News

What’s Happening With UZDoom?

Posted by on at 08:08
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So, you’ve no doubt picked up on a lot of the buzz that swept the internet for the past week. In case you haven’t, after a scuffle between Graf Zahl, the project lead of GZDoom, and its maintainers, the ZDoom organization has decided to step away from him spearheading its leading port. While there are many reports on the nature of what caused it, we’d like to outline the issues that led to this decision to clear the air of any speculation.



Graf has been an incredibly consistent developer, and has helped craft some of ZDoom’s most defining features including the OpenGL renderer, DECORATE, and ZScript. His contributions cannot be understated and his work is a core part of ZDoom’s modern appeal. The extensions he helped add to the engine have evolved and helped shape an entire new world of content, from incredibly impressive mods to even full-blown games. Genuinely, we could not be where we are without his passion for this project.



But Graf has also not been a stranger to getting into conflicts with the community and other developers. He has often acted antagonistically towards those wishing to be involved and has said some reprehensible things of the works of others, even going as far as to call for outright harassment. His leadership has pushed many prospective coders away as he often shuts down discussions, refuses to cooperate with his peers, and has generally created an unproductive work environment. This has always been unacceptable, but it is even less so as ZDoom’s leading port creator. ZDoom is built around its community and those wanting to create for it, so the lead of its direction cannot be someone so hostile towards them.



The latest incident was not just caused by Graf pushing code to GZDoom generated by an LLM (Large Language Model), but also highlighted his treatment of others. While ZDoom takes a strong stance against LLM code for multiple reasons (ethical and legal alike), the attitude he showed towards our newest maintainer was completely out of line, especially after all he asked was for Graf to respect his peers more. In response, we were informed that we should create our own port if we do not like this treatment, so we will be doing so.



Going forward, Graf will no longer be leading ZDoom’s main port, with a new team of maintainers taking over this role. This port will be UZDoom (Ultimate ZDoom), a continuation of GZDoom as it is at the time of posting this. Unlike before, UZDoom will not have a singular person as its project lead but instead the organization itself will determine its direction, with a new collaborative approach that seeks to level the playing field among all maintainers and give everyone a chance to speak, the community included. Graf will continue to run GZDoom and is still free to contribute directly and collaborate with ZDoom, but his port will no longer be considered our main one.



UZDoom’s versioning will pick up where GZDoom left off in order to make transitioning as smooth as possible. Currently a release version, 4.14.3, is being worked on so it can be made available for download in the coming weeks. This version will contain some security fixes, so it’s highly recommended to upgrade to it. Plans for UZDoom 5.0 are unchanged and it will still have the reworked launcher, networking, bone manipulations, etc. For those worried, we will not be removing any major features and all current GZDoom projects should work the same, with configuration and save files being transferable. Our vision of maintaining backwards compatibility will still be upheld into the foreseeable future. And yes, texture filtering is now off by default.



Alongside this restructuring, we’ve decided to clean up the forum and download page for ease of use. Projects and modding help will now be at the top of the ZDoom forums as we feel this is what most users are likely in search of, with the technical help being moved down as this is often more niche. Those who wish to report issues and submit feature requests to UZDoom should do so on the GitHub repo as this is where most activity will be occurring, but proper forums for it may be added if there’s enough demand. For the download page, with now four ports to display (UZDoom, LZDoom, GZDoom, and ZDoom), we’ve decided to create two sections to help lessen confusion: Current and Historical. Current ports are ports that are considered actively sponsored by ZDoom and will be at the top for better readability. Historical ports are ports that are significant to ZDoom’s history but are either retired or are superseded.



We find it regretful that this parting went down the way it did, but we felt we had no other choice. We wish Graf the best on wherever he decides to take GZDoom, and we look forward to starting this new chapter in ZDoom’s history.



-Boondorl, Nash, Marcus, Jay, Gutawer (UZDoom Maintainers), Rachael (Webmaster), Barry (Forum Administrator), Agent_Ash (Discord Administrator)
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GZDoom 4.14.2 Released

Posted by on at 09:55
9 Comments
Notice: The survey is currently CLOSED. GZDoom 4.14.2 contains no survey code. This version will not prompt you to submit your hardware info.



Please do not post bugs or issues in release threads! Click here

Download (OpenGLES 2.0 and higher)


(note: Linux AppImage is not being published, for now, due to issues, same with Linux Portable)



Highlights:

  • Ortho + OOB fixes and improvements

  • Revert clipper to older code path when not in Ortho/OOB (speed improvement)

  • Fix to some crashes and memory leaks

  • Exposed DDoor to ZScript, Exposed DPlat to ZScript, Exposed more of the Ceiling thinker, Exposed more of the Floor thinker, Exposed DElevator to ZScript.

