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<h1>GZDoom Builder features</h1>
</div>
<div id="contents">
<ul style="list-style-type:none;">
<li>
<h3><a name="general" id="general"></a>General interface:</h3>
<ul>
<li><a href="general/acs.html">Enhanced scripting workflow</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> Toolbar button groups can be toggled using context menu. Hold &quot;Shift&quot; to toggle several button groups at once.
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/toolbarmenu.jpg" alt="" /></div>
</li>
<li><span class="style1"><strong>[new]</strong></span> You can save screenshots using <strong>Tools -&gt; Save Screenshot</strong> (default key is F12) and <strong>Tools -&gt; Save Screenshot (editing area)</strong> (default key is Ctrl-F12) menu commands.</li>
<li><span class="style1"><strong>[new]</strong></span> You can save shortcut reference to html file using <strong>Help -&gt; Export Shortcut Reference</strong> menu command.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong>Open Map in current WAD</strong>&quot;, avaliable as <strong>File -&gt; Open Map in current WAD</strong> and via Ctrl-Shift-O shortcut.</li>
<li><strong><span class="style1">[new]</span></strong> New action: &quot;Export to Wavefront .obj&quot;, avaliable as <strong>File -&gt; Export to Wavefront .obj</strong>. It will export selected sectors (or the whole map, if no sectors are selected) to Wavefront .obj model.</li>
<li>New action: &quot;<a href="../actions.html#reloadmodeldef"><strong>Reload MODELDEF</strong></a>&quot; (<strong>Tools -&gt; Reload MODELDEF</strong>).</li>
<li>New action: &quot;<a href="../actions.html#reloadgldefs"><strong>Reload GLDEFS</strong></a>&quot; (<strong>Tools -&gt; Reload GLDEFS</strong>).</li>
<li>New action: <a href="../actions.html#reloadmapinfo">&quot;<strong>Reload MAPINFO</strong></a>&quot; (<strong>Tools -&gt; Reload MAPINFO</strong>).</li>
<li><span class="style1"><strong>[new]</strong></span> Info about current selection is shown at the bottom of program's window.
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/selection_info.jpg" alt="" /></div>
</li>
<li><span class="style1"><strong>[new]</strong></span> Texture size is now shown in texture previews. You can disable this feature by unchecking &quot;<strong>Preferences -&gt; Interface -&gt; Show texture and flat sizes in browsers</strong>&quot; checkbox.
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/texturesize_preview.jpg" alt="" /></div></li>
<li><a href="general/multi_engines.html">Several game engines can be used per game configuration</a>.</li>
<li>Size of vertex handles in 2D modes can be changed in <a href="../preferences.html">preferences</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>Script editor</strong>: pressing &quot;F1&quot; opens keyword help instead of program manual.</li>
<li><span class="style1"><strong>[new]</strong></span> Side panel auto hiding can be now toggled much easier. <input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/pinsidepanel.jpg" alt="" /></div>
</li>
<li><span class="style1"><strong>[new]</strong></span> Things can be filtered in Thing Edit form.</li>
<li>Actions and Effects can be filtered (useful when you remember action/effect name, but don't remember it's number or category).
