News

LZDoom 3.85 released

Posted by on at 14:54
(18) Comments
Notice: This will be the last version supporting WinXP.

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Fixes/features since 3.84
  • Added native support for 4 XInput controllers for fake splitscreen.
  • Added support for several default control layouts.
  • Minor things here and there too esoteric to mention.
  • A lot of stuff from GZDoom: sound refactor, ZMusic, exit cleanup...
Details
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Raze officially revealed!

Posted by on at 00:01
(345) Comments
Image

It's Duke Nukem 3D's 24th anniversary, so...



(Full disclosure: Most credit goes to Graf for this)
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GZDoom 4.3.3 released

Posted by on at 22:57
(26) Comments
Notice: The survey is currently closed. GZDoom 4.3.3 does not include the survey code that 4.2.0 did.

Download (OpenGL 3.3 and higher for hardware rendering, Direct3D 9 or later for software rendering)


Highlights
This is a mainly a bugfix release for the softpoly renderer and the customizable invulnerability colormap feature

Details
  • fixed resetting of music volume after closing dialogue
  • exposed Level.MusicVolume to ZScript
  • fixed calling a function on string CVar
  • added ability to filter VM disassembly dump
  • add check for unity version of Nerve.wad
  • infrastructure in place in case Nerve.wad changes again, this can be extended
  • customized invulnerability colormap does not interfere with Powerup.ColorMap
  • precache a few sounds being referenced in common game code.
  • define misc/secret for Hexen, too. By now there are some mods defining secrets for the game so this sound should be present there.
  • Implement special colormap support for softpoly
  • Softpoly: Fix broken fixed camera light for walls
  • make nosave standalone CVar flag, alongside server and user
  • implemented screenshots in softpoly backend
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GZDoom 4.3.2 released

Posted by on at 22:44
(13) Comments
Notice: The survey is currently closed. GZDoom 4.3.2 does not include the survey code that 4.2.0 did.

Download (OpenGL 3.3 and higher)



Highlights
This is a mainly a bugfix release. There's two notable new features, though:
  • added ML_NOSKYWALLS and ML_DRAWFULLHEIGHT
  • add support for new Bethesda.Net Unity Edition wads


Details
  • added ML_NOSKYWALLS and ML_DRAWFULLHEIGHT
  • fixed Linux and macOS implementations of I_FindAttr()
  • implement player setup background by Enjay
  • fixed uninitialized variable in OPL song. Mono streams could be erroneously treated as stereo, doubling their playback speed
  • compatibility workaround for using Scroll_Texture_Model with a line id of 0.
  • store CVARs non-destructively in savegames.
  • added missing render style constants to ZScript.
  • fixed A_PlaySound() called from Dehacked
  • fixed: The directory scanner for reading a directory into the WAD file system and ScanDirectory were not Unicode capable on Windows.
  • restored old values for CHAN_... constants
  • add support for new Bethesda.Net Unity Edition wads
  • added workaround for GLSL noise functions on macOS
  • added ability to use static SDL2 library
  • fixed invalid context warnings with Cocoa backend
  • removed obsolete softpoly render modes from menu
  • fixed resolving of music aliases with full filenames
  • fixed erroneous override of default language strings
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GZDoom 4.3.1 released

Posted by on at 19:07
(28) Comments
Notice: The survey is currently closed. GZDoom 4.3.1 does not include the survey code that 4.2.0 did.

Download (OpenGL 3.3 and higher)


Downloads for 4.3.0 removed becuase of a critical oversight. Please use 4.3.1!

