News

GZDoom 3.4.1 Released

Posted by on at 19:05
(12) Comments
Download

If you have issues running this version, please create a thread here. You do not need a ZDoom.org account for this. Thanks.

Release Notes
  • fixed: redirect script access to the compatflags CVARs to their internal shadow variables. This is needed so that MAPINFO settings for these flags don't get ignored.
  • fixed: flag CVars in ZScript referenced wrong addresses
  • fixed: ZScript used the wrong variable for compatflags2.
  • fixed: remove ARM specific gl_es definition since it's not even really much different from the main line definition, anyhow
  • fixed generation of brightmaps for sprites. This forgot to take the added empty border for filtering improvement into account.
  • fixed ADynamicLight's shadowmap index must be reset when loading a savegame.
  • fixed portal restoration on revisiting level in hub. - Added function to FLevelLocals to test if map is being reentered
  • fixed crash with GL 3.x and fixed colormap active.
Comments

QZDoom 2.1.0 released

Posted by on at 07:04
(5) Comments
Download

To this day, I keep getting a lot of folks asking me if QZDoom is going to ever do a release again. And I keep telling them that there are no immediate plans for it. I wasn't lying. This is purely impulsive.

The main purpose of this release is two things: a) Bring a stable QZDoom that is up-to-date, particularly with security enhancements, from the latest GZDoom (3.4.0 as of this writing). and b) Fix the broken download link on the front page. (yall keep telling me about it!)

There are currently no major features in QZDoom that are outside of GZDoom right now, but the dev builds continue to serve as a testbed for feature branches and pull requests.

So uh, yeah, long live QZDoom, I suppose?

Release notes are basically the same as GZDoom since QZDoom's last major release, so I'll just link them here. Have fun.

Image
Comments

GZDoom 3.4.0 Released

Posted by on at 17:24
(29) Comments
Download

If you have issues running this version, please create a thread here. You do not need a ZDoom.org account for this. Thanks.

Highlights
  • enable #include support in modeldef files
  • removed DirectDraw and Direct3D backends, removed unaccerated SDL framebuffer backend
  • reorganization of 2D and 3D rendering code in preparation for Vulkan in the future, performance improvements on newer hardware
  • CVAR that handles it is now 'vid_rendermode' - vid_renderer, swtruecolor, and r_polyrender have been removed and combined into new CVAR
  • added a 'lightsizefactor' command to gldefs.
  • allow animated title pics.
  • Add support for Unreal Engine 1 vertex mesh format.
  • added LevelLocals vec2/3Offset(Z) functions for portal-aware offsetting without needing actors
  • Add "OnGiveSecret" virtual function on Actor for customizing behavior of secret finding.
  • BLOCKASPLAYER flag: treat non-player actors as blockable by "block players" lines
  • added 'revealed on automap' linedef flag, UDMF only
  • added forced automap style to linedef, UDMF only
  • Added startup song definition for custom IWADs
  • This release contains a major render optimization for highly detailed maps that may give a +20% performance improvement on Intel and AMD hardware (less on NVidia because the driver has far less overhead that could be optimized away.)


