ZZDoom 2.9.0
Posted: Sun Dec 05, 2021 6:10 am
From the creators of <insert long list of ZDoom derived forks here> now comes ZZDoom, the last hurrah for classic ZDoom part II.
But why oh why are you doing this you may ask, well this is my response to that ZDoom64 thing. I didn't like it and somehow they pushed me to do this.
Like a spanish proberb says "we were only a few and the grandma gave birth".
I named it ZZDoom becouse it came after ZDoom. Yeah it's a fankenstein build, i reconstructed ZDoom with pieces from GZDoom, ZDoom32 and LZDoom. Well if it has FMod and the original software renderer it must be ZDoom.
Now how did i do it? I mostly recycled my work in other ports. I forked GZDoom 2.4.0 so it's based on maint2.4 then i removed the GL renderer (i compared with the ZDoom master) and cherry-picked stuff from maint_3.0, ZDoom32 and LZDoom. It should be solid in theory and to me it's cool. It mainly has bugfixes and a few minor features, the branch is 500 commits ahead maint2.4. I hope i didn't mess up things but this would need testing. I don't know much about licenses but it should be okay, i reverted the LPGL change since that applied to the GL renderer (comparing with ZDoom master). The rest is the same as in GZDoom 2.4.0. GZDoom 2.2.0 had serious bugs, 2.3 and 2.4 had a broken software renderer (wrong lighting for sprites, that renderradious thing). So to me this has some value for nostalgia reasons or "completeness", of course it's better to just use a later GZDoom. But hey they released ZDoom64 so i had to do it.
Some highlights:
+ ZScript 2.4.0 (optional with the -nozscript parameter to run eviternity and other wads targeting Boom).
+ ACS stack protection and unsafe execution context.
+ Fixed: a render radius of 0 did not restrict rendering to the source sector.
+ Uses always the D3D shader for gamma so don't enable it on ancient machines.
+ New wide low resolution modes obtained quadruplicating 1280x720, 1280x768 and 1360x768.
+ UMAPINFO and DEHEXTRA support.
+ Free space margin for automap.
+ win_borderless for fake fullscreen in Windows.
+ Master volume setting.
+ Fixed sound limiting not working properly.
+ Raise SNDSEQ limit to 4096 sequences.
+ DF_INSTANT_REACTION DM flag to fix fast monsters.
+ DF2_NO_COOP_THING_SPAWN DM flag to prevent spawning MP things in coop.
+ Some extra CVARS: "sv_damagefactor*, am_unexploredsecretcolor, am_showkeys_always, nocheats, chat_self, d3d_nogammaramp.
+ Added +FRIGHTENING flag.
+ Major optimization on carry scroller code.
+ Lots of bugfixes.
+ Vista or later XP required (VS 2017 64 and 32 bit builds). Now added a v141_xp build.
+ Not intended for old hardware.
+ No weird stuff this time.
The source is here:
https://github.com/drfrag666/zdoom32/tree/master
https://github.com/drfrag666/zdoom32/tree/2.9_work
Release:
https://github.com/drfrag666/zdoom32/releases/tag/2.9.0
Edit: wenas, i've added a win XP build to the release and it seems to work well.
But why oh why are you doing this you may ask, well this is my response to that ZDoom64 thing. I didn't like it and somehow they pushed me to do this.
Like a spanish proberb says "we were only a few and the grandma gave birth".
I named it ZZDoom becouse it came after ZDoom. Yeah it's a fankenstein build, i reconstructed ZDoom with pieces from GZDoom, ZDoom32 and LZDoom. Well if it has FMod and the original software renderer it must be ZDoom.
Now how did i do it? I mostly recycled my work in other ports. I forked GZDoom 2.4.0 so it's based on maint2.4 then i removed the GL renderer (i compared with the ZDoom master) and cherry-picked stuff from maint_3.0, ZDoom32 and LZDoom. It should be solid in theory and to me it's cool. It mainly has bugfixes and a few minor features, the branch is 500 commits ahead maint2.4. I hope i didn't mess up things but this would need testing. I don't know much about licenses but it should be okay, i reverted the LPGL change since that applied to the GL renderer (comparing with ZDoom master). The rest is the same as in GZDoom 2.4.0. GZDoom 2.2.0 had serious bugs, 2.3 and 2.4 had a broken software renderer (wrong lighting for sprites, that renderradious thing). So to me this has some value for nostalgia reasons or "completeness", of course it's better to just use a later GZDoom. But hey they released ZDoom64 so i had to do it.
Some highlights:
+ ZScript 2.4.0 (optional with the -nozscript parameter to run eviternity and other wads targeting Boom).
+ ACS stack protection and unsafe execution context.
+ Fixed: a render radius of 0 did not restrict rendering to the source sector.
+ Uses always the D3D shader for gamma so don't enable it on ancient machines.
+ New wide low resolution modes obtained quadruplicating 1280x720, 1280x768 and 1360x768.
+ UMAPINFO and DEHEXTRA support.
+ Free space margin for automap.
+ win_borderless for fake fullscreen in Windows.
+ Master volume setting.
+ Fixed sound limiting not working properly.
+ Raise SNDSEQ limit to 4096 sequences.
+ DF_INSTANT_REACTION DM flag to fix fast monsters.
+ DF2_NO_COOP_THING_SPAWN DM flag to prevent spawning MP things in coop.
+ Some extra CVARS: "sv_damagefactor*, am_unexploredsecretcolor, am_showkeys_always, nocheats, chat_self, d3d_nogammaramp.
+ Added +FRIGHTENING flag.
+ Major optimization on carry scroller code.
+ Lots of bugfixes.
+ Vista or later XP required (VS 2017 64 and 32 bit builds). Now added a v141_xp build.
+ Not intended for old hardware.
+ No weird stuff this time.
The source is here:
https://github.com/drfrag666/zdoom32/tree/master
https://github.com/drfrag666/zdoom32/tree/2.9_work
Release:
https://github.com/drfrag666/zdoom32/releases/tag/2.9.0
Edit: wenas, i've added a win XP build to the release and it seems to work well.