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/actions_filter.jpg" alt="" /></div>
</li>
<li>Actions can be filtered in Preferences form.</li>
<li>Added errors and warnings indicator to main window (bottom-right corner). You can click on it to open <strong>Errors and warnings</strong> window.</li>
</ul>
</li>
<li>
<h3><a name="allmodes" id="allmodes"></a>Classic and Visual modes:</h3>
</li>
<li>
<ul>
<li><span class="style1"><strong>[new]</strong></span> <a href="all_modes/tag_support.html">Enhanced Tag support</a>.</li>
<li>Map can be tested from camera position in Visual mode and from cursor position in Classic modes. <a href="all_modes/test_from_view.html">More info</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> Selection can be synchronized between Classic and Visual modes. <a href="all_modes/synch_selection.html">More info</a>.</li>
<li>Camera position can be synchronized between Classic and Visual modes. <a href="all_modes/synch_camera.html">More info</a>.</li>
<li>You can use <a href="all_modes/colorpicker.html">Color Picker plugin </a> to edit dynamic light properties and sector's fog and tint colors in Classic and Visual modes.</li>
<li>You can use <a href="all_modes/tagexplorer.html">Tag Explorer plugin</a> to view all tags and actions used in current map.</li>
<li><span class="style1"><strong>[new]</strong></span> You can apply <a href="all_modes/jitter.html">jitter transform</a> to any map element.</li>
<li>Image browser shows directory structure of Folder, PK3 and PK7 resources and can filter images by texture type. <a href="all_modes/texture_browser.html">More info</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> Most controls of Edit Sector/Linedef/Thing forms now work in realtime (e.g. you can immediately see texture offset/scale/rotation changes while you are changing appropriate values). Action and Tag changes are still applied only after you press &quot;OK&quot; button.</li>
<li><span class="style1"><strong>[new]</strong></span><strong> [UDMF] </strong>All UDMF properties (except &quot;comment&quot;) can be edited using Edit Sector/Linedef/Thing/Vertex forms user interface.</li>
<li>Thing Edit Form has &quot;Random angle&quot; checkbox.</li>
<li><strong>[UDMF] </strong>Sector, Linedef and Vertex info panels show additional info if a map is in UDMF format.</li>
</ul>
</li>
<li>
<h3><a name="classic" id="classic"></a>Classic modes:</h3>
<ul>
<li>All drawing modes are avaliable in the <strong>Mode</strong> menu
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"> <img src="general/menu_drawmodes.jpg" alt="" /></div>
</li>
<li>You can assign custom color to any combination of linedef flags, actions and/or activation. <a href="classic_modes/linedef_color_presets.html">More info</a>.</li>
<li><span class="style1"><strong>[new]</strong></span><a href="classic_modes/selection.html"> Enhanced rectangular selection</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> You can use <a href="../actions.html#paintselection">Paint selection</a> to select map elements easier.</li>
<li><a href="classic_modes/mode_drawrect.html">Draw Rectangle mode</a>.</li>
<li><a href="classic_modes/mode_drawellipse.html">Draw Ellipse mode</a>.</li>
<li><a href="classic_modes/mode_drawcurve.html"><span class="style1"><strong>[new]</strong></span> Draw Curve mode</a>.</li>
<li><a href="classic_modes/mode_drawbridge.html">Bridge mode</a>.</li>
<li><a href="classic_modes/mode_snapelements.html">Snap map elements mode</a>.</li>
<li><span class="style5">[new]</span> You can set, which textures to use when drawing new geometry using &quot;<strong><a href="../actions.html#setdefaulttextures">Set Default Textures</a></strong>&quot; action, available in <strong>Edit</strong> menu (by default, the editor uses textures from closest sector when drawing a new one).
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"> <img src="classic_modes/setdefaulttextures.jpg" alt="" /></div>
</li>
<li><span class="style5">[new]</span> 3D floor indication (color can be changed in <strong>Preferences -&gt; Appearance -&gt; 3D Floors</strong>, the setting can be disabled in <a href="../preferences.html#markextrafloors">Preferences</a>).
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"> <img src="classic_modes/3dfloor_marks.jpg" alt="" /></div>
</li>
<li>Line angle and front side direction are displayed when a line is drawn in Draw Geometry mode.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> Floor/ceiling texture offsets can be pinned using this button in the toolbar: <img src="general/pin_textures.jpg"/>. When pinned, textures will be aligned to a sector while it is dragged.</li>
<li><span class="style1"><strong>[new]</strong></span> You can clear selection groups (default shortcuts are Ctrl-Shift-1 ... 0).</li>
<li><span class="style1"><strong>[new]</strong></span> You can add selection to groups, select and clear groups using <strong>Edit</strong> menu.