Notes
  • removed DirectDraw and Direct3D backends, removed unaccerated SDL framebuffer backend
  • reorganization of 2D and 3D rendering code in preparation for Vulkan in the future
  • renderer can now be "live switched" between the Software renderer and Hardware-accelerated OpenGL modes - like old GZDoom
  • CVAR that handles it is now 'vid_rendermode' - vid_renderer, swtruecolor, and r_polyrender have been removed and combined into new CVAR
  • include and forward declaration cleanup: lots of unused stuff removed
  • rendering settings removed from launch popup: they can now be changed dynamically in-game
  • internal level compatibility definitions are now carried out by ZScript, more level compatibility settings have been added
  • Thread-Local Storage is now required on all compiler systems in order to use GZDoom. This means you cannot use OpenBSD versions earlier than 6.3, and GCC is still unavailable for that platform.
  • improvements to models in Software Renderer (still in beta state, but available for experimentation, use 'r_models')
  • Added activation type to WorldLine(Pre)Activated events
  • Added names for arguments in DStaticEventHandler class definition
  • protected critical portal data from getting written to by user code. This data is game critical and may only be altered by code that knows what is allowed and what not.
  • added a compatibility handler for Kama Sutra MAP01's ending area.
  • fix softpoly portal crash
  • Fixed missing textures on Valhalla with hardware renderer
  • more rendering fixes for Softpoly and Hardware-OpenGL
  • fix missing fuzz initialization in softpoly
  • Removed gl_lights_checkside
  • Made 100% kills possible and unstuck imp on Valhalla map
  • added a 'lightsizefactor' command to gldefs.
  • Actor's Activation property is now stored in saved game
  • fix softpoly mirrors
  • Made 100% kills possible on Altar of Evil, easy skill
  • (internal ZScript) Add info about UseSpecial flag feature conflict above Actor.Used
  • Fixed initialization issues with dynamic lights.
  • Implemented workaround for ZScript LineTrace with 3D floors
  • Added missing commented enum entry for ETraceFlags on ZScript side
  • Only call additional LineCheck if there are 3D floors
  • Enabled playing of *gasp sound by default
  • Added startup song definition for custom IWADs
  • Fixed walkthrough blocker in Sin City 2 via compatibility entry
  • allow animated title pics.
  • don't force the renderer to remain active in windowed mode when in the background.
  • OPL Synth fix: Double-voice instruments randomly don't play second voice
  • updated LZMA library to version 18.05
  • serialize 'spawned' object flag, WorldThingDestroyed event relies on it
  • added compatibility fix for bad sector reference in Plutonia MAP11.
  • use libc++ for all targets on macOS
  • SDL: clear button state when switching from/to GUI input
  • added r_debug_draw that shows how the software renderer composes its scene (remember that Youtube video Edward850 made?)
  • added end line to recursive sound warning
  • reduce the number of direct OpenGL calls done by the post processing steps
  • fixed calculation of glow color
  • fixed crash during autoloading of material textures
  • fixed sloped drawer crash
  • added end line to various messages so they don't screw up further output anymore
  • fixed alpha of weapon sprite.
  • added 'vid_scaletowidth' and 'vid_scaletoheight' to calculate 'vid_scalefactor' to reach a certain value on screen dynamics (i.e. if you want 320 pixels wide, use vid_scaletowidth 320)
  • Add support for Unreal Engine 1 vertex mesh format.
  • added LevelLocals vec2/3Offset(Z) functions for portal-aware offsetting without needing actors
  • trigger WorldThingDamaged event before WorldThingDied
  • set a sane lower limit for vid_scalefactor, removed some code redundancy
  • define zdoom.rc as a proper Windows text file, stop Git from mismanaging it
  • add 'vid_showcurrentscaling' ccmd - shows both virtual and real screen resolution for the current render
  • made vr_enable_quadbuffered windows-only, some fixes to it
  • use an indexed vertex buffer to render flats
  • use triangles instead of triangle fans to render flats.
  • render sector planes in one draw call.
  • added 'revealed on automap' linedef flag, UDMF only
  • added forced automap style to linedef, UDMF only
  • added CVAR to disable WGL_EXT_swap_control_tear. ('gl_control_tear') - see commit 'cc65490' for more info
  • added a CVAR to disable per-plane rendering.
  • replaced tabs with spaces in UDMF spec
  • added new linedef properties to UDMF spec
  • fix model interpolation bug
  • fixed applying of alpha to weapon sprites
  • enable #include support in modeldef files
  • Add Line Specials Line_SetAutomapFlags, Line_SetAutomapStyle
  • force model light to be attenuated
  • restore startup game state on restart
  • fixed blinking frame after saving a game
  • when restoring a savegame with errors, show the console instead of a 'very fatal error' crash (commit message: fixed: When deserializing the object list, the array must be nulled before using it so that a premature abort does not end up working on random data.)
  • replace softpoly block drawers with span drawers and make them use blending rules directly from render styles
  • add dynlights to softpoly pal mode
  • fixed rendering of environment map on mirrors
  • fixed Windows XP compatibility for MSVC 2017 targets
  • limited length of server CVAR name to 63 characters
  • fixed: +DONTSPLASH disabled all terrain effects, not just the splash.
  • use a linear light ramp on the textured automap for light modes 0 and 1.
  • fix savepic render buffer issues
  • Swap front face culling for GL model drawer (CCW should be the default).
  • Added mirroring handling to software models.
  • use affine dynlights in softpoly
  • fix memory arena allocation alignment for 32 bit systems.
  • fixed: For melee attacks with a short attack range P_AimLineAttack must check for hits from above and below.
  • fixed mouse cursor positioning in menu for Cocoa backend
  • fixed linking with sanitizer(s) enabled
  • Fixed: Dehacked must not validate parameters for MBF special functions.
  • fixed - sector sounds were not translated through static portals properly
  • BLOCKASPLAYER flag: treat non-player actors as blockable by "block players" lines
  • fix crash on dying when player class has no death states
  • fix softpoly colored fog bug in the new drawers
  • fix dynlight color not being applied on sprites
  • Adds "OnGiveSecret" virtual function on Actor for customizing behavior of secret finding.
  • fix software renderer dynamic lights not working properly in mirrors
  • fixed autoaiming for unranged attacks.
  • fix null pointer crash in softpoly
  • add dynamic lights to softpoly and software renderer models

