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Zdoom svn
Zdoom svn










+ - Added a Network Options menu which will contain all new network options. Should not be set to false in public servers. + - Added CVAR sv_limitcommands which can be set to false to disable various flooding limits (allow constant suiciding, team changing, disable command flood auto-kick, etc). + - Added support for Zandronum-specific gamemodes for the alternative HUD. Note: this is only a hint for server browsers! Authentication is and has always been lump-based and not WAD-based! This is controlled with the new command-line option -optfile and the new preferoptionalwads CVar. + - The server can now advertise WADs as optional so long as said WADs are not necessary for clients to join. + - Added dmflag sv_unblockallies which is exactly like sv_unblockplayers except only unblocks ally players. + - Added domination and customteamgame to SBarInfo gamemode detection. User CVars are not support for now though. This includes support for CVars that are automatically synced between server and clients. + - Ported CVARINFO lump support and the ACS functions SetCVar, GetCVarString and SetCVarString from ZDoom. + - Added compat_maxbloodscalar which will enforce vanilla red screen damage as if the blood_fade_scalar was 1.0. + - Added a new compatflags cvar: compat_silentwestspawns, emulates Vanilla compatibility by not performing any spawnfog/sounds for west angled spawns. + - When a banned client is prevented from connecting, the ban reason (if specified in the banlist) is logged to the server console (adapted form Konar6's kpatch). + - Added the OS used to the version string the server sends to the launchers (adapted form Konar6's kpatch). *+ - Added quad-buffered stereo / 3D Vision support to the GL renderer (minimal invasive implementation based on biospud's GZ3Doom). i found a way to build public-domain sf2 that the game expects to find, but the resulting soundfont file is ~150MB (unpacked), and probably could go into a different package.packaged a generic soundfontīuild scripts for zdoom that i used (building straight off svn) : for people who want to play around with it.RAW Paste Data *+ - Updated Zandronum's (G)ZDoom base to ZDoom SVN revision 2560 / GZDoom SVN revision 900 fluidsynth soundfont file has to be yet provided. lack of such file will not prevent zdoom from working.įluidsynth soundfont path can be specified through variable. path to fluidsynth's soundfont *.sf2 file is hardcoded in the executable and will have to be altered (it looks under /usr/share/ at the moment ). it's not yet compatible with newer FMOD releases, so it will most likely have to stay bundled into the package ( should i do an SCM then ? ) game uses FMOD library version 4.26 (not packaged yet). game can statically link against fluidsynth (a midi playback engine) or use system one. i probably will have to wait until it's resolved to submit the extension. something is broken in upstream svn, and i've reported it.

zdoom svn

it's not possible to build non-SSE variant of zdoom at the moment. Making two builds for gtk and non-gtk zdoom atm. Doesn't seem really worth making a gtk2 build because of it. gtk is only used to display a visual dialog if you have multiple valid game data files and haven't explictly selected which one to play through command line parameters. I'm planning to package the openGL variant (GZdoom) as well in a couple of days.Ĭurrent problems / things i am unsure about :

Zdoom svn software#

ZDoom does not require openGL - it's a software based engine, only utilizing 2d acceleration. It can run pretty much all doom1/2-based games ( doom, doom2, heretix, hexen, strife, doom1 and doom2 from doom3 BFG edition ) and some unofficial doom based games ( chex quest, freedoom, action doom, etc). ZDoom is an actively developed project based off GPL release of sources for id software's Doom engine.










Zdoom svn