Highlights
  • new softpoly backend for the hardware renderer.
  • The software renderer will start again on DX9 compatible hardware that doesn't support OpenGL 3.3.
  • advanced texture colorization options.
  • scripted map postprocessor
  • Dictionary class for ZScript.
  • reinstate 320x200 with the following caveat: it only functions outside of menus and console, and only when the dialogues and logs use the default font, the game will temporarily switch to 640x400 in these situations
  • Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
  • Support for MIDI on Linux via alsa sequencer


Details
  • vid_scalemode 1 now only goes down to 640x400 at minimum, instead of 320x200
  • added Esperanto menu option.
  • Support for MIDI on Linux via alsa sequencer
  • rewrote the ZMusic interface so that it is free of C++ constructs.
  • the timidity safe_malloc functions may not throw exceptions.
  • added pixel ratio detection to supersampling detection for forcing linear scalingthis should likely make it so if there's ever an instance where a viewport pixel is smaller than a screen pixel, the screen should go to linear scaling now
  • set sane limits for vid_scale_custompixelaspect
  • added the Dehacked extensions from Crispy/Doom Retro.
  • made linear scaling more user controlled
  • do config migration for vid_scale_custompixelaspect
  • allow custom pixel ratio scaling
  • SW renderer: Fix wrong blend tables used when dynamic lights hits translucent lines
  • implement 'defcvars'
  • Fixed a regression in DoTakeInventory. (the C++ code just ignored the null pointer, but ZScript can't do that)
  • Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
  • Fixed: Invulnerability checking for rails was done before the various THRU actor flags instead of after, meaning actors could block shots regardless of those flags. This was never intended.
  • Added STOPRAILS actor flag.
  • export TMap<FString, FString> to ZScript
  • let a sight check that gets lost return failure.
  • fixed Harmony's end text's name.
  • update window title with current level name
  • removed <CR> symbols to fix zdoom.rc being modified after checkout
  • reinstate 320x200 with the following caveat: it only functions outside of menus and console, and only when the dialogues and logs use the default font, the game will temporarily switch to 640x400 in these situations
  • change IWAD startup dialog to allow selecting between OpenGL, Vulkan, and SoftPoly backends. (windows only)
  • precache switch textures from ANIMATED lump
  • upsample texture if width
  • height is less or equal to gl_texture_hqresize_maxinputsize squared
  • added a few more texture coloring options to the shader.
  • added minimal time profiling of texture precaching
  • improved normalNx scaling performance by ~10%
  • implement vid_scalemode = 6sets absolute minimum scaling to fill entire screenuseful for speeding up software rendering
  • allow more than 8 sound channels per sound source. This requires a new function interface because the old one's combination of channel and flags in one variable cannot be changed anymore.
  • renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope.
  • fixed VOC loader. Its 16 bit code did not work because it set the variable to -16 instead of 16.
  • do not expect user input if stdin is redirected
  • removed redundant call to S_StopAllChannels()
  • More compat fixes for Swan Fox maps (#982)
  • add line_horizon on HOM line in Sapphire.wad
  • removed dead menu options
  • Fixed the JIT's OP_VTBL check not checking if it's already at the start of the code.
  • fixed typos in Doom lights definitions
  • fixed wrong display of Hexen AC for SBARINFO
  • added null check to the dialogue lines array so that it doesn't crash if the text is never word wrapped.
  • fixed: AActor::Revive did not restore flags8.
  • fixed monster teleportation on Ancient Aliens MAP23
  • added ability to set custom alternative HUD
  • add cvar 'cl_disableinvertedcolormap'changes the invulnerability… (#972)
  • exported several Wads.GetLump...() methods to ZScript
  • Compatibility fixes for Clavicula Nox
  • cl_blockcheats added to 'nocheat' check
  • changed secret message handling so that the debug output of the sector number is only printed to the console but not the centered message.
  • new zscript function 'SetLineVertexes(line, v1, v2)'
  • added generic level post-processing script class
  • improved handling of return value mismatches
  • set meaningful defaults on initialization of BaseStatusBar
  • add Vulkan to the startup box in Windows
  • fixed missing fullbright for Berserk
  • fixed source lump assignment for multipatch textures
  • mixins.
  • fixed bad variable name for lump filter
  • fixed: IfGame else branch was ignored in MENUDEF
  • fixed: lump filters without any dot in the name did not work.
  • implement ccmd 'togglehud' for taking screenshots
[/list]
Comments

