GZDoom 3.2.0 Released

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Re: GZDoom 3.2.0 Released

Postby Doom Grey » Wed Oct 04, 2017 9:14 am

Graf Zahl wrote:It means that the internal content of those menus is protected - it cannot be removed or redefined, any attempt to do so will only add the unknown items to the end of the menu.

Does this mean that every old mod that replaces the content of these menus is still going to work?
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Re: GZDoom 3.2.0 Released

Postby Kinsie » Wed Oct 04, 2017 9:19 am

Doom Grey wrote:
Graf Zahl wrote:It means that the internal content of those menus is protected - it cannot be removed or redefined, any attempt to do so will only add the unknown items to the end of the menu.

Does this mean that every old mod that replaces the content of these menus is still going to work?
That's the entire point of this change.
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Re: GZDoom 3.2.0 Released

Postby Glaice » Wed Oct 04, 2017 2:37 pm

The Doomwiki should be updated as it still shows 3.1.0
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Re: GZDoom 3.2.0 Released

Postby kevansevans » Wed Oct 04, 2017 2:48 pm

So for people who want to distribute their own games with 3.2.0, is it possible to instruct GZDoom to boot with specific settings enabled when an .ini file isn't present? Such as opening in native resolution, default bindings, and mouselook?
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Re: GZDoom 3.2.0 Released

Postby Gez » Wed Oct 04, 2017 2:52 pm

You can distribute a gzdoom.ini file that will be used as a template to create the user's own ini file, IIRC.
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Re: GZDoom 3.2.0 Released

Postby argv » Wed Oct 04, 2017 3:15 pm

Sweet! :thumb:

“gameversion” in the Win64 build's console claims that it was built from commit e0d4d9a0b369b62a68fe3abf1e401b3ca7f68310. The GitHub link points to 9e07babde58f4ac3de48213d07e69aa680e64eb4 instead. Is it normal for these to be different?
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Re: GZDoom 3.2.0 Released

Postby Rachael » Wed Oct 04, 2017 6:02 pm

argv wrote:“gameversion” in the Win64 build's console claims that it was built from commit e0d4d9a0b369b62a68fe3abf1e401b3ca7f68310. The GitHub link points to 9e07babde58f4ac3de48213d07e69aa680e64eb4 instead. Is it normal for these to be different?

Without the tags I did not know the correct commit number to pin.

Thank you for pointing out the commit number, though, it does seem to be in the repository so I will update the post accordingly.
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Re: GZDoom 3.2.0 Released

Postby merlin86 » Thu Oct 05, 2017 1:41 am

Another release, with interesting new features : nice :) I will try this new version asap.
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Re: GZDoom 3.2.0 Released

Postby Rachael » Fri Oct 06, 2017 1:09 am

Mac version available now - courtesy of _mental_
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Re: GZDoom 3.2.0 Released

Postby Matt » Fri Oct 06, 2017 2:21 am

Lud wrote:New GZDoom version? Sign me right the fuck up.

Amazing work, folks. Thank you so much for this.
what he said
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Re: GZDoom 3.2.0 Released

Postby Blzut3 » Fri Oct 06, 2017 6:00 pm

Rachael wrote:Mac version available now - courtesy of _mental_

Don't forget that the deb packages are also available.
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Re: GZDoom 3.2.0 Released

Postby Rachael » Sat Oct 07, 2017 1:02 am

Thank you, Blzut3! ^_^
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Re: GZDoom 3.2.0 Released

Postby _mental_ » Sat Oct 07, 2017 1:50 am

  • (Mac only?) Use multiple threads for xBRZ upscaling

It's available on all supported platforms.
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Re: GZDoom 3.2.0 Released

Postby Leon_Portier » Sat Oct 07, 2017 1:49 pm

Nice, the changes are appreciated. Expecially the render scaling, IWAD support, Saturation options and of course the bugfixes.
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Re: GZDoom 3.2.0 Released

Postby Korell » Mon Oct 09, 2017 2:31 pm

Just a little bit confused here, but if GZDoom 3.2.0 was released on 4th October, then why was gzdoom-g3.2pre-598-g4f35940 released on 7th October? Surely it should have been a 3.3 pre-build, the first of which actually released today (gzdoom-g3.3pre-1-g69abf09). What does gzdoom-g3.2pre-598-g4f35940 have that's not in the 3.2.0 release, or was that dev build just released a few days late?
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