It was recently announced that Randi has decided to cease development on ZDoom. Sometimes that also holds true for our projects - as has happened in the case with ZDoom. It's no doubt that not a single one of us is the same person we were 19 years ago. In that time, we've made friends, lost friends, grown, learned, and changed. Dynamic Lights almost fully implemented in software renderer.and many more smaller additions and fixes.added StealthAlpha actor property for defining a minimum visibility value of a stealth monster.added a BOUNCE_NotOnShootables flag to address an old design bug in the bouncing system.Major improvement of portal robustness. Generalized version of ABishopMissileWeave and ACStaffMissileSlither, called AWeave - portals can be defined with linedefs, like in Eternity. Major new features: - Monsters can no longer get stuck in each other. true color fonts can be defined in FONTDEFS. To coincide with today's release of ZDoom 2.4.0 here's the latest GZDoom release.fixed handling of sector action things with special trigger semantics.added new PRINTNAME_ constants for retrieving next and secret next level in ACS.added GetActorFloorTexture and GetActorFloorTerrain ACS functions. Repository Package name Version Category Maintainer(s) Alpine Linux Edge testing: gzdoom-doc: 4.7.SectorTagIterator and LineIDIterator classes to search for tags.
different color settings for floor, ceiling, walls and sprites.) Doom64-style color properties for sectors (i.e.In Portuguese.GZDoom 2.4.0 and QZDoom 1.3.0 have been released. Doom 64 Weapons Only Gaming Room - This WAD's post at our main website, with more info, screenshots and stuff.
Doom 64 weapons only 3.0 at Mod DB - Looks like another edition of this mod.Doom 64 'weapons only' wad by Nevander - The mod's thread at ZDoom's board, with more info, alternative download links, eventual updates, etc.
Check the TXT that comes with the mod out for more information or just make trial and error experiences for yourself. You should also have in mind that that not every map or mod should work perfectly with Doom 64 'weapons only' wad by Nevander. This was done so that the Unmaker would be obtainable, usable, and upgradable throughout the game without being taken away constantly due to ending episodes. What this does is tie all the episodes together so that E1M8 goes straight to E2M1 and so on. I ran Doom 64 Weapons Only here on GZDoom ( 1.8.2, 2.4.0, 3.7.2 and 4.2.0), Zandronum 3.0 and LZDoom 3.83a, with the IWADs from Doom II: Hell on Earth, The Ultimate Doom, Final Doom and Freedoom.Īttention: note that on Doom/ The Ultimate Doom or on Freedoom's Phase 1, you'll need to use the D64ULTDM.WAD patch.