpeed]Player.FallingScreemSpeed[/wiki], [wiki=Actor properties#Player.GruntSpeed]Player.GruntSpeed[/wiki], [wiki=Actor properties#Weapon.MinSelectionAmmo1]MinSelectionAmmo1[/wiki], and [wiki=Actor properties#Weapon.MinSelectionAmmo2]Weapon.MinSelectionAmmo2[/wiki].
    • Added random state duration and [wiki]A_SetTics[/wiki].
    • [wiki]A_Explode[/wiki]'s ''affectsource'' parameter has been turned into a flag. Plus, added NOTMISSILE flag to A_Explode as well as to [wiki]A_RadiusThrust[/wiki].
    • [wiki]A_RadiusThrust[/wiki] can use negative ''force'' values.
    • Added [wiki]A_JumpIfTargetInsideMeleeRange[/wiki], [wiki]A_JumpIfTargetOutsideMeleeRange[/wiki], [wiki]A_SetDamageType[/wiki], and [wiki]A_CheckLOF[/wiki].
    • Added [wiki=Actor flags#INVENTORY.NEVERRESPAWN]INVENTORY.NEVERRESPAWN[/wiki], [wiki=Actor flags#INVENTORY.NOSCREENFLASH]INVENTORY.NOSCREENFLASH[/wiki], [wiki=Actor flags#POWERSPEED.NOTRAIL]POWERSPEED.NOTRAIL[/wiki], and [wiki=Actor flags#PLAYERPAWN.CROUCHABLEMORPH]PLAYERPAWN.CROUCHABLEMORPH[/wiki].
    • Added JLOSF_NOAUTOAIM flag to [wiki]A_JumpIfTargetInLOS[/wiki].
    • Added WRF_DISABLESWITCH to [wiki]A_WeaponReady[/wiki].
    • [wiki]A_Light[/wiki] can use negative values to darken the scene.
    • Added NORANDOMPUFFZ flag to [wiki]A_CustomPunch[/wiki], [wiki]A_FireBullets[/wiki], and [wiki]A_CustomBulletAttack[/wiki].
    • Added SXF_USEBLOODCOLOR, SXF_CLEARCALLERTID, SXF_MULTIPLYSPEED, SXF_TRANSFERSCALE, SXF_TRANSFERSPECIAL, and SXF_CLEARCALLERSPECIAL flags to [wiki]A_SpawnItemEx[/wiki].
    • Added the ability to adjust the vertical offset of a rail attack to [wiki]A_RailAttack[/wiki] and [wiki]A_CustomRailgun[/wiki].
    • Player-fired seeker missiles' range at which the missiles initially lock-on a tracer can be set via [wiki=Actor properties#MaxTargetRange]MaxTargetRange[/wiki] actor property.
    • [wiki=Actor properties#ReactionTime]ReactionTime[/wiki] added to [wiki]DECORATE expressions[/wiki].
    • Added [wiki=Actor states#NoDelay]NoDelay[/wiki] state flag.
    • Added [wiki=Actor states#States]Bounce[/wiki] actor states.
    • Fixed few cases of DECORATE definitions inaccuracies for [wiki]Doom[/wiki], [wiki]Heretic[/wiki], [wiki]Hexen[/wiki] and [wiki]Strife[/wiki] actors.
  • Added the ability to define mod-specific console variables through the addition of the [wiki]CVARINFO[/wiki] lump.
  • Added [wiki]Floor_RaiseAndCrushDoom[/wiki].
  • [wiki]FONTDEFS[/wiki]: Backported SPACEWIDTH from [wiki]ECWolf[/wiki].
  • [wiki]LANGUAGE[/wiki]: Brazilian Portuguese support.
  • [wiki]MAPINFO[/wiki]: Added ForgetState, RememberState, and SpawnWithWeaponRaised flags for [wiki=map definition]map definitions[/wiki] and NoRandomPlayerclass for [wiki=GameInfo definition]GameInfo definitions[/wiki].
  • [wiki]FluidSynth[/wiki] now recognize libfluidsynth.dll as a valid alias for fluidsynth.dll. Some FluidSynth defaults have also been tweaked.
  • OPL emulation now includes two new OPL3 emulators, and you can have the equivalent of up to eight chips for one song. In addition, all OPL emulations support full stereo panning (something the real hardware cannot do).
  • Updated [wiki]foo_DUMB[/wiki].
  • Implemented additive rendering for [wiki=3D floor]3D floors[/wiki].
  • Added Quake-like no-clipping with [wiki=CCMDs:Debug#noclip2]noclip2[/wiki].
  • Exported the [wiki]scoreboard[/wiki] text to [wiki]LANGUAGE[/wiki].
  • The sound system should now precache nearly all sounds used by actor properties and [wiki=ambient sound]ambient sounds[/wiki], and the MAPINFO command "PrecacheSounds" can be used to precache other sounds.
  • Arbitrary FPS cap with [wiki=CVARs:Display#vid_maxfps]vid_maxfps[/wiki].
  • Increased maximum resolution to 5760×3600.
  • Added lightfog property for [wiki=sidedef]sidedefs[/wiki].
  • Added ability in UDMF to specify things to spawn by [wiki=Category:Thing specials]thing specials[/wiki] and [wiki]Hexen breakable items[/wiki] by names with arg1str, as well as the ability to set initial values to a thing's [wiki=user variable]user variables[/wiki].
  • Added new [wiki=node#ZDoom_GL_nodes]node[/wiki] format for complex UDMF maps which need fractional precision on node splitters.
  • The alternate HUD now features a Berserk indicator and a customizable time display.
  • Weapon slots can be configured from the Customize controls menu.
  • [wiki=Classes:RandomSpawner]RandomSpawners[/wiki] now respect -nomonsters.
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Hellser
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Re: ZDoom 2.7.0