(Note from Rachael: This is a major release, with many notes and features - it was actually very hard to create a short 'highlights' section - if I missed anything important, please let me know!)
Comments

Browsing the Forums on a Phone

Posted by on at 09:36
(4) Comments
I remember one complaint I got from a user several months back was how phone-unfriendly this site is.

Unfortunately, there's no way currently to enable phone-responsiveness to the default styles, but I installed a new style that you can activate at the tap of a link, right here-> Mobile Style. A link is also available on the index page in the forum list. (The link can also be bookmarked on your phone - so that you always use the mobile version on there)

This should make it easier for those of you with phones to use the site. :)

Yes, I'd like someday to have coloured versions of this. Anyone who is interested in contributing, let me know. :)

(Credits to Artodia for this style)
Comments

GZDoom 3.3.2 released

Posted by on at 16:49
(9) Comments
Download Here


Major Highlights
  • Fixed detection of .ipk7 custom IWADs
  • Restored vanilla behavior of lightning for original Hexen
  • Added loading of ZSDF lumps by full paths
  • disabled the survey code.
  • Exports P_ActivateLine to ZScript (along with constants for activation type)
  • Increased size of the savegame comment area.


Full List
  • Forbade dynamic array as the return type of a function
  • Fixed detection of .ipk7 custom IWADs
  • Reintroduced discarding of custom IWAD duplicates
  • Updated zlib to 1.2.11
  • Fixed potential crash on usage of Mystic Ambit Incant
  • Fixed crash when vid_setmode CCMD is used from command line
  • Restored vanilla behavior of lightning for original Hexen
  • Fix mid texture rendering for self-referencing sector lines
  • Added zero initialization of implicit dynamic array items
  • Added loading of ZSDF lumps by full paths
  • Added message for absent explicitly referenced dialog file
  • disabled the survey code.
  • Exports P_ActivateLine to ZScript (along with constants for activation type)
  • Separated P_ActivateLine ZScript export into two functions, one with and one without a vector parameter.
  • Increased size of the savegame comment area.
Comments

The GZDoom 3.3.0 survey's results

Posted by on at 13:07
(12) Comments
By now the percentages have stabilized to the point that an official news post can be made about it.
Until today we got information from 5700 users and I want to say "thank you" for giving us the info needed to move on with GZDoom.

So here's the important results:

57% of the reporting users use a graphics card which is DX12/Vulkan compatible.
34% of the reporting users use a graphics card which is at least OpenGL 3.3 compatible, i.e. it can use the modern core profile render path.
6% of the reporting users use a graphics card which only has OpenGL 2 support, i.e. has to be run in legacy mode.
8.5% of the reporting users have made a report for the software renderer
3% of the reporting users only made a report for the software renderer

A further breakdown of the 8.5% reporting use of the software renderer:

49% of these also reported using the hardware renderer with a DX12/Vulkan compatible graphics card.
40% of these also reported using the hardware renderer with a GL 3.3 compatible graphics card.
11% of these also reported using the hardware renderer with a GL 2 compatible graphics card.

Only 17 out of those 5700 users only reported running the game in pure software mode - that is less than 0.3%.