LZDoom 3.84 released

Posted by on at 15:38
(42) Comments
Download
Fixes/features since 3.83a
  • Fixed taking screenshots in menus with Space when Sys_Rq is set as screenshot key (randi).
  • Bumped ZScript version to be the same as in GZDoom.
  • Fixed stretching for 256 and 240 pixels tall skies in software.
  • Removed and replaced the following LevelCompatibility functions: FlipLine, GetNumMapThings, GetMapThingPos, GetMapThingAngle, SetMapThingAngle.
  • Fixed lighting problems with weapon models.
  • Remove UM skill from the menu now that i've added the real thing with 2xmonsters in RUDE, still works with skill 5.
  • Replaced the useless 160x200 scale preset with widescreen 356x200.
  • Add option to reset controls to defaults.
  • A lot of stuff from GZDoom.
Details
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GZDoom 4.2.4 released

Posted by on at 07:12
(14) Comments
Notice: The survey is currently closed. GZDoom 4.2.4 does not include the survey code that 4.2.0 did.

Download (OpenGL 3.3 and higher)

Highlights
  • This is a bugfix release without new features. The notable highlight is that this fixes translucent objects in the software renderer.


Details
  • Fixed stretching for 256 and 240 pixels tall skies in software.
  • fixed broken walkthrough of Restoring Deimos MAP07
  • Fixed a bug in the flagdef processing code.
  • adjusted collision detection for item pickups. Use vanilla condition for a thing with MF_SPECIAL flag to fix inability to grab it when item's top is at the same height as sector's floor from it can be picked up
  • fixed localization support for intermission texts
  • fixed radius attack that may inflict damage twice
  • sort CVAR output in config alphabetically instead of randomly dumping them in their internal order.
  • Fixed ZScript's Screen.DrawLine using the wrong color when drawing pure black.
  • fixed missing frames for Hexen's fighter's axe attack without mana
  • fixed usage of uninitialized object in BlockLinesIterator
  • removed hardcoded width limit for screenshots
  • Fixed dynamic arrays as function arguments.
  • added Visual Studio debugger visualization for several types
  • do not accept read-only variable as out argument
  • fixed variable's stack offset for implicit dynarray clearing
  • Fixed Vector2/3 out parameters in the ZScript compiler.
  • added explicit clearing of global VM stack. When exceptions are thrown from JITed code, the VM stack isn't cleared during unwinding.
  • fixed typo with D'Sparil's serpent attack in lights.pk3, creating an extremely large light.
  • fixed bad application of translucency in the software renderer
  • Scythe MAP22 Compatibility fix
Comments

LZDoom 3.83a released

Posted by on at 10:03
(14) Comments
Notice: Some defaults have been changed to fix problems, it's recommended that you delete your ini specially on old AMD GL3 cards.

Download
Fixes/features since 3.82
  • Added missing null pointer checks to fix a crash with PB.
  • Added the 'quickunsetslot' command to unset the quicksave slot.
  • Fixed capped tall skies not working (Heretic and Hexen). Fixed sky stretching for the new freelook limit.
  • Implement the following functions under LevelCompatibility: FlipLine, GetNumMapThings, GetMapThingPos, GetMapThingAngle, SetMapThingAngle.
  • Wall and sprite render cull options for the GL renderer.
  • Added support for up to 4 DirectInput joysticks with 32 button each at the same time for fake splitscreen.
  • Added low detail mode (160x200) to the preset scale modes. UI looks horizontally stretched tough.
  • Implement taking screen shots in menus (m8f). Added support for PrtSc.
  • Use signal handler to invoke call_terms() before exit when possible (Conn O'Griofa)
  • Fixed crash drawing fog boundaries in the software renderer.
  • Fixed another crash in the software renderer now with transparent sprites (Stronghold STR12).
  • Fixed ancient ZDoom savegame slot selection bug.
  • Changed how the old quicksave works. Now you select the slot using quicksave like in original Doom.
  • Models are for now disabled by default for the classic software renderer with the new r_models_carmack CVAR for better performance on some maps and to avoid an issue with dissapearing sprites.
  • Allow disabling mirrors for the GL renderer with gl_mirrors as some maps abuse them and portals are much slower in the old renderer. Also reduce the number of default recursions.
  • Fixed vanilla light mode being available for GL2 when it's not supported without shaders.
  • Block scaling for the classic software renderer (D3D), it didn't work and caused some serious glitches.
  • Fall back to D3D for software on systems without GL2 support.
  • Tweaked the 1K Deaths skill setting for Heretic.
  • Fixed fuzz style fallback not working in GL legacy mode. Changed default since software style was too expensive on old cards.
  • A lot of stuff from GZDoom. Bumped ZScript to 3.9.0.
Details
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GZDoom 4.2.3 released

