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  • GZDoom 4. 10. 0 released - Welcome to the ZDoom Forums!
    Re: GZDoom 4 10 0 released by Marisa the Magician » Mon Dec 05, 2022 7:22 pm HorseJockey wrote: ↑ Sun Dec 04, 2022 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?
  • GZDoom 4. 9. 0 released - Welcome to the ZDoom Forums!
    Re: GZDoom 4 9 0 released by Ihavequestions » Sun Nov 06, 2022 12:15 am Graf Zahl wrote: ↑ Sat Nov 05, 2022 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
  • GZDoom 4. 8. 0 released - Welcome to the ZDoom Forums!
    Re: GZDoom 4 8 0 released by Enjay » Tue Jun 07, 2022 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
  • GZDoom 4. 12. 2 released - Welcome to the ZDoom Forums!
    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
  • Welcome to the ZDoom Forums! - Index page
    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
  • GZDoom 4. 11. 0 - Welcome to the ZDoom Forums!
    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
  • GZDoom 4. 14. 0 Released - Welcome to the ZDoom Forums!
    Re: GZDoom 4 14 0 Released by SPZ1 » Thu Dec 19, 2024 1:20 am The Koopa Kid Fleet is ready to go for the new version of GZDoom!
  • GZDoom 4. 12. 0 released - Welcome to the ZDoom Forums!
    Re: GZDoom 4 12 0 released by Doomguy 2000 » Mon Apr 22, 2024 2:51 pm How exactly are we supposed to check wads for console errors if we use the norun parameter, can't see the console for potential errors? Edit: it will only show the console if the wad itself can't run properly, other than that when it comes to errors, the console won't show up
  • GZDoom 4. 13. 2 Released - Welcome to the ZDoom Forums!
    Re: GZDoom 4 13 2 Released by Canjul » Fri Nov 08, 2024 12:23 am Is this meant to support the id24 animated skies? Or just the interlevel lumps?
  • GZDoom 4. 14. 1 Released - Welcome to the ZDoom Forums!
    Re: GZDoom 4 14 1 Released by BFeely » Tue Mar 11, 2025 3:44 pm It appears there is further ZScript hardening, which broke RAMP 2023 Specifically, ZSCRIPT-58-1 txt line 1327 I changed the code from StartConversation (50, 1); to StartConversation (user, 1); to get it to compile The comment "If this ever actually works, I'll be stunned "





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