News

GZDoom 3.3.2 released

Posted by on at 16:49
(8) 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
(8) 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
(105) 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

GZDoom 3.2.3 Released

Posted by on at 05:14
(12) Comments
This is an additional point release to address some issues with the 3.2.2 point release and add even more features. Due to the way this release was handled, the change log will include 3.2.2's changes as well.

Notable features since 3.2.1:
  • new timer code, GZDoom now appears a lot smoother in interpolated frames
  • more bugfixes, including some for non-Windows platforms
  • improve speed for ARMv7 processors by setting tuning options to the Cortex-a7 CPU (for Raspberry Pi 2)
  • Several ZScript extensions and fixes
  • Improved OpenGL profile selection on Linux
  • Rather than giving version info, GZDoom now displays the name of the game you are currently playing in the window title. This can be disabled via i_friendlywindowtitle
  • Implemented unicode handling in some functions
  • improved handling of temporary files on timidity++
  • added latch keyword to CVARINFO
  • new grenade and ice shard sprites, removed non-GPL copyrighted assets


More-complete changelog since 3.2.1:
  • let the 3 relevant text functions handle UTF-8 strings

    These functions are: DCanvas::DrawTextCommon, V_BreakLines and FFont::StringWidth.
    This will allow strings from UTF-8 encoded assets to display properly, but also handle the OpenAL device name on international systems, as this will be returned as an UTF-8 string.

    Due to backwards compatibility needs the decoding function is rather lax to allow both UTF-8 and ISO 8859-1 to pass through correctly - and this also implies that it will allow mixed encodings which may happen if strings from different sources get concatenated.
  • sanitization of temporary file stuff for Timidity++.
    • do not use the global temp directory. Instead create one in the AppData folder.
    • removed lots of unneeded code from tmpfileplus.
    • use C++ strings in there.
  • fixed potential memory leak in M_VerifyPNG.
  • Fixed incomplete ACS string pool state after loading of saved game
  • Added 'static' to CreateCeiling (base.txt)
  • Fix 'Requested invalid render buffer sizes' when executing the reverbedit command from fullscreen
  • fixed upscaled fuzz drawing in swrenderer
  • UMAPINFO parser, including some convenience additions to FScanner.
  • fix shader targets being case sensitive
  • i_friendlywindowtitle cvar: Show name of the game instead of GZDoom's version/last commit data
  • Fixed applying of brightmaps to overridden textures
  • Fixed detection of the first entry from internal IWADINFO
  • fixed: high uptime was causing overloads in uint32_t and float structures (float losing loss of precision) - this caused any computer online for more than a few days to experience jankiness with internal animations such as rotations and shader timers. Unfortunately, this sounds the death knell for 32-bit platforms, since uint64_t is now required in time-critical structures, which will hurt performance tremendeously, but 64-bit systems will be unaffected.
  • exported P_Thing_Warp to ZScript.
  • Inside the renderer, use only the time value being passed to RenderView.
  • get the timer used for animation only once at the very beginning of the frame and pass it on to the renderer to avoid any dependencies on the timer's implementation.
  • Exposed String.Remove() function to ZScript
  • Upgrade timer code to use nanosecond accuracy internally
  • Fixed return state of player entered event
  • Switch to C++11 steady clock, and Remove the platform specific timer implementations
  • add doom e1m6 to rebuildnodes list.
  • Fix freeze interpolation bug
  • added latching CVARs to CVARINFO
  • fixed: put limits on A_SoundVolume
  • Improved OpenGL profile selection in SDL backend
  • Extended LineAttack() with offsets and new flags
  • Place the HUD model correctly in the world so that shader light calculations work
  • Removed unused parameter from several functions in FStateDefinitions class
  • Fix wrong math for model/light distance check
  • Added runtime check for negative array indices in VM
  • Added implicit scope for if/else, while and do/while statements in ZScript

    Scope is added only for variable or constant definition so it will no longer leak to outer scope
  • Added string representation of 'static const' token - No more 'Unknown(-141)' in 'Expecting ...' error message
  • Extended String.LastIndexOf() with endIndex parameter
  • de-init DoomStartupInfo on 'restart' ccmd so that the window title always contains the correct game information.
  • Added workaround for MSVC 2017 internal compiler error
  • Added Wads.CheckNumForFullName() to ZScript
  • Added Wads.ReadLump() to ZScript
  • Added Wads.FindLump() to ZScript
  • Exposed string split functionality to ZScript
  • Added ability to split FString on tokens
  • Fixed potential crash in resolving of multiple assignment
  • Fixed wrong owner for *evillaugh sound
  • improve speed for ARMv7 processors by specifying hardware float calculations, and tuning it specifically for the Cortex-a7 CPU (for Raspberry Pi 2).
  • Made dynamic array's Find() and Max() functions contant
  • Added ZScript functions GetBool() and SetBool() to CVar class
  • Fixed non-portable usage of __solaris__ preprocessor definition
  • Added ability to get texture name from script
    Use TexMan.GetName(TextureID tex) member function
  • removed the ugly grenades from the extra .pk3, now that the main file contains a much nicer and unproblematic replacement.
  • added 'classicflight' user cvar which allows players to move forward and backward without pitch when flying
  • Fixed out of bound read in zip file loader
  • New grenade sprites

    sprites from Eriguns1:
    https://github.com/XaserAcheron/eriguns
  • added new Ice Shards, and removed the zd_extra version

