GZDoom 3.6.0 Released

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GZDoom 3.6.0 Released

Postby Graf Zahl » Wed Oct 10, 2018 4:22 pm

Notice: This release has been split into two. There is now a "modern" version and a "vintage" version, for older hardware. More info can be found here.

Please note that the survey is currently closed. GZDoom 3.6.0 does not include the survey code that 3.5.0 did.


Download (Modern, OpenGL 3.3 and higher)

Download (Vintage, OpenGL 2.x)

Highlights
  • Add OBJ model support
  • added Screen.DrawThickLine for drawing lines with thickness
  • fixed: sound from poly objects through portals will now propegate properly
  • Add HITOWNER flag, when set, allows a projectile to collide with its shooter.
  • Allow LineAttack's LAF_NOINTERACT to fill FTranslatedLineTarget's information.
  • Added DMG_EXPLOSION flag.
  • Adds OnDrop virtual to inventory items. Called on the dropped item at the end of AActor::DropInventory.
  • enabled the linear shadowmap filter.
  • update xBRZ upscaler to version 1.6
  • (modern only) added 5x and 6x upscaling with xBRZ
  • Add 'normalNx' texture scaling (normal2x, 3x, 4x, 5x, and 6x) (5x and 6x only supported in modern)
  • Upgrade libADLMIDI and libOPNMIDI
  • Exports various resurrection-related functions to ZScript.
  • Fixes for Wraith Corporation WADs


Details
  • Additional blocking-related flags for Actor.LineTrace()
  • Added CheckReplacement to event handlers, a function inspired by its namesake in Unreal's Mutator class.
  • Add "IsFinal" parameter for CheckReplacement.
  • Add HITOWNER flag, when set, allows a projectile to collide with its shooter.
  • support static const arrays inside structs
  • prohibit assignment of dynamic arrays
  • Add ZScript method `LevelLocals.SphericalCoords`.
  • fixed: sound from poly objects through portals will now propegate properly
  • defaulted constructors and assignment operators of several trivial types.
  • removed most of the old LastIndexOf methods in FString, only leaving one for ZScript and clearly giving it a name that says it all. RIndexOf has been made the proper version of LastIndexOf internally now.
  • Added paths for all games on Steam for Linux since they now offer the ability to download all games for Proton/Wine.
  • Check ~/.steam on Linux for the config.
  • add menu sliders for `vr_ipd` and `vr_screendist`
  • added Screen.DrawThickLine for drawing lines with thickness
  • fixed: always initialize active colors in special font
  • update french language translation from Tapwave
  • Add OBJ model support
  • fixed the use of Doom-Legacy-style 3D floor lighting in light mode 8.
  • fixed math imprecisions in horizon vertex generation.
  • be more thorough with 'in menu' checks for certain protected functions.
  • Fixed code generation of infinite for loop
  • Add NewGame to EventHandler
  • Make StatusScreen::End virtual
  • Allow LineAttack's LAF_NOINTERACT to fill FTranslatedLineTarget's information.
  • Added DMG_EXPLOSION flag.
  • do not render lights from uninitialized data.
  • Adds OnDrop virtual to inventory items. Called on the dropped item at the end of AActor::DropInventory.
  • clamp the software light to never get brighter than the initial light level
  • enabled the linear shadowmap filter.
  • update xBRZ upscaler to version 1.6
  • (modern only) added 5x and 6x upscaling with xBRZ
  • Add 'normalNx' texture scaling (normal2x, 3x, 4x, 5x, and 6x) (5x and 6x only supported in modern)
  • Upgrade libADLMIDI and libOPNMIDI
  • Exports various resurrection-related functions to ZScript.
  • Computed facet normals for UE1 models were not normalized when they were supposed to.
  • removed dynamic lights from Hexen's Mana pickups.
  • fixed potential null pointer access in Hexen's spike code.
  • Fixes for Wraith Corporation WADs
  • fixed: smooth teleporters could fudge the player over an adjacent line, causing the player to appear on top of a cliff that is much higher than the original teleport.
  • fixed: MD3s with a skin-less surface left the renderer in an undefined state. The frame interpolation factor wasn't reset and rendering prematurely aborted with no chance to recover.
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Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDoom 3.6.0 Released

Postby Collegia Titanica » Wed Oct 10, 2018 4:25 pm

>Added OBJ Support

:))))))))))))

Thank you for all the hard work.
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Re: GZDoom 3.6.0 Released

Postby Major Cooke » Wed Oct 10, 2018 4:27 pm

For anyone wondering what DMG_EXPLOSION is for, if you're using ZScript and you want to be able to tell if damage was caused by an explosion (called by A_Explode), you simply override the DamageMobj function with a check like this:

Code: Select allExpand view
if (flags & DMG_EXPLOSION)
{
// Caused by anything that calls A_Explode.
}


With this, you can now properly determine what was an explosion and what was something else without having to gimmick around with damage types.
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Re: GZDoom 3.6.0 Released

Postby Amuscaria » Wed Oct 10, 2018 5:02 pm

:O
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Re: GZDoom 3.6.0 Released

Postby hoover1979 » Wed Oct 10, 2018 11:25 pm

Thanks for the update. :mrgreen:
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Making 2k Texture Pack for Doom.
 
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Re: GZDoom 3.6.0 Released

Postby Rachael » Thu Oct 11, 2018 12:54 am

Vintage version up for Windows.
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QZDoom + Webmaster
 
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Re: GZDoom 3.6.0 Released

Postby Apeirogon » Thu Oct 11, 2018 5:20 am

Looks like in new version zscript cant change "gl_lens" cvar outside from menu. At least that what it says after crash.
But in update log is not a word about it.
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I have a strange sense of humour
 
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Re: GZDoom 3.6.0 Released

Postby Rachael » Thu Oct 11, 2018 5:26 am

Please use the bugs forum for that.
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Re: GZDoom 3.6.0 Released

Postby Graf Zahl » Thu Oct 11, 2018 5:31 am

That's not a bug, that's the result of a fixed exploit. System CVARs are strictly off-limits to user code now.
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Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDoom 3.6.0 Released

Postby Apeirogon » Thu Oct 11, 2018 5:35 am

Understood.
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I have a strange sense of humour
 
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Re: GZDoom 3.6.0 Released

Postby SiFi270 » Thu Oct 11, 2018 9:21 am

When I first used this version, all my key bindings were gone and the default .ini file was a mess with no line breaks. Loading a different .ini doesn't seem to affect the keys but still has the latter problem.

EDIT: The keys thing only seems to have affected my controls for the Doom-based IWADs, and others like Heretic and HacX are how I remember them.
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Re: GZDoom 3.6.0 Released

Postby Rachael » Thu Oct 11, 2018 10:33 am

You need a text editor which supports Linux-style line-endings. Notepad will no longer work for this purpose.

Even Wordpad will work.
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Rachael
QZDoom + Webmaster
 
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Re: GZDoom 3.6.0 Released

Postby Enjay » Thu Oct 11, 2018 3:50 pm

Thanks very much for this release. As ever, all the hard work and innovation from the team is much appreciated.
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Re: GZDoom 3.6.0 Released

Postby Enjay » Thu Oct 11, 2018 3:51 pm

Discussion of file association issues split to here: viewtopic.php?f=50&t=62242
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Re: GZDoom 3.6.0 Released

Postby MartinHowe » Thu Oct 11, 2018 6:39 pm

Thanks for the new version GZ :D

What's the status of OpenGL 3 versions less than 3.3? Do we need the vintage version for that, or are they supported in the mainstream version with reduced performance?
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