Posted by on at 22:35
(9) Comments
Notice: The survey is currently closed. GZDoom 4.2.3 does not include the survey code that 4.2.0 did.

Download (OpenGL 3.3 and higher)

Highlights
  • to be compiled


Details
  • fixed wrong offset on Fighter's Fist
  • Added Armor to Hexen fullscreen display
  • Export F3DFloor structure and related data.
  • fix of checking for valid texture access, rather than checking whether it is null, when drawing fog boundaries in the software renderer
  • Fixed crash with mock2.wad in software.
  • Fix for LineTrace not setting its starting sector based on its offset.
  • fixed: sector lights could access the sector before it was set.
  • Fixed ancient ZDoom savegame slot selection bug. When creating new autosaves LastAccessed and LastSaved were not updated accordingly.
  • Fix crash on vulkan with a large number of texture shaders.
  • adapted the PSX XA decoder from EDuke32 as a music format in GZDoom.
  • internal restructuring of music system.
  • fixed inventory scroll arrows in alternative HUD
  • add m_quickexit option for quick exit in game menu
  • fixed a crash in the software renderer that caused wallsprites to crash
  • cleanup of game exit code to be more reliable, as this could cause spurious crashes.
  • Fixed capped tall skies not working (Heretic and Hexen).
  • Fixed sky stretching for the new freelook limit.
  • made GL nodes loader more resilient to broken data
  • Fixed CheckBossDeath not checking for actor replacements.
  • fallback to console font in case of missing small font
  • fixed: pickup flash didn't fade out if player was killed by pickup
  • fixed: The dynamic lights must be initialized before the first frame is ticked.
  • fixed SPC music looping after update to GME 0.6.2
  • fixed broken walkthrough of Restoring Deimos MAP03
  • fixed broken walkthrough of Skulldash MAP04
  • implicitly clear local dynamic arrays
  • fixed crash with dynamic light manipulation through netevents.
  • when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor.
  • fixed GetLineX/GetLineY ACS implementation
Comments

GZDoom 4.2.1 released

Posted by on at 06:14
(30) Comments
Notice: The survey is currently closed. GZDoom 4.2.1 does not include the survey code that 4.2.0 did.

Download (OpenGL 3.3 and higher)


Highlights
  • to be compiled


Details
  • Dutch translation
  • give P_ExplodeMissile a damage type when being called from P_Damage…
  • rename sprite names with '^' in the hires namespace.
  • compatibility option for Daedalus MAP19 which depends onan old scriptwait implementation.
  • added dlg_vgafont and log_vgafont to the menu.
  • add empty line in menu after standard options
  • Make the build work with fluidsynth 2.x.
  • Level compatibility additions for Scythe 2 and Hell Revealed
  • fixed: saving game to read-only file was erroneously reported as success
  • Add current, max and average velocity as stat (#912)
  • added ability to specify deprecation messages in ZScript
  • GME update with bug-fixes
  • Vulkan: release any references to command buffer when flushed
  • fixed crash on parsing bad hex number
  • Let Hexen Cleric and Mage use unique health chains
  • Allow custom status bars to override notification and centered message display
  • Improve crosshair health color to be more informative
  • Converted keyboard turnspeeds into global CVars
  • added obituary fallbacks for actors that do not have any defined.
  • fixed bad default alpha for 3D floors.
  • fixed attached dynamic light setup.
  • added check for multiple parsing of the same MAPINFO
  • exposed xBRZ scaler options as CVARs
  • updated xBRZ scaler to version 1.7
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