ZDoom 2.8.0 and ACC 1.55 released

News about ZDoom, its child ports, or any closely related projects.
[ZDoom Home] [Documentation (Wiki)]

ZDoom 2.8.0 and ACC 1.55 released

Postby randi » Fri Feb 05, 2016 8:01 pm

After 2.5 years, there's finally a new release of ZDoom and a new ACC to go with it. Visit the download page to get them. There have been significant changes to ZDoom over the years, including:

Mac OS X
The OS X version of ZDoom now features a native Cocoa back end that significantly increases performance, in many case doubling frame rates, and is also more stable than the previous version.

Linux
Linux now uses SDL2 which can produce less frame jitter with high frame rates, has some vsync support, and fullscreen is now a "desktop fullscreen" mode.

Windows
ZDoom already worked great on Windows, so nothing has changed here.

Everything else
A fairly complete list of changes since 2.7.1 is available on the wiki. I'll probably pick out some highlights to list here eventually. Maybe. Or just read the comments for this post, since other people already did it.
User avatar
randi
Site Admin
 
Joined: 09 Jul 2003

Re: ZDoom 2.8.0 and ACC 1.55 released

Postby Siberian Tiger » Fri Feb 05, 2016 8:03 pm

WOO!

Anything new or unique about this version of ZDoom? I apologize, I don't really monitor the commits on ZDoom's repo on GitHub.
Last edited by Siberian Tiger on Fri Feb 05, 2016 8:05 pm, edited 1 time in total.
Siberian Tiger
 
Joined: 13 Jun 2009

Re: ZDoom 2.8.0 and ACC 1.55 released

Postby Rachael » Fri Feb 05, 2016 8:05 pm

Quite a lot, I am sure. XD

If I remember right, this one has quite a lot of DECORATE and ACS enhancements, and some internal code refactoring.
User avatar
Rachael
 
Joined: 13 Jan 2004

Re: ZDoom 2.8.0 and ACC 1.55 released

Postby Major Cooke » Fri Feb 05, 2016 8:08 pm

Go look at the wiki. And yes. A LOT of new decorate functions. I hope you enjoy them as much as I do. :D
User avatar
Major Cooke
Slow yet powerful ZScript modder.
 
Joined: 28 Jan 2007
Discord: Major Cooke#0846

Re: ZDoom 2.8.0 and ACC 1.55 released

Postby Eevee » Fri Feb 05, 2016 8:12 pm

Taken from the version history on the wiki. I combed through git a bit to find some things that were overlooked, but there were almost 1800 commits, so this is probably not exhaustive.

Last edited by Eevee on Fri Feb 12, 2016 6:29 pm, edited 3 times in total.
User avatar
Eevee
wow, i'm still here!
 
Joined: 16 Jul 2003

Re: ZDoom 2.8.0 and ACC 1.55 released

Postby Siberian Tiger » Fri Feb 05, 2016 8:16 pm

Great stuff!
Siberian Tiger
 
Joined: 13 Jun 2009

Re: ZDoom 2.8.0 and ACC 1.55 released

Postby edward850 » Fri Feb 05, 2016 9:12 pm

Eevee wrote:I don't think this is exhaustive — someone would have to comb through the last couple years' worth of commits to make sure.

Indeed it isn't. It's missing some more recent stuff such as removal of player start limitation allowing for "clown-car" spawns, more compatibility additions such as for TNT Map31 infamous Yellow keycard, OpenAL (although that's absent from the official builds), filters, critical fixes for garbage collection in the ACSVM and interpolation, smoother interpolation transitions for platforms, a rather dramatic rewrite for object positioning for improved interpolation code, fixed the RNG table offset bug in saved games...

Yeah. I don't think there will ever be a complete list of changes. You know what? That's the game of this release. Jump in and try everything.
User avatar
edward850
[netcode intensifies]
 
Joined: 19 Jul 2005
Location: New Zealand

Re: ZDoom 2.8.0 and ACC 1.55 released

Postby Nash » Sat Feb 06, 2016 3:58 am

Where can I find which commits have any new tags added? I'm looking through the TortoiseGit log but it doesn't seem to show at which point were tags added...

(Reason: I need some references to decide where to add tags for GZDoom-GPL)
User avatar
Nash
Nash Muhandes [Audio Engineer | Game Designer | Scripting]
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Re: ZDoom 2.8.0 and ACC 1.55 released

Postby _mental_ » Sat Feb 06, 2016 4:00 am

It's quite easy on GitHub website: https://github.com/rheit/zdoom/tree/2.8.0
The complete list of tags: https://github.com/rheit/zdoom/tags
_mental_
 
Joined: 07 Aug 2011

Re: ZDoom 2.8.0 and ACC 1.55 released

Postby Nash » Sat Feb 06, 2016 4:07 am

_mental_ wrote:The complete list of tags: https://github.com/rheit/zdoom/tags


This was the information I needed, thanks. :D
User avatar
Nash
Nash Muhandes [Audio Engineer | Game Designer | Scripting]
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Re: ZDoom 2.8.0 and ACC 1.55 released

Postby LkMax » Sat Feb 06, 2016 8:27 am

I think I know the answer but just to be sure, can I reuse my zdoom.ini from the older version (2.7)? I don't want to change quite a lot of settings and paths again.
User avatar
LkMax
 
Joined: 10 Aug 2012

Re: ZDoom 2.8.0 and ACC 1.55 released

Postby edward850 » Sat Feb 06, 2016 8:30 am

That's why it's an ini file. ;)
User avatar
edward850
[netcode intensifies]
 
Joined: 19 Jul 2005
Location: New Zealand

Re: ZDoom 2.8.0 and ACC 1.55 released

Postby Edward-san » Sat Feb 06, 2016 8:36 am

Why is the SpawnParticle thing not included in the 2.8 changelog? It should be!
Edward-san
Mathematics is the language with which God has written the universe. (Galilei)
 
Joined: 17 Oct 2009

Re: ZDoom 2.8.0 and ACC 1.55 released

Postby Graf Zahl » Sat Feb 06, 2016 8:38 am

Because that log misses lots of stuff. The thing that's most important to me (sector movement interpolation is finally working correctly) is also not mentioned.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: ZDoom 2.8.0 and ACC 1.55 released

Postby LkMax » Sat Feb 06, 2016 8:53 am

edward850 wrote:That's why it's an ini file. ;)

I'll take that as a yes, sorry for the stupid question. :P
User avatar
LkMax
 
Joined: 10 Aug 2012

Next

Return to ZDoom (and related) News

Who is online

Users browsing this forum: No registered users and 0 guests