Re: GZDoom 4.8.0 released by Enjay » Tue 7:27 pm An impressive list of changes. As ever, my heartfelt thanks to Graf and the dev team for their continued, selfless work on GZDoom. Re: GZDoom 4.10.0 released by Marisa the Magician » Mon 7:22 pm HorseJockey wrote: ↑ Sun 5:12 pm Awesome, thanks for all your hard work.
"Allow assigning IQM frames by animation name plus frame offset." Does this mean that we can now write the name of the animation we have in the action editor of Blender in Modeldef? Especially with more work being poured into the GZDoom translation table, this is a boon for people that want (or need) GZDoom to have the right language to start from. Especially if they're new to GZDoom, and aren't familiar with the other way to do it. It looks really nice, not just like a generic Windows form.
gzdoom eternal, Feature Suggestions [GZDoom] Remember, just because you request it, that doesn't mean you'll get it. Moderator: GZDoom Developers Subforums: ZDoom.org Suggestions, Code Submissions, On Hold Suggestions Re: GZDoom 4.9.0 released by Ihavequestions » Sun 12:15 am Graf Zahl wrote: ↑ Sat 6:52 pm The survey has been re-enabled for this version so that we can get some information about how the state of systems being used for GZDoom has developed over the last year. I've noticed the gzdoom.sf2 soundfont bundled with 4.11 has a different filesize than usual. The one hosted on github however seems to be the same since its inclusion 6 years ago. - UZDoom will continue to support GZDoom's original ideals - retaining legacy content compatibility, while also providing fun features for creators to utili ze - Mods and saves will be 100% compatible initially, although as new modding features get added to UZDoom and new mods start utilizing them, they probably won't be runnable in GZDoom Re: GZDoom 4.7.0 released by user19284 » Wed 1:56 pm Thank you for updating and keeping up with latest technology features for GZDoom!!