GZDoom 3.1.0 Released

News about ZDoom, its child ports, or any closely related projects.
[ZDoom Home] [Documentation (Wiki)] [Official News] [Downloads] [Discord]
[🔎 Google This Site]

Moderator: GZDoom Developers

User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49183
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

GZDoom 3.1.0 Released

Post by Graf Zahl »

Although this is mainly a bugfix release there are a few notable new features
  • support of Strife Veteran Edition's extended single player campaign
  • better handling of stereo sounds.
  • PlayerThink code has been exported to scripting.
  • On Windows and macOS the system's MIDI synth is no longer the default. Instead, FluidSynth and a small soundfont are now included to provide better default playback quality.
Notable bugfixes:
  • translucency on weapon sprites works properly
  • some layout fixes with SBARINFO based status bars.
  • fixed par time display on level summary screen.
  • fixed loop tag checks for Ogg files.
Download:
  • removed
Last edited by Graf Zahl on Wed May 31, 2017 7:07 am, edited 1 time in total.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49183
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 3.1.0 Released

Post by Graf Zahl »

Sorry for the inconvenience but it looks the wrong gzdoom.pk3 got in.
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: GZDoom 3.1.0 Released

Post by Nash »

Any word on official updated OpenAL DLLs so that mods with stereo weapon sounds can behave like FMod again?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49183
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 3.1.0 Released

Post by Graf Zahl »

Graf Zahl wrote:[*] better handling of stereo sounds.
Doesn't that cover it?
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: GZDoom 3.1.0 Released

Post by Nash »

Sorry, I read too fast. -____- Thank you! I hope the devbuilds will follow suit. It would be SUPER inconvenient if the devbuilds would overwrite the fixed DLLs and we get fake reports that the stereo sound doesn't work.

I know this is going to happen because generic users aren't really in-the-know and would just extract all and overwrite their files whenever they download devbuilds...

[I posted about this three times in the devbuild thread with no response...]
User avatar
Rachael
Posts: 13793
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: GZDoom 3.1.0 Released

Post by Rachael »

Blzut3 said it would be about a week or two before he could fix it.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: GZDoom 3.1.0 Released

Post by Matt »

Oh no I'm too late Sweet!

...can someone please update the git to show this as the latest release?
User avatar
Rachael
Posts: 13793
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: GZDoom 3.1.0 Released

Post by Rachael »

Added Mac OS X build thanks to _mental_
_mental_
 
 
Posts: 3819
Joined: Sun Aug 07, 2011 4:32 am

Re: GZDoom 3.1.0 Released

Post by _mental_ »

Rachael wrote:Added Mac OS X build thanks to _mental_
There are only Windows builds in Downloads section of zdoom.org :(
User avatar
Rachael
Posts: 13793
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: GZDoom 3.1.0 Released

Post by Rachael »

_mental_ wrote:There are only Windows builds in Downloads section of zdoom.org :(
Well - I guess that's another day where I can't be lazy. :P

Nevertheless, updated, just for you. ;)
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49183
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 3.1.0 Released

Post by Graf Zahl »

I wonder if this file updating thing can be automated somewhat.
DOOMGABR [RU]
Posts: 97
Joined: Wed Jun 08, 2016 1:25 pm
Location: Russia

Re: GZDoom 3.1.0 Released

Post by DOOMGABR [RU] »

I found bug! Switch with action 183 in boom: doom2 configuration (Crusher Start (fast)) is not playing switch animation.
p.s.: sorry for my bad English.
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: GZDoom 3.1.0 Released

Post by Nash »

DOOMGABR [RU] wrote:I found bug! Switch with action 183 in boom: doom2 configuration (Crusher Start (fast)) is not playing switch animation.
p.s.: sorry for my bad English.
Can you make a proper bug report at the bug forum? -> viewforum.php?f=2
DOOMGABR [RU]
Posts: 97
Joined: Wed Jun 08, 2016 1:25 pm
Location: Russia

Re: GZDoom 3.1.0 Released

Post by DOOMGABR [RU] »

Nash wrote:
DOOMGABR [RU] wrote:I found bug! Switch with action 183 in boom: doom2 configuration (Crusher Start (fast)) is not playing switch animation.
p.s.: sorry for my bad English.
Can you make a proper bug report at the bug forum? -> viewforum.php?f=2
Done!
User avatar
theleo_ua
Posts: 165
Joined: Sun Feb 07, 2016 11:38 am
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Ukraine

Re: GZDoom 3.1.0 Released

Post by theleo_ua »

support of Strife Veteran Edition's extended single player campaign
Do we have some information (didn't find this on the wiki), how to do this? Or just simple "-iwad strife1.wad -file voices.wad sve.wad" ?
fixed loop tag checks for Ogg files
Tried on my mod:

2.4.0: 45 seconds to load a level
3.0.0: approx 3 minutes to load a level
3.0.1: 1 minute to load a level

So now ogg load time is very close to 2.4.0, big thanks for those fixes!
Last edited by theleo_ua on Sat Jun 03, 2017 5:05 pm, edited 2 times in total.

Return to “ZDoom (and related) News”