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DRD Team News Forum The Team Hosted Dev Builds Doom Nexus Doomseeker GZDoom KDiZD QZDoom Risen 3D Stronghold Links Doomsday EDGE Eternity hyper3DGE Odamex Vavoom Zandronum ZDoom Freedoom Hacx Harmony Blzut3's Weblog Cutstuff.net DoomWorld Realm 667 Wrack Warning Get a better browser: ZDoom.org will be coming offline temporarily Posted by Rachael on 9 April 2019 at 08:34 In order to fix issues with the wiki, ZDoom.org will be coming offline temporarily. I have no ETA for when it will be coming back. A little update: I got a little bit of help from somebody, so I don't have to take down the forum for this. Just the wiki. 0 Comments Merry christmas and a happy newyear Posted by sitters on 9 December 2017 at 23:46 3 Comments GZDoom 3.0.0 Released Posted by Graf Zahl on 29 April 2017 at 12:54 GZDoom 3.0.0 has been released. This is the first version that merges all software rendering features from QZDoom. In addition this is the first release under the GPL v3. To comply with the GPL, FModEx had to be removed as a sound backend, so this version will only support OpenAL. New features aside from merging with QZDoom include: scriptable status bars. scriptable level status screens. static constant arrays in classes. support for Doom64-style lighting in the software renderer, with the exception of gradients. optimization of the scripting VM by removing some always active debug support. Please note that starting with this version the 32 bit Windows version will require support for SSE2, because the true color software renderer cannot work without it. As a result it can no longer be used on Pentium 3's and older. Download: Windows 64-bit Windows 32-bit Ubuntu 64-bit Ubuntu 32-bit Mac OS X Intel Mac OS X PowerPC Source 2 Comments GZDoom 2.4.0 and QZDoom 1.3.0 released Posted by Rachael on 19 March 2017 at 16:46 GZDoom 2.4.0 and QZDoom 1.3.0 have been released. GZDoom 2.4.0: New render features: Doom64-style color properties for sectors (i.e. different color settings for floor, ceiling, walls and sprites.) New scripting features: script versioning to account for syntax differences between versions. fully scripted inventory system. fully scripted menu system. scripted event system. printf-style string formatting function for ZScript. dynamic arrays for ZScript. more access to map data from ZScript. user definable actor properties. separation of scripts into UI and Play parts to have better access control exported obituary code to ZScript to allow more flexibility when handling special cases. SectorTagIterator and LineIDIterator classes to search for tags. Other: added GetActorFloorTexture and GetActorFloorTerrain ACS functions. added new PRINTNAME_ constants for retrieving next and secret next level in ACS. per-sector settable fog density. fixed handling of sector action things with special trigger semantics. true color fonts can be defined in FONTDEFS. added a BOUNCE_NotOnShootables flag to address an old design bug in the bouncing system. added StealthAlpha actor property for defining a minimum visibility value of a stealth monster. and many more smaller additions and fixes. Download 64-bit Windows 32-bit Windows Mac OS X Ubuntu 64-bit Ubuntu 32-bit QZDoom 1.3.0: Updated to GZDoom 2.4.0 LLVM dependency completely removed Dynamic Lights almost fully implemented in software renderer Shadowmaps for OpenGL Download 64-bit Windows 32-bit Windows Mac OS X Ubuntu 64-bit Ubuntu 32-bit 3 Comments Risen3D v2.2.31 released Posted by hawkwind on 13 January 2017 at 02:32 Over a year in the making, Risen3D version 2.2.31 has finally been released. Visit the Risen3D homepage for more details. 1 Comment ZDoom passes the torch Posted by Rachael on 7 January 2017 at 22:11 It's been a long 19 years. In that time, we've made friends, lost friends, grown, learned, and changed. It's no doubt that not a single one of us is the same person we were 19 years ago. Sometimes that also holds true for our projects - as has happened in the case with ZDoom. It was recently announced that Randi has decided to cease development on ZDoom . We all owe a great deal to her. She has enhanced our lives in more ways than she will ever imagine, and it is thanks to the openness that she offered with ZDoom and sharing it with the rest of us, that has enabled many of us to learn more about game development. To say that you were part of a major successful project in ZDoom was no small accomplishment. Randi - you will be missed. This also means that DRD Team will likely be archiving some of its ZDoom/GZDoom/QZDoom focused forums soon, to facilitate ZDoom.org becoming more of a hub for family projects and in favor of keeping everything under one roof. Ironically, this happened to be on the same day that GZDoom and QZDoom both released new versions. So, yeah, be sure to check those out! Here's a list of changes: Fixes for GZDoom: (list from Graf Zahl's post) Dehacked strings were cut off at the end corrected a few cases where dynamic lights were not correctly set up default lights for Doom and Heretic are now properly attenuated. fixed a few issues with the ZScript compiler fixed potential crash with Doom's boss brain fixed state validation problem with Dehacked modifications. fixed a crash with multiplayer games fixed a few more cases where player sprites became momentarily visible during a portal transition. made particle translucency calculations more precise Additional (QZDoom only) fix: Fixed a memory allocation error in the software renderer that was causing frame rates to tank. 0 Comments Happy New Year! Posted by Rachael on 1 January 2017 at 08:00 To celebrate the new year, both GZDoom 2.3.0 and QZDoom 1.2.0 have been released! Notable changes: First version with official ZScript support. Proper rendering processing of large actors Improved IWAD picker, allowing to choose the active renderer, or autoloading lights and brightmaps. Multithreaded software rendering Some improvements to the console Fixed the pitch issues that were warned about for 2.2.0. (OpenGL only) Screen space ambient occlusion (SSAO) for the OpenGL renderer, written by dpJudas (OpenGL only) UDMF-configurable fog density per sector (OpenGL only) Glowing flats settable through UDMF (OpenGL only) Proper dynamic light definitions for Freedoom. (QZDoom only) Software renderer is now compiled into the executable directly. This shortens startup times. (QZDoom only) First official version that runs on Windows XP. Note that XP is still not officially supported. 0 Comments Merry christmas and a happy newyear Posted by sitters on 24 December 2016 at 02:49 3 Comments Bobby Prince Posted by Rachael on 22 November 2016 at 11:24 For those of you who have not heard yet, multiple sources are saying Bobby Prince is battling colon cancer. If you do not know who he is, he is the one who composed all of Doom's music, as well as scores of music from Apogee games, and even composed the music for Wrack. For anyone who is able, a GoFundMe page was set up by his brother to help with medical expenses: https://www.gofundme.com/bobby-prince-m ... nd-2vs94pg Wishing you the best and a speedy recovery, Bobby. And thoughts and prayers go out to your family, as well. Let's hope Bobby gets the best doctors available and overcomes this terrible thing! 5 Comments QZDoom - Version 1.0 released! Posted by Rachael on 29 October 2016 at 19:32 This is the newest release for QZDoom! Mostly, it's a stability and fixes release, fixing a few bugs encountered since 0.1 and also prevents certain read access violations from crashing the game. Another reason for this release, however, also, is the pending ZScript merge coming. We figured that the ZDoom code base is not going to be any more stable than it is now for a couple of weeks to months, at least, so this was as good a time as any to put this out before that happens. Also included, obviously, are the latest ZDoom and GZDoom improvements and fixes that have occurred since the 0.1 release. Enjoy! 32-bit Windows 64-bit Windows Ma...

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