Releases: IgeNiaI/Q-Zandronum
Releases · IgeNiaI/Q-Zandronum
v1.4.20
Misc:
- Bots no longer fire their weapons in warmup state.
- You can no longer switch to spectator in singleplayer campaign unless
sv_cheats
is ON.
Bug fixes:
- Fixed user4 dash not working when jump button is pressed.
- Fixed midi soundfont default path and the fallback path.
- Fixed LumpOpen ACS function crash (thanks TDRR).
Modding:
- Backported the latest
SetPlayerClass
ACS function code from Zandronum 3.2. - Backported the
Floor_Stop()
andCeiling_Stop()
ACS functions from GZDoom. - Fixed botepisode support and made it possible to create PvP campaigns with HUB levels. See below changes for details.
- Botepisode campaigns (PvP botmatch) are now displayed on top of PvE campaigns in episodes list.
- Leaving PvP gamemode campaign level now displays intermission.
- The
ACS_Execute
,ACS_ExecuteAlways
andTeleport_NewMap
functions now support string map names. Make sure to add a minus before the map name. For example:Teleport_NewMap(-"MAP02")
. - Added
campaignhub
property toMAPINFO
lump. It is supposed to be used in singleplayer botepisode campaigns to tell the deathmatch map where to go after the match has ended. - Added
botsSkillOffset
property toCMPGNINF
lump to offset bot skills up or down per each level individually. - Added
GAMEEVENT_MAP_COMPLETE
event type (index 8) forEVENT
scripts. This event is triggered after returning to HUB from a deathmatch match, and it's arguments provider the map name and info on whether the player won or not. - Added support for setting custom cvars in
CMPGNINF
lump. The syntax iscvar cvarname = value
. - Added
InCampaign()
ACS function to tell whether the player is currently in a campaign. - The
map
console command will no longer start a campaign if launching a campaign map. It has to be done via the "New Game" menu. - FreeformMenu consinders singleplayer botmatch as singleplayer when using
NotInSingleplayer
flag. - FreeformMenu only consinders PvP gamemodes as botmatch when using
NotInBotplay
flag. - Fixed parsing player and bot team info in
CMPGNINF
lump. - Fixed
Respawn
map scripts not running for players that respawned after map change. - Fixed some cvars not setting correctly when set by
CMPGNINF
lump. - Fixed botmatch campaign status not saving correctly in saved games.
v1.4.19
Misc:
- When turning off spectators vision in Team LMS, it only affects spectating dead players. True spectators can now see everyone despite the setting.
Bug fixes:
- Fixed ACS AnnouncerSound function local parameter playing all sounds in offline skirmish.
Modding:
- FreeformMenu Command item text now dims when it's disabled.
v1.4.18
Bug fixes:
- Fixed players not updating their position in multiplayer.
- Fixed clearing dead player inventory before he drops important items like Terminator powerup.
- Fixed DEHACKED sprite changes not working.
Modding:
- Added
VelIntercept
ACS function, which lets you aim actor at another actor based on his speed and your projectile speed.
v1.4.17
v1.4.16
Gameplay:
- Reduced jitter when spectating some players.
Bug fixes:
- Removed gl_sprite_blend option. The behavior is now as if the cvar was set to
true
. This is done to avoid some graphical bugs. - Fixed particles having wrong offsets.
- Fixed reducing players speed when crouch button is pressed but crouching is disabled.
v1.4.15
Misc:
- Bouncing projectiles will now spawn decals on walls.
Bug fixes:
- Default bots will no longer crash the game when
bot_disablenodes
istrue
. - Fixed black pixels instead of transparency on AMD videocards. This involved changing shaders in engine. As a result, old shader mods won't work properly anymore.
- Fixed quake movement characters playing run animation when stationary.
- Fixed toggle crouching not working properly in singleplayer.
- Fixed quake movement friction and acceleration on floors with increased friction.
- Fixed attack z offset when crouching.
Modding:
- Negative
Player.AttackZOffset
makes attacks spawn relative toPlayer.ViewHeight
instead of actor center. This way you can achieve consistent attack Z when crouching. - Added
RGF_EXTRATRAIL
flag for A_RailAttack. With this flag the function will spawn one extra trail actor at the end of the trail. - Added
nofilter *texture*
keyword to GLDEFS. This keyword disables texture filtering for given texture. This can be used on model textures too, just make sure to provide full texture path.
v1.4.14
Misc:
- Added screen size controls binds to the menu.
Bugfixes:
bot_disablenodes
is no longer saved into engine ini file because having it ON crashes when using default engine bots.- Partially fixed sprites splitting in two pieces and then improperly rotating when XY billboard is used.
- Fixed getting stuck on moving "Elevator_" specials.
- Fixed reloading strings after "restart" command.
Modding:
- Added
TagActive(int tag)
ACS function that tells if a given tagged sector has some thinker attached to it.
v1.4.13
Gameplay:
- Made second jump only activate the moment the button is pressed, but never when button is already held.
Misc:
- Added Freedoom 1.13 lumps for compatibility comparisons.
Bugfixes:
- Fixed view jittering when opening a console while zooming in or out.
- Fixed crash in CheckSolidFooting ACS function.
v1.4.12
Misc:
- Added Discord Rich Presence support. It displays what gamemode and map you are playing as your Discord status.
- Fixed default doom, heretic, hexen and strife decorations Y billboard.
- You can no longer save the game in PvP gamemodes.
- Servers running duel gamemode now always say to server browsers that they only have 2 player slots available. Max clients is unaffected.
Bugfixes:
- Fixed undroppable weapons being dropped on death.
- Fixed server sending invalid player velocity sometimes.
- Fixed servers freezing when running for over 24 days straight.
- Fixed a crash when reading invalid player skins configuration.
- Fixed a crash when unlagging projectiles without a source.
- Fixed a crash in some cases when using ACS Warp function.
Modding:
- Added
Floor_Stop
andCeiling_Stop
specials. - Fixed not being able to remove action script via ACS SetActionScript.
- You can replace default "Q-Zandronum" Discord Rich Presence status with your own game. Refer to ### for details.
- Reset menu_skirmishlevel# cvars if current value is outside the levels indexes.
- Added
gl_custom_argument
cvar that can be used in custom shaders to control their behavior at runtime. - Added
bot_disablenodes
cvar turns off generating bot nodes on engine side to reduce memory load. This is useful for custom bot mods that don't need default nodes. - Backported
APROP_MaxStepHeight
from GZDoom. - Backported latest
SetPlayerClass
ACS implementation from Zandronum 3.2. - Added script array support.
- Added new BotScript commands that allow controlling more inputs (e.g. altfire, crouch, and use), and also to execute
ACS_ExecuteWithResult
. - Added ACS functions that provide lump reading capabilities:
LumpOpen
,LumpRead
,LumpReadString
,LumpReadLocal
,LumpReadModule
,LumpReadHub
,LumpReadGlobal
,LumpGetInfo
andLumpClose
.