Distribution of operating systems is:

88% Windows
2% Mac
10% Linux

85% use 64 bit on a 64 bit system
10% use 32 bit on a 64 bit system. (This one's odd, I'd appreciate if some of these users can tell us why.)
6% use 32 bit on a 32 bit system
(duplicate reports bring this above 100%)


So there you have it. All things considered the average hardware being reported is a lot better than what we would have expected and this will allow us to focus development more on where the users are. What this clearly shows is that even among retro gamers that old feature-poor hardware is slowly being replaced.
So what does this mean for how GZDoom will develop? Watch the Blogs forum for the next few days, there will be an update about the current plans.

And now that the survey has run its course, prepare for a new GZDoom version where it will be deactivated again during the coming week. The survey has given us a lot of useful information but further reports do not seem to affect the numbers much more, the percentages have barely changed since last weekend.
Comments

GZDoom 3.3.1 Released

Posted by on at 15:50
(45) Comments
Download Here


Major Highlights
  • Better handling of defaults with some ZScript/DECORATE functions
  • Many bug fixes since 3.3.0


Full List
  • Fixed typo in libOPN error messages
  • ADL&OPN: More setup: Chips count and Volume model!
  • Fixed applying of unsafe context in waiting command
  • fixed: A sprite having a picnum was not animating its image in the hardware renderer.
  • fixed: A sidedef's sector and linedef references were writable.
  • Fix black pixels when subtractive lights are in range for PBR materials
  • fixed: FBuildTexture::CopyTrueColorPixels returned incorrect transparency information
  • Revert "- fixed: 3D floor that extend into the real sector's floor were not clipped properly."
  • changed the default settings for fluid_patchset, timidity_config and midi_config to point to the default sound font
  • Typo fix in linetrace flags checking.
  • ADL&OPL: Added a fallback for a blank instruments in GS/XG banks
  • Merged list of video modes for Cocoa and SDL backends
  • ADLMIDI: Update latest update of DMXOPL3 bank
  • Fixed crash when event handler class isn't derived from StaticEventHandler
  • Set more suitable limit for sound velocity validation
  • Fix the blank banks list of ADLMIDI
  • Fixed infinite loop with None class in random spawner
  • Fixed infinite loop with zero height fast projectile
  • Fixed uninitialized members in DPSprite class
  • Fixed crash on accessing player sprite's state in software renderer
  • Default newradius in A_SetSize
  • Fixed handling of default value in Actor.Vec3Angle()
  • Added ability to load any IWAD without extension
  • Removed check for duplicate IWADs
  • Localize the word “for” in Strife’s trading dialogs
  • Fixed handling of default values in String.Mid()
  • made all elements of DehInfo and State read-only.
  • Fixed excessive growth of ACS string pool
Comments

GZDoom 3.3.0 released

Posted by on at 12:30
(110) Comments
Download Here


ZScript & Mapping Highlights
  • Added dynamic spot lights, configurable in the UDMF map format
  • export 'GetChecksum' as part of FLevelLocals in ZScript
  • Mod-defined aliases no longer permanently change CVARs
  • add 'FriendlySeeBlocks' actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies. - accessible from both ZScript/DECORATE and UDMF
  • Custom submenus are no longer removed from altered protected menu
  • Exported S_GetMSLength to ZScript.
  • Added GetRadiusDamage. Returns the raw calculated explosion damage falloff by distance only.
  • added Screen.getViewWindow function
  • Exported Trace() interface to ZScript
  • Added 'TeleportSpecial' as an alias for 'Teleport' in ZScript to deconflict from the Actor.Teleport function.
  • Added Distance(2/3)DSquared functions.
  • fixed skip_super application for ZScript.
  • split off the interface part of DHUDMessage
  • Export sector effect pointers, fix missing pointer assignment on Lighting effect creation.
  • Made left button down event available to UI event handler
  • Exported Inventory.AltHUDIcon field to ZScript
  • Add WorldLinePreActivated to override line activation
  • Adds "DI_MIRROR" flag to statusbar image drawing, useful for rearview mirrors
  • Enable string & float user_ properties in UDMF things


