News

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

Raze 1.10.1 Released

Posted by on at 14:39
1 Comment
Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)



  • Patch release to restore Windows 7 support



Comments

GZDoom 4.12.1 released

Posted by on at 14:35
2 Comments
Notice: The survey is currently CLOSED. GZDoom 4.12.1 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 - use the portable build instead, or flathub when it becomes available)



Highlights:

  • Patch release to restore Windows 7 support, and a few fixes.



Details
Comments

GZDoom 4.12.0 released

Posted by on at 08:13
14 Comments
Notice: The survey is currently CLOSED. GZDoom 4.12.0 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)


Due to recent changes in the widgets code, newer versions of GZDoom will probably no longer run on Windows 7 natively. If you cannot run GZDoom on Windows 7, you can try VxKex to see if it fixes the problem for you.



Highlights:

  • New launcher screen with custom widgets

  • VisualThinkers

  • Reworked Morph System

  • Many DSDA/MBF21 compatibility fixes

  • mapinfo and cvarsearch ccmds

  • better joystick handling in Linux (particularly for the Steam Deck)

  • Support for VP9 codec

  • Lots of bug fixes



Spoiler: Details (really long)
Comments

Raze 1.10.0 Released

Posted by on at 09:19
0 Comments
Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)


Due to recent changes in the widgets code, newer versions of Raze will probably no longer run on Windows 7 natively. If you cannot run Raze on Windows 7, you can try VxKex to see if it fixes the problem for you.


Comments

Raze 1.9.1 released

Posted by on at 07:11
5 Comments
Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)







  • account for resorted directories when accessing the local file path array in file_directory.cpp

  • fixed autoaiming. The WW2GI pistol check was completely wrong. :(

  • perform music volume lookup by lump number instead of name. This way any setting will work for both short and long file names.

  • do music volume adjustment by modifying the raw waveform data to get around the clamping of AL_GAIN.

  • fixed: The generic sound loader for SNDINFO must use S_LookupSound to match the feature set of the game specific code.

  • added missing null check in clipmove. This only very rarely triggered for Blood's projectiles, no other things use this code path.

  • Duke: Fixed statnum for the geisha statues.

  • RR: fixed bad destination name for one Route66 sound

  • Blood: fixed cutscene sound not playing when starting a map from the console.

  • RR: Set Route66's Gator's size explicitly. The CON code for this sets its correct size with 'sizeto' which is an animating instruction so it is clearly visible when they shrink to their proper size.

  • internal FileSystem rewrite.

  • RR: fixed typo in spawn list.

  • RR: fixed secret trigger reporting.

  • fixed: Resource IDs for sounds must be unique. If an ID gets used it must be taken off any other sound that has it.

  • SW: fix vertical spread for the Uzi

  • fixed case mapping for Georgian script.

  • Duke: fixed keycard colors on alt. HUD.

  • Exhumed: fix crash on bad player animation sequence.

  • Duke: remove setting the xflip flag for sprites rendered in a mirror. The new renderer handles this internally so this flag will just un-flip the sprite again.

  • fix ChangeLevel when called for ending the game.

  • reverted some unstable changes from 1.8.x.





Comments