UZDoom 5.0.0

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Boondorl
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UZDoom 5.0.0

Post by Boondorl »

Please do not report bugs in this thread! All bugs should be submitted here.
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Release


After an over year-long development cycle and a truckload of internal reworks, UZDoom 5.0 has finally arrived! Starring bone manipulations for IQM models, significantly improved controller support (including haptic feedback!), the overhauled multiplayer, ZScript debug support, and much more, we knew this version would need a full upgrade. We appreciate everyone being patient since we know it took a while, but we promise it was worth the wait. With the updater being added, we can now make smaller releases more often so long periods of development like this should be an issue of the past. Our focus going forward will be on making releases as big new features are added.

The full changelog can be found here for more details, but some highlights of this update include:
  • An improved launcher interface! Its theming now has both light and dark modes and a Multiplayer tab has been added for setting up net games.
  • The automatic updater. No longer will you have to remember to check the forums to see if there's any new updates; we've got you covered on that one.
  • Significantly improved controller support, haptic feedback included. Aiming has never felt better.
  • New accessibility options for controlling lighting alongside a gamma rework to make adjusting it a smoother experience.
  • Multiplayer has been rewritten from the ground up to make connecting easier than ever. Alongside this is a smorgasbord of quality of life changes to make games easier to control for hosts.
  • New fog modes for mappers to play around with.
  • Richer font rendering for improved language support. Languages that traditionally relied on forks like 简体中文 are now native to UZDoom.
  • Tooltips for menus. No more need for writing huge blocks of static text as this feature has both standard and dynamic hover tooltips.
  • DAP debug server support for ZScript. You can now use a debugger to step through your code instead of a million print statements.
  • Bone manipulations for IQM models. Enemies can finally look at their targets as they chase them.
  • Lots and lots of bugfixes and other additions.
And this has only scratched the surface of what's been added! We're excited to finally put this out into the world as our first big release since launch, and we'll be keeping this level of ambition as we look ahead. We've already got some big plans for the future, so stay tuned for your more regularly scheduled updates (we'll try not to take two years this time).
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Unicide
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Re: UZDoom 5.0.0

Post by Unicide »

Congrats on the release!!!
Can't wait to see what will be done with the new features, and any other future features :3
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Enjay
 
 
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Re: UZDoom 5.0.0

Post by Enjay »

Fantastic news. Well done and thank you to everyone who has worked so hard to make this happen.
phinet
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Re: UZDoom 5.0.0

Post by phinet »

Happy UZDoom day y'all. It's been a long time coming, but I'm really happy it's finally out. My partner requested I mention her in the release speech we give :)
AvzinElkein
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Re: UZDoom 5.0.0

Post by AvzinElkein »

I think Windows 11 is deleting the updater before I can launch it. Is it because I set it to run as administrator?
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Jay0
 
 
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Re: UZDoom 5.0.0

Post by Jay0 »

AvzinElkein wrote: Fri Aug 28, 2026 7:10 pm I think Windows 11 is deleting the updater before I can launch it. Is it because I set it to run as administrator?
i think you use uzdoom in C:/Program Files/ or any other protected folder you can't really use the auto-updater without windows complaining yea
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