Other Highlights
  • Added in-game reverb editor using the menu system
  • Improved French translations
  • fixed 'precise' rendering in OpenGL
  • New Materials Shader system to allow textures to show new properties such as glossiness and specularity, affected by dynamic lights, or with PBR, reflecting their direct surroundings
  • new rocket smoke sprites by Talon1024.
  • Import Timidity++ into GZDoom directly
  • added light definition for megasphere.
  • fixed midtex nowrap clipping bug when 3d floors are in view (Software Renderer)
  • Improved profilethinkers in various ways
  • add variables 'am_unexploredsecretcolor' and 'am_ovunexploredsecretcolor' to mark undiscovered secrets differently in the automap
  • Added support for ADLMIDI and OPNMIDI libraries


Full List
  • Added in-game reverb editor using the menu system
  • Added dynamic spot lights, configurable in the UDMF map format
  • Fixed: Do not output empty conversation replies to the console
  • Fixed: Added bounds check for local variables in ACS VM
  • Fixed transfer of count secret flag from random spawner
  • export 'GetChecksum' as part of FLevelLocals in ZScript
  • Add "fuzz software" to GL that renders fuzz like the scaled fuzz mode in the software renderer
  • Added unsafe execution context for console commands
  • "Unsafe" aliases no longer permanently change CVARs
  • Fixed crash on finishgame CCMD before starting new game
  • Fixed a case of infinite loop in A_BrainDie
  • add 'FriendlySeeBlocks' actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies. - accessible from both ZScript/DECORATE and UDMF
  • Improved French translation using Tapwave's submissions, also covers previously missing strings.
  • Add option to enable or disable borderless windowed for Windows only.
  • Custom submenus are no longer removed from altered protected menu
  • fixed: Disabled interpolation point "thinking"
  • Fixed crash when resolving multipatches with missing textures
  • Added missing fields to StrifeDialogueNode ZScript definition
  • Fixed rare crash when menu is closed from Ticker() function
  • fixed: Dynamic arrays for object pointers need different treatment than arrays for regular pointers, because they require GC::WriteBarrier to be called.
  • Exported S_GetMSLength to ZScript.
  • Added GetRadiusDamage. Returns the raw calculated explosion damage falloff by distance only.
  • added Screen.getViewWindow function
  • Exported Trace() interface to ZScript
  • fixed: precise rendering did not work anymore due to a missing reference operator in the setup function for the needed data.
  • fixed: The culling mode for translucent models must be inverted when rendering a mirror.
  • fixed: Changed quad stereo mode restart notification
  • Fixed Sector.SetYScale() function in ZScript
  • new rocket smoke sprites by Talon1024.
  • compatibility node rebuild for Doom2's MAP25
  • fixed: iterating through portal groups must check for situations where badly constructed maps let items end up in another portal group.
  • fixed: Upon resurrection, a monster must check if the current setting of the link flags (NOBLOCKMAP and NOSECTOR) match the defaults.
  • let fluid_reverb and fluid_chorus default to 'off'.
  • Fix typo that made DepleteAmmo always use Secondary Ammo
  • Fixed crash on exit caused by undefined class
  • Added compatibility entry for Ultimate Simplicity MAP11 - This eliminates potential blocker in level progression
  • Fixed crash in stereoscopic modes caused by camera without player
  • Now compiles on FreeBSD
  • Removed last remnants of PowerPC Mac support
  • fixed: Properly parse FLAC and Ogg Vorbis files for their comments
  • let the texture manager handle the special OpenGL textures so that they get deleted and recreated when needed. (fixes mirrors and particles looking crazy after 'restart' ccmd)
  • Import Timidity++ into GZDoom directly
  • fixed: check for deathmatch starts before forcing an unfriendly player to use them.
  • use submenus for soundfont selection both for better overview and avoiding a music restart for each selection change.
  • added a compatibility setting for Perdition's Gate MAP31 which was having render issues with an unsupported vanilla effect.
  • Added 'TeleportSpecial' as an alias for 'Teleport' in ZScript to deconflict from the Actor.Teleport function.
  • added light definition for megasphere.
  • silence all error messages in the state map parser for DEHSUPP when re-reading the data.
  • Added Distance(2/3)DSquared functions.
  • fixed: Send a GM reset SYSEX event when music playback is started.
  • fixed some problems with the stepping up through a portal logic
  • fixed: For two-sided midtextures the light lists were always taken from the sector referenced by the rendered sidedef, not the sector in which the line gets renderered.
  • fixed skip_super application for ZScript.
  • fixed: PowerMorph.EndEffect should not tinker around with morph duration.
  • fixed: perform the stepping adjustment for FastProjectiles in 3D.
  • fixed translucent sorting for particles.
  • split off the interface part of DHUDMessage
  • Fixed potential crash during state validation
  • fixed: Camera textures must always be drawn with texture mode opaque, because the contents of their alpha channels are undefined.
  • fixed: A preincrement of a local variable generated wrong code if passed as a function parameter
  • print an error message if the requested MIDI device cannot be started.
  • removed an unchecked fixed size buffer in the KEYCONF parser.
  • Export sector effect pointers, fix missing pointer assignment on Lighting effect creation.
  • Fixed freeze after saving game when cl_waitforsave CVAR set to false
  • Fixed initialization of search paths on macOS
  • Made left button down event available to UI event handler
  • get rid of FAKE3D_REFRESHCLIP and fix holes in 3d floors with wrapped midtextures
  • Disabled GCC loop vectorization for R_LoadKVX() function
  • fixed midtex nowrap clipping bug when 3d floors are in view (software)
  • Extended profilethinkers CVAR with sorting ability
  • Improved profilethinkers in various ways
  • add variables 'am_unexploredsecretcolor' and 'am_ovunexploredsecretcolor' to mark undiscovered secrets differently in the automap
  • put unexplored secret color picker in the menu
  • fixed empty dynamic arrays in savegames
  • implemented anonymous stats collector (info here: viewtopic.php?f=49&p=1044005#p1044005)
  • fixed some crashes related to music playback with tags
  • fixed some issues related to BUILD resources
  • Added target and last enemy to linetarget CCMD output
  • Exported Inventory.AltHUDIcon field to ZScript
  • fixed crash when reloading a map in softpoly
  • fixed status bar chain wiggling when paused
  • Added support for ADLMIDI and OPNMIDI libraries
  • Added warnings when using original OpenAL (and not OpenAL-Soft as recommended)
  • Add WorldLinePreActivated to override line activation
  • Fix 3D floors clipping into floor
  • Fix issues with RenderStyle "Shaded" and alpha textures
  • Adds "DI_MIRROR" flag to statusbar image drawing, useful for rearview mirrors
  • Enable string & float user_ properties in UDMF things
  • Fixes for DDS texture loader
  • disable XP toolset warning for 64 bit builds.