Post by Hellser »

*Downloads and puts into new folder* Yay!
Blue Shadow
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Re: ZDoom 2.7.0

Post by Blue Shadow »

Nice!

However, since I'm not of the celebrating type, I'll go ahead and ask: What's next in the furture of ZDoom beyond 2.7.0?
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Piter432
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Re: ZDoom 2.7.0

Post by Piter432 »

Great! :D New version of ZDoom in my birthday! :)
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Ethril
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Re: ZDoom 2.7.0

Post by Ethril »

findlay.jpg
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Enjay
 
 
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Re: ZDoom 2.7.0

Post by Enjay »

Seeing it all listed like that, it's been a busy year. Thanks for the release. :D
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Nash
 
 
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Re: ZDoom 2.7.0

Post by Nash »

Thank you for all the hard work, Randy and also the rest of the dev team!

Question:
◦Made dynamic strings persistent. ACS can now safely generate up to one million new strings.
What happens when there are more than a million strings?
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scroton
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Re: ZDoom 2.7.0

Post by scroton »

‌‎‎‎‎‏‏‏‏‏‪‪‪‪‪‬‬‬‬‭‭‭‭‮‮‮
Last edited by scroton on Sat Nov 02, 2013 6:07 pm, edited 1 time in total.
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randi
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Re: ZDoom 2.7.0

Post by randi »

Nash wrote:What happens when there are more than a million strings?
You stop getting new strings. But the limit is one million concurrent strings, not one million over the lifetime of a game session, so you'd have to try pretty hard to reach it.
scroton wrote:are arcsin/etc and log functions ever gonna get implemented?
If they do, it'll only be for the scripting branch.
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scroton
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Re: ZDoom 2.7.0

Post by scroton »

‌‎‎‎‎‏‏‏‏‏‪‪‪‪‪‬‬‬‬‭‭‭‭‮‮‮
Last edited by scroton on Sat Nov 02, 2013 6:07 pm, edited 1 time in total.
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Graf Zahl
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Re: ZDoom 2.7.0

Post by Graf Zahl »

Super useful or not, they'd just clutter up the current DECORATE code.
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scroton
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Re: ZDoom 2.7.0

Post by scroton »

‌‎‎‎‎‏‏‏‏‏‪‪‪‪‪‬‬‬‬‭‭‭‭‮‮‮
Last edited by scroton on Sat Nov 02, 2013 6:07 pm, edited 1 time in total.
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randi
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Re: ZDoom 2.7.0

Post by randi »

The full set of changes added by the patch that created sqrt for DECORATE (r3586) were intentionally never ported over to the scripting branch beyond just adding sqrt to the list of supported functions, so any time spent adding them to current DECORATE would be a complete waste of time, since they would have to be redone from scratch anyway.

The functions you wan't are defined for the VM, though. (Search for FLOP.)
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BloodyAcid
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Re: ZDoom 2.7.0

Post by BloodyAcid »

Thanks for the release as well. Feels like only yesterday when I updated to 2.6.1, and about a week since 2.6.0. Time really flies here. Guess I'll make some (bad) maps for celebration.
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X-DOOM
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Re: ZDoom 2.7.0

Post by X-DOOM »

Right on Randi, great work you did there my friend. 8-)

Hopefuly we might get 3D Sloped Floor anytime soon? :wub: :mrgreen:

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