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Merry Christmas and a happy newyear
Posted by sitters on 11 December 2020 at 23:57

The best gift we can ever get.
All accounts before 2020-04-01 with 0 posts have been deactivated
Posted by Rachael on 5 October 2020 at 07:23
Due to spam bots, all accounts registered before April that have never made a post have been shut down. If you are attached to a name/email on one of these accounts, please contact me on the ZDoom forum to have to restored. Eventually these accounts will be permanently removed. If this happens the names and emails associated with those accounts will be freed - you can then reregister your account as normal without restrictions.

And please - for the love of sanity and staying sane - if you're going to make an account, use it! At least make a post on it so you separate yourself out from the spam bots who abuse the system. A private message does not count as a post - you need to increment your post count number at least to 1 so the pruning system doesn't group your account with the trash ones. will be coming offline temporarily
Posted by Rachael on 9 April 2019 at 08:34
In order to fix issues with the wiki, 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.
Merry christmas and a happy newyear
Posted by sitters on 9 December 2017 at 23:46
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.

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.
  • 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 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
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.
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 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.
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.
Merry christmas and a happy newyear
Posted by sitters on 24 December 2016 at 02:49