GZDoom 3.1.0 Released

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Graf Zahl
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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.
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Graf Zahl
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Re: GZDoom 3.1.0 Released

Post by Graf Zahl »

Sorry for the inconvenience but it looks the wrong gzdoom.pk3 got in.
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Nash
 
 
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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?
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Graf Zahl
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Re: GZDoom 3.1.0 Released

Post by Graf Zahl »

Graf Zahl wrote:[*] better handling of stereo sounds.
Doesn't that cover it?
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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...]
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Rachael
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Re: GZDoom 3.1.0 Released

Post by Rachael »

Blzut3 said it would be about a week or two before he could fix it.
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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?
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Re: GZDoom 3.1.0 Released

Post by Rachael »

Added Mac OS X build thanks to _mental_
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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 :(
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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. ;)
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Graf Zahl
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Re: GZDoom 3.1.0 Released

Post by Graf Zahl »

I wonder if this file updating thing can be automated somewhat.
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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.
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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
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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!
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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.

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