GZDoom 3.5.0 released

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Re: GZDoom 3.5.0 released

Postby Glaice » Sat Aug 04, 2018 9:40 pm

I have 2560x1080 native resolution and I noticed there isn't a resolution picker anymore but a resolution scale option with several choices instead. Is there some way to force the game to use 1920x1080 (for the same of video recording when I do so)?
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Re: GZDoom 3.5.0 released

Postby Graf Zahl » Sun Aug 05, 2018 12:55 am

Not for fullscreen (yet), but you can set a windowed size with win_setsize. A menu option for this will be available in the next version.
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Re: GZDoom 3.5.0 released

Postby Korell » Sun Aug 05, 2018 6:35 am

So are vid_defheight and vid_defwidth now redundant? My old config files have these set for a resolution of 1680x1050 but if I use the new GZDoom version to create a new ini file from scratch these are set by default for a resolution of 640x480 yet in-game it still looks like my native 1680x1050 (which I'm guessing is due to the borderless windowed fullscreen mode and the screen scaling).
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Re: GZDoom 3.5.0 released

Postby Hirogen2 » Sun Aug 05, 2018 9:28 am

So just that I get this straight... is this just two separate builds of the same source, or really two independent, diverging source releases? In the latter case, the git repo is missing a 3.5.0-legacy or so tag.

Code: Select allExpand view
$ glxinfo
[...]
    Max core profile version: 4.5
    Max compat profile version: 3.0
    Max GLES1 profile version: 1.1
    Max GLES[23] profile version: 3.2
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) UHD Graphics 620 (Kabylake GT2)  [i5-8250U CPU platform]
OpenGL core profile version string: 4.5 (Core Profile) Mesa 18.0.2
OpenGL core profile shading language version string: 4.50
[...]
OpenGL version string: 3.0 Mesa 18.0.2
OpenGL shading language version string: 1.30
OpenGL context flags: (none)
OpenGL extensions:
    GL_3DFX_texture_compression_FXT1, GL_AMD_conservative_depth,

If only glxinfo's reporting was a bit more obvious as to what GL version I'm really having.
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Re: GZDoom 3.5.0 released

Postby Rachael » Sun Aug 05, 2018 10:14 am

Graf elected not to put the legacy tag in his repo. It's in drfrag's. https://github.com/drfrag666/gzdoom/tree/g3.5.0_legacy

The following commands will pull that tag into your repo:
Code: Select allExpand view
cd /path/to/your/gzdoom/repo
git remote add drfrag666 https://github.com/drfrag666/gzdoom/
git fetch --all
git checkout g3.5.0_legacy
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Re: GZDoom 3.5.0 released

Postby drfrag » Sun Aug 05, 2018 4:30 pm

There's a lot of stuff in that repo. The legacy branch is here:
https://github.com/drfrag666/gzdoom/tree/legacy
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Re: GZDoom 3.5.0 released

Postby PixelWAD » Mon Aug 06, 2018 5:46 am

Is there any chance to see the VR version of gzdoom being implemented into main line?
Even if it remains experimental forever, this would be really great! https://github.com/Fishbiter/gz3doom
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Re: GZDoom 3.5.0 released

Postby Rachael » Mon Aug 06, 2018 6:36 am

None of the main devs except one have VR headsets, and the one who does doesn't like it very much.
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Re: GZDoom 3.5.0 released

Postby Graf Zahl » Mon Aug 06, 2018 9:21 am

That's better left as a separate project by people who have some interest in such a niche feature
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Re: GZDoom 3.5.0 released

Postby PixelWAD » Mon Aug 06, 2018 9:35 am

It's niche now, but it is a future, and a great way to introduce new players to such oldie.
Like you have noticed, it's niche - and because of that there are very few people who want to develop for it - but maybe you could just integrate current code into future releases with no warranties? At least that way we get more mods compatibility..
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Re: GZDoom 3.5.0 released

Postby Rachael » Mon Aug 06, 2018 9:37 am

We can't do that because we'd need a way to test such integrations. Even with "no warranties" we have to make sure it actually works, and without a headset we cannot do that.

We're pretty much at the mercy of biospud or dpJudas and their desire to work on it.
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Re: GZDoom 3.5.0 released

Postby dpJudas » Mon Aug 06, 2018 10:56 am

My DK2 is too old to be used anymore. But back when it was still working I was using baseline gzdoom and not a fork. Biospud backported most of the VR stuff - I'm not sure precisely what is missing. This is quite a while ago by now - can't really remember the details.

In any case, I don't plan on buying a consumer HMD. I therefore can't maintain any support for it.
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Re: GZDoom 3.5.0 released

Postby Mugwump » Sun Aug 12, 2018 7:06 pm

It would have been nice to have the OpenGL specs for each version displayed on the download page instead of making the user search for an answer in the forums...

Q: Is WinXP still supported?
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Re: GZDoom 3.5.0 released

Postby Graf Zahl » Mon Aug 13, 2018 1:17 am

Windows XP is still supported but for the modern build is the prime candidate for removal. As of yesterday XP user share was roughly 0.3% and XP support is blocking a few things because external libraries are increasingly harder to come by with functioning XP support.

All that said, even ending 32 bit support as a whole is only a matter of time. The user share of real 32 bit systems has shrunk to 3% by now, that's half of what it was 4 months ago. I do not expect 32 bit support to survive the coming year.
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Re: GZDoom 3.5.0 released

Postby theleo_ua » Mon Aug 13, 2018 2:23 am

Graf Zahl wrote:but you can set a windowed size with win_setsize


maybe vid_setsize ?
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