Download links:
    removed
Comments

GZDoom 3.2.2 Released

Posted by on at 18:11
(26) Comments
Notable features:
  • new timer code, GZDoom now appears a lot smoother in interpolated frames
  • more bugfixes, including some for non-Windows platforms
  • improve speed for ARMv7 processors by setting tuning options to the Cortex-a7 CPU (for Raspberry Pi 2)
  • Several ZScript extensions and fixes
  • Improved OpenGL profile selection on Linux
  • Rather than giving version info, GZDoom now displays the name of the game you are currently playing in the window title. This can be disabled via i_friendlywindowtitle


More complete changelog:
  • add new ice shards for frozen actors exploding (without hexen), removed zd_extra version
  • new grenade sprites
  • added 'classicflight' user cvar which allows players to move forward laterally rather than according to their pitch. (Works like Heretic/Hexen/Duke3D/etc)
  • fixed out of bound read in zip file loader
  • added ability to get texture name from script
  • fix non-portable usage of __solaris__ preprocessor definition
  • added zscript functions GetBool() and SetBool() to CVar class
  • Made dynamic array's Find() and Max() functions constant
  • improve speed for ARMv7 processors by setting tuning options to the Cortex-a7 CPU (for Raspberry Pi 2)
  • exposed string split functionality to ZScript
  • added Wads.FindLump() to zscript
  • added Wads.ReadLump() to zscript
  • Added Wads.CheckNumForFullName() to ZScript
  • Extended String.LastIndexOf() with endIndex parameter (zscript)
  • Added implicit scope for if/else, while and do/while statements in ZScript
  • Scope is added only for variable or constant definition so it will no longer leak to outer scope
  • Added runtime check for negative array indices in VM
  • Extended LineAttack() with offsets and new flags
  • Improved OpenGL profile selection in SDL backend
  • fixed: put limits on A_SoundVolume
  • added latching CVARs to CVARINFO
  • game timer now uses performance counters and only calculates values once per frame
  • force rebuild nodes for doom e1m6 - fixes a clipping issue with a certain door closed
  • fixed return state of player entered event
  • exported P_Thing_Warp to ZScript
  • put in timer resets in the shader system to reduce the effects of running GZDoom too long and the timers losing precision
  • also reset shader timers when a new level is started
  • Fixed detection of the first entry from internal IWADINFO
  • Fixed applying of brightmaps to overridden textures
  • fixed: Made shader targets not case sensitive
  • fixed bad use of FScanner::GetNumber and GetFloat in code inherited from ZDoomGL. This could lead to bad error messages if some malformed definitions were used.
  • Rather than giving version info, GZDoom now displays the name of the game you are currently playing in the window title. This can be disabled via i_friendlywindowtitle

  • downloads are removed since this release had issues
Comments

ACC 1.56 Released

Posted by on at 10:55
(0) Comments
Download
Changes
  • Lots of new action specials, functions, and new function parameters since ACC 1.55, bringing functional support up to GZDoom 3.2.x, Zandronum 3.x, and also newer versions of Eternity Engine.
  • REOPEN and KILL script types
  • Support for new text color constants (Ice, Fire, Sapphire, and Teal)
Comments

GZDoom 3.2.1 Released

Posted by on at 10:26
(13) Comments
Downloads:
    removed


The main reason for this release is because texture uniforms were uploaded to shaders incorrectly in 3.2.0. However, the rest of master was just bugfixes and minor improvements, so it was merged for this release. (I got permission from Graf to do this release)

Changes from 3.2.0:
  • Fixed applying of height argument in A_Fire() function
  • Removed all code needed to support macOS earlier than 10.7 Lion
  • Fixed crash on attempt to register IDs for undefined class
  • added vid_cropaspect. This cvar turns vid_aspect into a letterboxing function that will crop the unused sides of the screen away, instead of stretching it. Requires one of the non-legacy OpenGL framebuffers to work.
  • remove vid_tft and vid_nowidescreen and associated menu option. Their functionality was supersceded and extended by vid_aspect==3 (which has the same effect as setting both to true anyhow), and it was mostly just redundant.
  • Fixed: don't interpolate view movements if a key press didn't result in any changes.
  • If *nix, add default gzdoom.pk3 directory to File.Search paths
  • fixed: inverted color order for post-process textures to BGRA to correctly match the internal texture standard in GZDoom
  • added ability to change slider color using mapinfo's gameinfo
  • added 'startuptype' to iwadinfo, allowing to change the game startup screen with custom iwads
  • Fixed applying of compatibility settings for IWADs
  • Fixed a few cases when IWAD was checked by hardcoded index
  • Fixed arch-vile bleeding when damaging target

(Note to OpenBSD users: Please compile or cherry-pick commit b871b1898 - sorry I was remiss in including this one, since it does not affect the currently officially supported systems)
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