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="general/menu_selectiongroups.jpg" alt="" /></div>
</li>
<li><span class="style1"><strong>[new]</strong></span> &quot;<strong><a href="../actions.html#togglefullbrightness">Toggle Full Brightness</a>&quot; </strong>action works in Classic modes.</li>
<li>Center of map is shown in Classic modes using Highlight color.</li>
</ul>
</li>
<li><h3><a name="sectors" id="sectors"></a>Sectors mode:</h3>
<ul>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> Create Brightness Gradient option can work in 3 modes: <input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/gradientmodes.jpg" alt="" /></div>
</li>
</ul></li>
<li><h3><a name="linedefs" id="linedefs"></a>Linedefs mode:</h3>
<ul>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> New actions: &quot;<strong>Align Ceiling Texture to Back Side</strong>&quot;, &quot;<strong>Align Ceiling Texture to Front Side</strong>&quot;, &quot;<strong>Align Floor Texture to Back Side</strong>&quot; and &quot;<strong>Align Floor Texture to Front Side</strong>&quot; (available in <strong>Linedefs -&gt; Align Textures</strong> menu).</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> &quot;<strong>Make brightness gradient</strong>&quot; command is available in Linedefs mode.</li>
<li><strong>[UDMF]</strong> Linedef info panel: relative UDMF light values are shown like this: <span class="style7">16</span> (<span class="style8">128</span>), which means &quot;<span class="style7">UDMF light value</span>&quot; (&quot;<span class="style8">total surface brightness</span>&quot;). Total surface brightness is UDMF light value + sector brightness.</li>
</ul></li>
<li><h3><a name="things" id="things"></a>Things mode:</h3>
<ul>
<li><span class="style1"><strong>[new]</strong></span> Several thing types can now be selected at once in Thing Edit form. If you do so, a type randomly chosen from selected ones will be assigned to each selected thing. <a href="things_mode/multiple_thing_types.html">More info</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong><a href="../actions.html#pointthing">Point Thing to cursor</a></strong>&quot;. <a href="things_mode/pointthing.html">More info</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong>Select Things in Selected Sectors</strong>&quot; (Default key is Shift+T).</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong><a href="../actions.html#aligntingtoline">Align Things To Linedef</a></strong>&quot;.</li>
<li>Z-height of a thing can be changed in absolute and relative mode in Thing Edit form.</li>
<li>Thing's X and Y position can be edited in Edit Thing form.</li>
</ul>
</li>
<li><h3><a name="vertices" id="vertices"></a>Vertices mode:</h3>
<ul>
<li><strong>[UDMF]</strong> Vertical offsets of a vertex can be edited in Vertex Edit form and are shown in Vertex Info panel.</li>
<li> When a linedef is within Split Linedefs range, it's now highlighted using Info line color.</li>
</ul></li>
<li>
<h3><a name="visual" id="visual"></a>GZDB Visual mode:</h3>
<ul>
<li style="list-style-type:none;">GZDB Visual mode is the result of merging Doom Builder's Visual mode and GZDoom Visual mode.<span class="style1"><br />
<strong>Warning:</strong> GZDoomEditing.dll and UDMFControls.dll plugins are no longer supported by GZDoom Builder and should be removed from &quot;Plugins&quot; folder.</span><br />
<br />
<strong>New rendering features avaliable in this mode:</strong></li>
<ul>
<li>Dynamic lights (all types) are rendered in Visual mode. You can use <a href="general/rendering_toolbar.html">Rendering panel</a> to toggle dynamic lights rendering and animation. </li>
<li>Dynamic lights defined in GLDEFS are rendered in Visual mode (only one GLDEFS light per actor is currently supported).</li>
<li>Fog rendering in Visual mode (including colored fog in maps in UDMF format).</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Render selected/all models</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle dynamic lights animation</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle dynamic lights rendering</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle fog rendering</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle models rendering</a></strong>&quot;.</li>
