

Added End title colors to Textcolors.txt.Updated all map conversions to no longer include the recess for the sliding doors (not needed anymore with new polyobject code), and allows secret doors to slide through where the door recess would have been.updated MenuDef.txt files to no longer have all of the definitions, just the ones that are changed.Updated titlemap for new SoD game check.Updated key names in Language.txt from yellow/blue to gold/silver.Removed playerclass definition from Ke圜onf.txt.Added 'pg x of y' section to end pic screens.Added 'built' ENDPICs that use Language.txt strings and graphical bits to create the end pages.Added new CONFONT.lmp with a new more characters defined.Updated flamethrower animation frames to be more accurate.bat files to accomodate new gamefile structure Updated FadetoBlack function to accept range (all players or just current) - needed for synchronizing end sequences when the scripts are not run by the player.Redid SoD end sequence with GetPlayerInput-based advancing of screens.cfg settings don't get run, but it works. Set up each game with proper gameinfo lump so that games can be run by dropping the main file on ZDoom (SoD.pk7, Wolf3D.pk7, SoD_Lost.pk7, or SoD_Lost2.pk7).Reworked how SoD is marked as the current game (uses inventory marker given to new SoD player class).Removed Doom Keys, added items to give Wolf Keys on pickup.Renamed SoD graphics that were the same name as the wolf counterparts, added custom menudef for Spear Episodes.Updated GameInfo.txt files to accommodate new file structure.Back-ported Gez's SNDINFO and re-ripped sounds.
Zdoom svn code#
Added Decorate code for all Lost Episodes Enemies/Items.Updated Textures.txt for all Lost Episodes Textures/Sprites.

Also re-ripped/renamed all assets and consolidated Wolf, SoD, and Lost assets into the Resources file files basically act as launchers and contain the maps

Separated all assets from the original game into Wolf3D_Resources.pk7 and all TC game content in the Wolf3D_Common.pk7 file
Zdoom svn how to#
It may interest those who want to test new 11 How to increase Zandronum/GZDoom OpenGL FPS on Intel. Previously, it was hosted on a Subversion repository. This project has been created to supply users with SVN builds of various open-source DOOM ports. Please visit this topic at the forums for more information. ZDoom's source code is hosted on a Git repository since the release of ZDoom 2.7.0. ZScript requires an opt-in in order to use. A log of recent Git The libraries required to use GZDoom Builder are DirectX 9.0 Runtime and Microsoft.