  • Exported: • GetLumpContainer • GetContainerName • GetLumpFullPath for WADS struct, useful for debugging custom-made parsers and identifying where problems may arise.

  • Added autoSwitch parameter to A_ReFire

  • add a few commonly-used gzdoom-specific properties to the dehacked parser

  • many more fixes and improvements



Details
Spoiler: This is long
Comments

GZDoom 4.14.1 Released

Posted by on at 22:49
1 Comment
Notice: The survey is currently CLOSED. GZDoom 4.14.1 contains no survey code. This version will not prompt you to submit your hardware info.



Please do not post bugs or issues in release threads! Click here

Download (OpenGLES 2.0 and higher)


(note: Linux AppImage is not being published, for now, due to issues, same with Linux Portable)



Highlights:

  • "vid_dontdowait" disables the 35 fps throttling in the menu

  • gzdoom process no longer changes its priority in windows. Instead it will default to disabling interpolation when it is not the active window. This can be changed with the "vid_lowerinbackground" cvar.

  • add a 1:1.2 ratio min-scale mode

  • allow summon to work with visual thinkers

  • add snd_footstepvolume to sound options menu

  • implement new cvar save_sort_order - for now options are only 0 or 1 - 0 is alphabetical, 1 is descending by time (most recent first)

  • add default values, vec4 uniforms, and cvar uniforms to post-process uniforms

  • Fixed the registered or shareware versions of Doom not using the correct chat sound.

  • Added S_StartSoundAt

  • improvements and fixes to id24 support

  • some mapping changes conformant to vkdoom



Details
Spoiler: this is long
Comments

Raze 1.11.0 Released

Posted by on at 18:09
5 Comments
Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)


fixes:

  • copy vid_dontdowait from GZDoom

  • backend update from GZDoom.

  • fixed use of wrong file lookup function in map patching code.

  • Blood: fix placement of powerup counters on alt HUD

  • SW: fix shadow size math.

  • sw: widescreen menu background

  • SW: fix sector object setup.

  • don't spam the console log if there's math errors - mostly affects Linux/MacOS because there is no distinction from console apps or GUI apps so they put all the data in the console which can cause lag

  • SW: removed several unused sound functions.

  • Validate the file reader in DoOpenResourceFile.

  • avoid floats in integer math.

  • Duke: add range checks for accessing the moves array

  • account for 'amess96.voc' being renamed in the World Tour re-recordings.

  • SW: fixed use of sound attribute array.

  • Blood: fixed messed up math in podAttack.

  • Duke: fixed animated static monitors.

  • Duke: lower the coordinate precision for calculating the sector's center for ST09 to original Build.

  • toolchain support: make gcc14 happy

Comments

GZDoom 4.14.0 Released

Posted by on at 19:50
13 Comments
Notice: The survey is currently CLOSED. GZDoom 4.14.0 contains no survey code. This version will not prompt you to submit your hardware info.



Please do not post bugs or issues in release threads! Click here

Download (OpenGLES 2.0 and higher)


(note: Linux AppImage is not being published, for now, due to issues, same with Linux Portable)



Highlights:

  • sector damage for non players re-enabled

  • netcode fixes

  • +STRETCHPIXELS flag for rollsprites and particles to re-enable pixel stretch based on level aspect ratio

  • ortho fixes

  • many zscript fixes and additions

  • fixed UMAPINFO's label field to allow 'clear' as argument.

  • standardized footsteps

  • add set/get plane reflectivity

  • allow using `self` as the class name in the Default {} block to refer to current class

  • fixed particle replacement code

  • serialization fixes

  • add automap default markers for all games (can be overridden with mods or iwads, previously were missing for hexen/heretic/etc)

  • Discs no longer blast players with collision disabled

  • Allow easier piece weapon replacing

  • Fixed view for frozen players

  • Added WorldHitscanFired and WorldHitscanPreFired

  • Improved "respawn where died" functionality

  • Add new SBARINFO top level "AppendStatusBar", allowing for extra SBARINFO code to be added to custom SBARINFO definitions.