<li>New action: &quot;<strong><a href="../actions.html#rendering">Toggle GZDoom effects</a></strong>&quot;.</li>
<li><a href="all_modes/event_lines.html">Event lines</a> for PatrolPoints, cameras and InterpolationPoints.</li>
<li>Translucent 3D floors are rendered correctly.</li>
<li>Things with zero Height and Radius are rendered.</li>
<li>Plane Copy effect (118) is supported.</li>
<li>Several new 3d floor flags are supported:
<ul>
<li>&quot;16: Use a sidedef's upper texture to draw the sides&quot;.</li>
<li>&quot;32: Use a sidedef's lower texture to draw the sides&quot;.</li>
<li>&quot;64: Render the 3D floor using additive translucency&quot;.</li>
<li>&quot;Ignore bottom height&quot;.</li>
</ul>
</li>
<li>When the thing category has sprite, and the thing doesn't, category sprite is used.</li>
<li> Doom-style shading on walls (walls going from west to east are slightly darker than walls going from north to south). This effect is affected by &quot;<strong>vertwallshade</strong>&quot;, &quot;<strong>horizwallshade</strong>&quot;, &quot;<strong>evenlighting</strong>&quot; and &quot;<strong>smoothlighting</strong>&quot; MAPINFO properties.</li>
</ul>
<li style="list-style-type:none;"><strong><br />
New editing features avaliable in this mode:</strong>
<ul>
<li><span class="style1"><strong>[new]</strong></span> You can <strong>Shift-Select</strong> (usually Select action = LMB) to select all adjacent surfaces with same texture, <strong>Ctrl-Select</strong> to select all adjacent surfaces with same height. <strong>Ctrl-Shift-Select</strong> will also work as expected.</li>
<li><strong>[UDMF]</strong> Vertex height offsets (&quot;zfloor&quot; and &quot;zceiling&quot;) <a href="visual_mode/visual_verts.html">can be edited</a>.</li>
<li><strong>[UDMF]</strong> Using &quot;<strong>Increase/Decrease brightness</strong>&quot; actions (bound to Ctrl+Mouse Wheel by default) on walls and ceilings will change sidedef/ceiling brightness, using them on floors will change sector brightness, using them on 3d floors will change brightness of 3d floor.</li>
<li>You can use &quot;<strong>Toggle geometry effects</strong>&quot; action (default key is Tab) to toggle GZDoom's geometry effects, such as slopes, 3D-floors, transfer brightness effects etc.</li>
<li><span class="style1"><strong>[new]</strong></span> You can hold <strong>Shift</strong> while dragging a texture to lock movement to horizontal axis, and <strong>Ctrl</strong> to lock it to vertical axis.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong>Align Textures X and Y</strong>&quot; (default key is Ctrl-A).</li>
<li><span class="style1"><strong>[new]</strong></span> &quot;Auto-align Textures Y&quot; action takes surface peg type into account. It also applies vertical scale of first (highlighted) surface to the rest of aligned surfaces (<strong>UDMF</strong> only).</li>
<li><strong>[UDMF]</strong> Auto-align textures actions now affect sides of 3D floors.</li>
<li><strong>[UDMF] </strong><a href="visual_mode/autoalignfloors.html">&quot;Auto-align textures&quot; actions now work on floors and ceilings</a>.</li>
<li><span class="style1"><strong>[new]</strong></span> New actions: &quot;<strong>Lower Floor/Ceiling to adjacent sector</strong>&quot; and &quot;<strong>Raise Floor/Ceiling to adjacent sector</strong>&quot; (default keys are PageDown and PageUp). By default, they will find next lower/higher surface in sectors, adjacent to selected ones, and lower/raise selected sectors to this height. If you hold Ctrl, they will lower/raise sectors to lowest/highest sector inside selection. And they will also drop selected things to ground or align them to ceiling.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> New actions: &quot;<strong><a href="../actions.html#scaleupx">Scale Texture Up (X)</a></strong>&quot;, &quot;<strong><a href="../actions.html#scaledownx">Scale Texture Down (X)</a></strong>&quot;, &quot;<strong><a href="../actions.html#scaleupy">Scale Texture Up (Y)</a></strong>&quot;, &quot;<strong><a href="../actions.html#scaledowny">Scale Texture Down (Y)</a></strong>&quot; actions. Default keys are Num6, Num4, Num8, Num5.<br />
