

- GZDOOM QUICKSAVE FULL
- GZDOOM QUICKSAVE PORTABLE
- GZDOOM QUICKSAVE SOFTWARE
- GZDOOM QUICKSAVE CODE
- GZDOOM QUICKSAVE PLUS
GZDOOM QUICKSAVE PORTABLE
If you still have an old INI in your folder, GZDoom will ask what to do with it, you can either move it to the user folder or convert to a portable install. If you still want to store the INI in your game folder you have to create an empty file called GZDoom_portable.ini there before launching. This was done to bring handling in line with current guidelines and to make it easier for commecial games that often get installed into a folder without write access. Unlike older versions this one will always prefer the system's user folder and place the INI in Documents/My Games/GZDoom if no INI is found. GZDoom 4.9.0 changes where gzdoom.ini is stored. This was done before the current savegame path was known so it always errored out. changed CalculateBones to receive the bone component data directly instead of the owning actor.when converting to a portable install, flag the current session accordingly.Also adding a few new ones that were easy to do reworked all accented characters of Doom's SmallFont.added characters U-0404 and U-0490 for Ukrainian language support.GC: Base GC rate on a running average of the allocation rate instead of basing it on the amount of time taken since the last sweep started.GC: Have a real finalizer stage for destroying objects instead of mixing them in to the sweep stage.This can be called with index = -1, which should check the first element of the intermission. -nowidescreen: disable loading of included widescreen assets.-nobrightmaps: disable loading of brightmaps.-noextras: disable loading of any extras (lights, brightmaps, widescreen).add the following command line parameters:.This is mainly for new games which have been designed for hardware rendering.
GZDOOM QUICKSAVE SOFTWARE

fixed background setup for intermissions to apply tiling only where intended.add some more blacklisted cvars to defcvars.Fixes GetActorAngle returning negative or large values with no range limit. Exposed LevelLocals' LookupString functionality.fix uncaught exception that rarely occurred with the intermission screen that would vm-abort out from any attempt to enter a level.When used, new particles that spawn when the limit is reached will replace the oldest particle. Added PS_REPLACE flag for A_SpawnParticle(Ex).
GZDOOM QUICKSAVE FULL
GZDOOM QUICKSAVE CODE
disabled shortcutting the intermission code if no summary screen is wanted.fix colormap remapping when colormap entries may have fullbright entries which should not be considered duplicates.Fix checking of wrong variable in String.Float concatenation.Added "ForceList" instruction for Lists so that skill, playerclass, and episode menus don't get overridden.Added ability for Option items to read in their OptionMenuDescriptor (List and Image Scroller items already have this).Added "Class" instruction for Image Scrollers.Added Font and TextureID types to Option and Image Scroller items (List items already have these).Fix incorrect pixelratio handling on rotated models.process events every frame as well to ensure that menus can run at any framerate.allow SNDINFO to declare sound mappings by using 'sound = soundfle' syntax.Fix crash if Animation is not explicitly assigned in MODELDEF.Added animation support for OptionMenus.
GZDOOM QUICKSAVE PLUS
