GZDoom 2.4.0 and QZDoom 1.3.0 released

News about ZDoom, its child ports, or any closely related projects.
[ZDoom Home] [Documentation (Wiki)] [Official News] [Downloads] [Discord]
[🔎 Google This Site]

Moderator: GZDoom Developers

User avatar
Major Cooke
Posts: 8196
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Major Cooke »

Nash wrote:
ibm5155 wrote:So lets say, I can make the main menu wiggle?
Yes. Major Cooke made an animated main menu somewhere in the "How to ZScript Menu" thread
Made two of them. Sine wave jiggle and sliding menu examples.

Note, you need to add in the following into the ZScript.txt files at the very top:

version "2.4"
User avatar
drfrag
Vintage GZDoom Developer
Posts: 3150
Joined: Fri Apr 23, 2004 3:51 am
Location: Spain

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by drfrag »

I've just upgraded to GZDoom 2.4 and runs great. Now that i think of it... it's a bit sad that i've wasted my entire life playing Doom. :melancholy:
User avatar
Rachael
Posts: 13789
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Rachael »

drfrag wrote:Now that i think of it... it's a bit sad that i've wasted my entire life playing Doom. :melancholy:
Why in the world would you think that?!
User avatar
Mikk-
Posts: 2274
Joined: Tue Jun 30, 2009 1:31 pm

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Mikk- »

That brings me back to this quote:-
'Time you enjoyed wasting is not wasted time'
User avatar
Rachael
Posts: 13789
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Rachael »

Yeah - I agree. People get too cooked up worrying about the wrong things in life that they forget to stop and smell the roses. Life is too short to not try and enjoy it.
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Accensus »

Rachael wrote:Yeah - I agree. People get too cooked up worrying about the wrong things in life that they forget to stop and smell the roses. Life is too short to not try and enjoy it.
Reminds me of this: http://imgur.com/gallery/fwGxg
User avatar
drfrag
Vintage GZDoom Developer
Posts: 3150
Joined: Fri Apr 23, 2004 3:51 am
Location: Spain

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by drfrag »

I was just thinking i've played Doom too much (and still do) since it came out, we're getting old you know.
User avatar
Rachael
Posts: 13789
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Rachael »

I'd rather get old doing something I enjoy than something I don't.
User avatar
Zhs2
Posts: 1287
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Zhs2 »

Is there a way to turn weapon animation smoothing/interpolation back on globally? Going back to the per-pixel method of movement feels like a total downgrade, even if the smooth method does have the tendency to make certain animations in certain weapon mods look weird.
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Accensus »

If you're using A_WeaponOffset, use WOF_INTERPOLATE. If this is not what you're looking for, do explain what you mean, because I don't get the context here.
User avatar
leodoom85
Posts: 684
Joined: Sun Sep 14, 2014 6:40 pm
Location: Earth-shaking Chile

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by leodoom85 »

Rachael wrote:I'd rather get old doing something I enjoy than something I don't.
Well said :)
User avatar
Zhs2
Posts: 1287
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Zhs2 »

Lud wrote:If you're using A_WeaponOffset, use WOF_INTERPOLATE. If this is not what you're looking for, do explain what you mean, because I don't get the context here.
As in, without making your own mod or diving into someone else's to make a whole bunch of edits in order to reactivate a cool feature. As in, is there an end-user CVar?
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by Accensus »

None that I know of. I think interpolation's hardcoded.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by wildweasel »

Zhs2 wrote:
Lud wrote:If you're using A_WeaponOffset, use WOF_INTERPOLATE. If this is not what you're looking for, do explain what you mean, because I don't get the context here.
As in, without making your own mod or diving into someone else's to make a whole bunch of edits in order to reactivate a cool feature. As in, is there an end-user CVar?
It used to be automatic and all-encompassing in specific dev builds, but this produced unforeseen glitches with a sizable amount of mods, so it was relegated to opt-in per-mod behavior.
_mental_
 
 
Posts: 3819
Joined: Sun Aug 07, 2011 4:32 am

Re: GZDoom 2.4.0 and QZDoom 1.3.0 released

Post by _mental_ »

GZDoom 2.4.0 for PowerPC Macs has been uploaded here.
It's mostly untested and is provided on better-than-nothing basis.

Return to “ZDoom (and related) News”