</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> New actions: &quot;<strong><a href="visual_mode/texturefit.html">Fit Texture</a></strong>&quot; (default key is Ctrl-Alt-A), &quot;<strong><a href="visual_mode/texturefit.html">Fit Texture's Width</a></strong>&quot; (Alt-A) and &quot;<strong><a href="visual_mode/texturefit.html">Fit Texture's Height</a></strong>&quot; (Alt-Shift-A).</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong><a href="../actions.html#toggleslope">Toggle slope</a></strong>&quot; (default key is Alt-S). Select or highlight upper/lower walls then call this action to add slopes. Select or highlight floors or ceilings then call this action to remove slopes.</li>
<li><span class="style1"><strong>[new]</strong></span> New action: &quot;<strong><a href="../actions.html#lookthroughthing">Look Through Selection</a></strong>&quot; (default key is &quot;Y&quot;). This action places visual camera at the same position as selected/highlighted thing and rotates it to match thing's angle. Special handling is available if targeted thing is AimingCamera, MovingCamera, SecurityCamera or InterpolationPoint.</li>
<li>New actions: &quot;<a href="../actions.html#rotater"><strong>Rotate Clockwise</strong></a>&quot; and &quot;<a href="../actions.html#rotatel"><strong>Rotate Counterclockwise</strong></a>&quot;, which can be used to rotate things and <span class="style1"><strong>[new]</strong></span><strong>[UDMF]</strong> floor/ceiling textures.</li>
<li>Things can be moved horizontally using &quot;<strong><a href="../actions.html#movething">Move Thing Forward/Backward/Left/Right</a></strong>&quot; actions.</li>
<li>Things can be moved to cursor position using &quot;<strong>Move Thing To Cursor Location</strong>&quot; (default key is Ctrl + Middle mouse) action.</li>
<li>Things can be inserted at cursor position using &quot;<strong>Insert Item</strong>&quot; action (default key is Insert).</li>
<li>Selected things can be deleted using &quot;<strong>Delete Item</strong>&quot; action (default key is Delete).</li>
<li>Selected things can be cut/copied/pasted at cursor position.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> Floor/ceiling texture rotation is now taken into account when moving texture offsets with arrow keys.</li>
<li><span class="style3">[changed]</span> <strong>[UDMF]</strong> &quot;<strong><a href="../actions.html#resetoffsets">Reset Texture Offsets</a></strong>&quot; action also resets texture scale and rotation.</li>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> &quot;<strong><a href="../actions.html#resetoffsets">Reset Texture Offsets</a></strong>&quot; action works on floors and ceilings.</li>
</ul>
</li>
</ul>
</li>
<li>
<h3><a name="fields" id="fields"></a>Custom Fields:</h3>
</li>
<ul>
<li><span class="style1"><strong>[new]</strong></span> <a href="custom_fields/newfieldtypes.html">Integer (Random)</a> custom field type.</li>
<li><span class="style1"><strong>[new]</strong></span> <a href="custom_fields/newfieldtypes.html">Decimal (Random)</a> custom field type.</li>
</ul>
<li>
<h3><a name="mapanalysis" id="mapanalysis"></a>Map Analysis mode:</h3>
<ul>
<li><span class="style1"><strong>[new]</strong></span> Map Analysis mode can check the map for unconnected vertices.</li>
<li>Map Analysis mode can check the map for unknown things (things, which type is not defined in DECORATE or current game configuration).</li>
<li>Map Analysis window now have &quot;<strong>Apply to all errors of this type</strong>&quot; checkbox.</li>
<li>Analysis results can be saved to a text file.</li>
</ul>
</li>
<li>
<h3><a name="findreplace" id="findreplace"></a>Find and Replace mode:</h3>
<ul>
<li>Find and Replace mode now have &quot;Sector Brightness&quot; search mode.</li>
<li>Find and Replace Mode can find things and linedefs by their flags.</li>
<li>Find and Replace Mode can find Action with specific argunemts. Syntax is &quot;[Action]; [arg1] [...]&quot;.</li>
</ul></li>
<li>
<h3><a name="formats" id="formats"></a>(G)ZDoom features support:</h3>
<ul>
<li><a href="../gldefs.html">MD2 and MD3 models</a> rendering in 2D and 3D modes.</li>
<li>More complete <a href="../textures.html">TEXTURES</a> support.</li>
<li>Partial<a href="../mapinfo.html"> MAPINFO</a> support.</li>
<li>ACS scripts with #include directives are compiled properly.</li>
<li>PNG and PCX image formats are supported.</li>
<li>PK7 archive format is supported.</li>
</ul>
</li>
</ul>
</div>
</body>