Important note:
This version of GZDoom is running a survey to let us developers know a little bit about the hardware that GZDoom is being run on.
It is completely anonymous and will only send 3 points of data:
* operating system
* number of CPU cores
* renderer being used, including the generation of graphics hardware
All 3 points do not contain anything explicit, but only some rough categorization of the information. (e.g. we cannot see what graphics card you own or what specific CPU you have.)

We would like to ask as many users as possible to allow sending this data. The more users participate, the better we can decide where to put our focus in future development.
More detailed information can be found here.
Comments

GZDoom 3.2.5 released

Posted by on at 14:38
(41) Comments
This is yet another point release for GZDoom, which addresses a serious flaw that has appeared since its ACS implementation. Everyone is urged to upgrade ASAP, and no support will be provided for any version prior to this once the binaries for all platforms are available.

Download links:

Notable features since 3.2.4:
  • externalise DCanvas::DrawLine to ZScript
  • implemented 'i_soundinbackground' to continue playing sounds and music while in background
  • OpenGL rendering now continues even when losing focus if not running fullscreen
  • added 'playerrespawn' skill flag to allow gameplay mods to retroactively enable player respawns in single player on all maps
  • improved Advanced Sound Options menu - added option for FluidSynth chorus, removed fractional part from FluidSynth voices option
  • fixed applying of Doom 64 lighting to horizon portals
  • particles are now interpolated


