![]() Source ports based on recent versions of ZDoom ENDOOM and animated start up screen support.Support for loading resources directly from ZIP or 7z files, making the use of the traditional WAD file format optional except for map lumps.Support for using features of every supported game in all of them - for example, a Doom map can feature Strife conversations, Hexen scripting, and actors that use Heretic codepointers.Cameras can even replace the player view, allowing for scripted cutscenes or alternative gameplay mimicking a sidescroller. Several camera effects, including Duke Nukem-style security cameras or Unreal-style skyboxes.Decals on walls for scorch marks and blood splatter.3D floors (although sloped 3D floors are impossible).3D middle textures, slopes, and colored lighting.Support for Doom Connector and Player Connector network games.Runs under Windows 9x, NT, XP, 7, 8.1, Linux, and Mac OS X.Walking over/under monsters and other things.Limited UDP Internet or LAN networking inherited from Linux Doom.DECORATE script: a simple yet powerful actor definition language.Greatly enhanced texture definition lump allowing scaled textures (for high-resolution), as well as compositing multipatch texture using independent rotation, mirroring, alpha transparency level, and either translations or color blending for each patch.Support for PNG, JPG, TGA, and DDS format images.More music and sound formats: MOD, XM, IT, S3M, MIDI, OGG Vorbis, SPC, FLAC, and MP3, as well as MUS.Additional control options including crosshairs, free look, jumping, and crouching configurable via Quake-style key bindings.High screen resolutions (with optimizations for modern processors).Removal of most vanilla Doom limits (including visplane overflow), though vanilla-style gameplay can be triggered.Several IWADs have even been made specifically for ZDoom Harmony is an example. Support for all Doom engine games: the various versions of Doom, Heretic, Hexen, Strife, Chex Quest, Hacx, and even Freedoom is identified as its own IWAD rather than being taken for Doom II: Hell on Earth.Support for several of MBF's editing features, including friendly monsters and loading DeHackEd patches directly.Support for most of Boom's editing features.Support for all of Hexen's editing features (including ACS, hubs, and new map formats).3 Source ports based on older versions of ZDoom.2 Source ports based on recent versions of ZDoom.Why did I post this here? Well, with this being a period of time in ZDoom history that isn't too well documented, I figure someone might find this interesting. Also, it's worth mentioning that git tracks renamed files based on a heruistic which can be imperfect at times, but it's better than nothing. I don't recommend forking from this repository, since I might discover something 'wrong' with a revision and end up having to remake part of the history (plus it's old.why would you even bother?). It has every version of ZDoom from 1.11 all the way to 2.0.98 (2.0.99 looks like it is SVN r1). I originally decided to put those two revisions into a public git repository, but then it occurred to me.why not put all pre-SVN versions of ZDoom into a repository and see what happens.Īt this point, I think I can consider it done. ![]() no way to quickly link someone a particular file/line-number). Due to the nature of our port, we sometimes need to reference both source trees, and since those versions are pre-SVN you have to download the source manually, which is pretty inconvenient when you're trying to discuss parts of the code (i.e. Odamex is based off of an old version of ZDoom 1.22, with bits of 1.23 backported.
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