  • Add WorldRailgunPreFired for railgun attacks and Add WorldRailgunFired

  • Fixed A_SprayDecal not working on 3D floors

  • Various bouncing fixes

  • remove "DECORATE" from error string

  • added config file saving from zscript



Details

Full Changelog: https://github.com/ZDoom/gzdoom/compare ... ...g4.14.0
Spoiler: this is long
Comments

GZDoom 4.13.2 Released

Posted by on at 13:00
4 Comments
Notice: The survey is currently CLOSED. GZDoom 4.13.2 contains no survey code. This version will not prompt you to submit your hardware info.



Please do not post bugs or issues in release threads! Click here

Download (OpenGLES 2.0 and higher)


(note: Linux AppImage is not being published, for now, due to issues, same with Linux Portable)



Highlights:

  • fixes a couple critical bugs with the ZScript engine

  • minor step improvements



Details

Full Changelog: https://github.com/ZDoom/gzdoom/compare ... ...g4.13.2

  • Do a check if a local variable exceeds the available stack space.

  • Check array size for overflow.

  • cap the size of the string copy calls in LevelStatEntry()

  • Reduce number of multiply ops per frame and increase x-axis clipper range for orthographic projection.

  • Allow using Self as the class name in the default block to refer to the current class

  • Fixed STRETCHPIXELS flag not being exposed.

Comments

GZDoom 4.13.1 Released

Posted by on at 14:58
13 Comments
Notice: The survey is currently CLOSED. GZDoom 4.13.1 contains no survey code. This version will not prompt you to submit your hardware info.



Please do not post bugs or issues in release threads! Click here

Download (OpenGLES 2.0 and higher)


(note: Linux AppImage is not being published, for now, due to issues, same with Linux Portable)



Highlights:

  • fixes a couple critical bugs introduced in 4.13.0

  • a couple of QOL improvements



Details

Full Changelog: https://github.com/ZDoom/gzdoom/compare ... ...g4.13.1

  • Fix OpenGL shader to work with Apple's buggy GLSL compiler

  • Resolve compiler warning about deconstructor syntax

  • Added (SPF_)STRETCHPIXELS - for actors, makes rollsprites levelstretched, for particles, puts them back to the original stretch math as before, optional opt-in flag

  • enable console subsystem for Windows with runtime detection - compiling GZDoom as a console app now shows printf's in the terminal that launched it like in Linux and Mac OS.

  • allow getting checksum for current map

  • add null check for canvas

  • fov scales ortho

  • sector damage code reverted due to some critical bugs, feature will be in next release

Comments

GZDoom 4.13.0 Released

Posted by on at 19:54
31 Comments
Notice: The survey is currently CLOSED. GZDoom 4.13.0 contains no survey code. This version will not prompt you to submit your hardware info.



Please do not post bugs or issues in release threads! Click here

Download (OpenGLES 2.0 and higher)


(note: Linux AppImage is not being published, for now, due to issues, same with Linux Portable)



Highlights:

  • Added pistol start gameplay option

  • A few ID24 spec implementations, adds support for new Bethesda DOOM + DOOM II re-release and Legacy of Rust

  • Several multiplayer network fixes, especially with prediction

  • some savegame fixes, should now be able to delete them on windows

  • add Extra Parameters to iwad selection box

  • iwad selection box now always shows unless one of the following is true: it is disabled, -iwad is used from command line, or you load in a gameinfo that suggests an iwad

  • add mbf21 and mbf21 (strict) compatibility presets

  • particles and rollsprites are now square

  • ZMusic update, allows selecting a new module player

  • forced-perspective sprite clipping (limited ability for sprites to render under the floor)

  • support for Orthographic projection

  • decoupled animation fixes

  • able to now pass optional parameters in any order



Details

Full Changelog: https://github.com/ZDoom/gzdoom/compare ... ...g4.13.0
Spoiler: This is long
Comments

GZDoom 4.12.2 released

Posted by on at 14:02
46 Comments
Notice: The survey is currently CLOSED. GZDoom 4.12.2 contains no survey code. This version will not prompt you to submit your hardware info.



Please do not post bugs or issues in release threads! Click here

Download (OpenGLES 2.0 and higher)


(note: Linux AppImage is not being published, for now, due to issues - use the portable build instead, or flathub when it becomes available)



Highlights:

  • Linux fixes, network fixes, ZMusic update



Details

Full Changelog: https://github.com/ZDoom/gzdoom/compare ... ...g4.12.2
Comments

Raze 1.10.2 Released

Posted by on at 09:16
2 Comments
Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)


fixes:

  • Update ZMusicLite on Windows

  • Fix SDL_WaitEvent aborts on Linux

  • Built with MoltenVK 1.2.6 instead of the latest version

Comments