More-complete changelog since 3.2.4:
  • externalise DCanvas::DrawLine to ZScript
  • fixed inconsistent colour remapping via translation ranges
  • added bounds checks for colour translation indices
  • fixed VM abort when drawing from ZScript happens during 0 game tic
  • whitelist 'reset2saved', 'undocolorpic', 'openmenu' in menudef
  • fixed potential crash calling undefined function in zscript
  • fixed crash after restart CCMD
  • added compatibility settings for Hanging Gardens, compatibility settings can now be applied for all map types (including UDMF)
  • fixed take ammo cheat
  • implemented 'i_soundinbackground' to continue playing sounds and music while in background
  • OpenGL rendering now continues even when losing focus if not running fullscreen
  • prevent level from exiting if no deathmatch starts are available in multiplayer
  • fixed tics to seconds conversion, now in ZScript - stat screens now display correct values
  • disabled modifier keys processing in UI by Cocoa backend - modifier keys no longer trigger bound actions in menu/console/chat
  • added GetPixelStretch to LocalLevels struct
  • fix: bind default framebuffer before testing whether hardware stereo 3D is supported. This allows NVidia 3D vision glasses to function correctly when gl_light_shadowmap is on.
  • Add "requires restart" to "enable quad stereo" option menu label, to help folks set up 3D.
  • Added ability to perform reverse fades with A_SetBlend
  • added 'playerrespawn' skill flag to allow gameplay mods to retroactively enable player respawns in single player on all maps
  • improved Advanced Sound Options menu - added option for FluidSynth chorus, removed fractional part from FluidSynth voices option
  • fixed applying of Doom 64 lighting to horizon portals
  • particles are now interpolated
  • fix culling bug in SoftPoly
  • applied texture offsets and scales on animated doors
  • fix rendering of wrapped midtex with sky ceiling
  • The player set up menu 'Press Space' message can now be localized
  • better angle selection for rotated automap sprites
  • added optional angles to player's coordinates display
  • fixed boss special commands in UMAPINFO
  • fixed ammo limit for give cheat
  • applied vertical offset to transferred sky in OpenGL renderer
  • fixed initialization of BlockThingsIterator objects
  • added CheckMove() function to ZScript Actor class
  • Added vector diff functions to ZScript LevelLocals class
  • add font characters for French and Portugese languages
  • add 'gl_riskymodernpath' for computers that worked before the GL>=3.3 modern path enforcement
  • fixed ACS stack checking
Comments

GZDoom 3.2.4 Released

Posted by on at 20:16
(27) Comments
This is yet another point release for GZDoom, which addresses a serious flaw that has appeared since version 3.0.0. Everyone is urged to upgrade ASAP, and no support will be provided for any version prior to this once the binaries for all platforms are available.

Notable features since 3.2.3:
  • Added DMG_NO_PAIN for DamageMobj.
  • Fixed bright sprites in sectors with Doom 64 lighting
  • Added free space margin aka safe frame for automap
  • Rotating Sky & Model smoothness fixes
  • implemented win_borderless for fake fullscreen in Windows


More-complete changelog since 3.2.3:
  • Unified implementation of ’directory as resource file' for POSIX targets
  • Fixed: Sky scrolling is now stored in a higher precision data structure; is now smoother than in 3.2.3.
  • Fixed: Model rotating is now calculated in a higher precision data structure; is now smoother than in 3.2.3.
  • Fixed directory creation for POSIX targets
  • fix backslashes in MD3 skin names.
  • Fixed overbright screenshots with hardware gamma off
  • changed ttl in particle_t from short to int32_t for longer lifespan.
  • fixed: screen->FrameTime should use an adjusted frame start time
  • implemented win_borderless for fake fullscreen in Windows
  • Fixed loading of external DeHackEd patches
  • Fixed inconsistent angle of spawned leaves
  • Fixed English localization issues
  • Added free space margin aka safe frame for automap - limit for automap empty space margin set to 90%
  • repaired the video scaling code in OpenGL for vid_scalemode 0 and vid_scalefactor != 1.0
  • Fixed crash when loading saved game with missing ACS module
  • Added null check for probe in SectorAction.OnDestroy()
  • Fixed error check when saving GL nodes
  • fixed: AActor::UnlinkFromWorld must also destroy all portal link nodes for the calling actor.
  • do not allow outside access to the variable storing the CCMD for OptionMenuItemCommand.
  • use a whitelist for DoCommand zscript command
  • Stop demo recording after ending game with menu_endgame CCMD
  • Fixed bright sprites in sectors with Doom 64 lighting
  • Added DMG_NO_PAIN for DamageMobj.

Download links:
- This list was pilfered by leprechauns. -
Comments