zd_extra.pk3
splits off copyright infringing assets, allowing game makers to delete this file and distribute a fully GPL-conforming copy of GZDoom without further changesMENUDEF
replacements are now merged, allowing GZDoom to easily present new menu features in older mods that include oneMENUDEF
when it provides menu replacements. This is due to older mods' menus becoming very quickly outdatedipk3
/iwad
, and contain a IWADINFO
lump similar to GZDoom.pk3
's with only this IWAD's information and no file listvid_hw2d
is disabled or otherwise using an unaccelerated framebuffer, stencils and on-screen objects now show up bettervid_used3d
is now renamed to vid_glswfb
. This matches the same CVAR that is available on Mac/Linuxvid_glswfb
is now exposed to the menur_visibility
now affects GL's Software lightmode as well as Softpoly.PSPF_MIRROR
flag which flips the sprite horizontally across the entire screenPlayerPawn
object has -FRIENDLY
set, they become a playable monster and interact with the game world as one. Additionally, they become deathmatch opponents, capable of dealing and taking damage from other playersbeforebloom
), before 2D objects are drawn (scene
), and after everything is on the screen (screen
)vid_saturation
saturates/desaturates the screen - improves the appearance of the screen when using certain brightness/gamma settings as well as allowing the user to play in 'black and white' (similar to the display control panel option). (Requires post-processing shaders to be active and hardware gamma must be disabled)r_visibility
now works in OpenGL (software lightmode only) and SoftPolyr_line_distance_cull
and r_sprite_distance_cull
CVARs that cull lines or sprites beyond the specified distancesv_damagefactorplayer
: Scales damage for playersv_damagefactorfriendly
: Scales damage for all other +FRIENDLY
objectssv_damagefactormobj
: Scales damage for everything else including monsters and decorationskill baddies
cheat - does the same thing as kill monsters
only it ignores friendly monstersgl_ssao_portals
default to 1vid_max_*
variables. Originally debug variables, they've been redesigned to allow screen resizing based on aestheticsvid_scalemode
:vid_scalefactor
vid_scalefactor
vid_scalefactor
added for modes 0 and 1, which changes the render resolution to any arbitrary amount the user specifies >0, and resizes the screen to that amount. Valid values are >0 to <=2.0, where values above 1.0 are super-sampled to the screen (allowing up to SSAAx4 super-resolution). Please note that due to the way this is implemented, screenshots generated using this system will be in their original render resolution, so a super-sampled screenshot will actually come out in higher resolutionGLDEFS
parsing is more strict than QZDoom's, and will error out if invalid keywords are usedif
, for
, and while
loops in ZScriptmaxviewpitch
CVAR - it still cannot pan to a full 90 degrees, though (sorry folks) ;)sv_singleplayerrespawn
changed from a 'latching' CVAR to a 'cheat' CVAR using the new cheat CVAR system. This means the CVAR can now be enabled dynamically for single player games, however, it is still disabled when cheats arer_showcaps
CCMD to show which render flags are currently active in the rendererswtruecolor
is changedUMAPINFO
which does not have clusters but has been extended to define separate exit texts for each target map that can be reached from a given mapnormal
and secret
can be used to define texts specific to the default exitsMAPINFO
properties:exittext = mapname, 'text'...
textmusic = mapname, 'musicname', order
textflat = mapname, flatname
textpic = mapname, picname
textflat
and textpic
are like flat
and pic
for clusters, one defines a tiled background, the other a fullscreen imageexittext
will disable a cluster-based text screen that may apply to the given mapWorldThingDamaged
eventMAPINFO
's gameinfo
section to avoid problems with numerous ZDoom maps depending on the incorrect implementation.DECALDEF
cannot tentatively find animators declared after the decal.PlayerPawn.ForwardThrust()
use its angle parameter.FastProjectile
's movement code was missing a portal check.A_Kill...()
functionsActor.GiveSecret()
unloved.pk3
where in MAP02
, some lights are above the ceilingSecretTrigger
objectuiscale
did not always update the screen size properlystruct
field compiler did not check for forward declared type references that hadn't been resolved yetAdded Actor.A_SoundVolume(int slot, double volume)
function to ZScriptDoEffect
when predicting player movementgzdoom.pk3
has now been GPL-ized and has had many assets replaced with free GPL-conforming assetszd_extra.pk3
is now included in the GZDoom distribution. This file contains the assets replaced in gzdoom.pk3
to their original assets, with the exception of the MBF German Shepherd, which now uses Nash's dog sprite replacement. If you are creating a commercial game, you may now simply remove zd_extra.pk3
to avoid copyright issuesm_showinputgrid
'-1' allows for on-screen keyboard to never show when inputting text, even when using a mousevid_glswfb
) - The Mesa rendering library supports this just fine, and it seems it runs without trouble on known troublesome 3.0 cardspixelratio
mapinfo definition - allowing mappers to now create square pixel maps in all 3 renderersTEXTCOLO
to be more readableactorlist
and similar console commands outputLine_PortalSetTarget
and added more portal geometry warningsLine_PortalSetTarget
cannot be reactivated, even if given a valid target