GZDoom 3.3.0 released

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

[Tap Here for Mobile-Friendly Forums]

Moderator: Developers

GZDoom 3.3.0 released

Postby Graf Zahl » Sun Mar 25, 2018 12:30 pm

Download Here


ZScript & Mapping Highlights
  • Added dynamic spot lights, configurable in the UDMF map format
  • export 'GetChecksum' as part of FLevelLocals in ZScript
  • Mod-defined aliases no longer permanently change CVARs
  • add 'FriendlySeeBlocks' actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies. - accessible from both ZScript/DECORATE and UDMF
  • Custom submenus are no longer removed from altered protected menu
  • Exported S_GetMSLength to ZScript.
  • Added GetRadiusDamage. Returns the raw calculated explosion damage falloff by distance only.
  • added Screen.getViewWindow function
  • Exported Trace() interface to ZScript
  • Added 'TeleportSpecial' as an alias for 'Teleport' in ZScript to deconflict from the Actor.Teleport function.
  • Added Distance(2/3)DSquared functions.
  • fixed skip_super application for ZScript.
  • split off the interface part of DHUDMessage
  • Export sector effect pointers, fix missing pointer assignment on Lighting effect creation.
  • Made left button down event available to UI event handler
  • Exported Inventory.AltHUDIcon field to ZScript
  • Add WorldLinePreActivated to override line activation
  • Adds "DI_MIRROR" flag to statusbar image drawing, useful for rearview mirrors
  • Enable string & float user_ properties in UDMF things


Other Highlights
  • Added in-game reverb editor using the menu system
  • Improved French translations
  • fixed 'precise' rendering in OpenGL
  • New Materials Shader system to allow textures to show new properties such as glossiness and specularity, affected by dynamic lights, or with PBR, reflecting their direct surroundings
  • new rocket smoke sprites by Talon1024.
  • Import Timidity++ into GZDoom directly
  • added light definition for megasphere.
  • fixed midtex nowrap clipping bug when 3d floors are in view (Software Renderer)
  • Improved profilethinkers in various ways
  • add variables 'am_unexploredsecretcolor' and 'am_ovunexploredsecretcolor' to mark undiscovered secrets differently in the automap
  • Added support for ADLMIDI and OPNMIDI libraries


Full List
  • Added in-game reverb editor using the menu system
  • Added dynamic spot lights, configurable in the UDMF map format
  • Fixed: Do not output empty conversation replies to the console
  • Fixed: Added bounds check for local variables in ACS VM
  • Fixed transfer of count secret flag from random spawner
  • export 'GetChecksum' as part of FLevelLocals in ZScript
  • Add "fuzz software" to GL that renders fuzz like the scaled fuzz mode in the software renderer
  • Added unsafe execution context for console commands
  • "Unsafe" aliases no longer permanently change CVARs
  • Fixed crash on finishgame CCMD before starting new game
  • Fixed a case of infinite loop in A_BrainDie
  • add 'FriendlySeeBlocks' actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies. - accessible from both ZScript/DECORATE and UDMF
  • Improved French translation using Tapwave's submissions, also covers previously missing strings.
  • Add option to enable or disable borderless windowed for Windows only.
  • Custom submenus are no longer removed from altered protected menu
  • fixed: Disabled interpolation point "thinking"
  • Fixed crash when resolving multipatches with missing textures
  • Added missing fields to StrifeDialogueNode ZScript definition
  • Fixed rare crash when menu is closed from Ticker() function
  • fixed: Dynamic arrays for object pointers need different treatment than arrays for regular pointers, because they require GC::WriteBarrier to be called.
  • Exported S_GetMSLength to ZScript.
  • Added GetRadiusDamage. Returns the raw calculated explosion damage falloff by distance only.
  • added Screen.getViewWindow function
  • Exported Trace() interface to ZScript
  • fixed: precise rendering did not work anymore due to a missing reference operator in the setup function for the needed data.
  • fixed: The culling mode for translucent models must be inverted when rendering a mirror.
  • fixed: Changed quad stereo mode restart notification
  • Fixed Sector.SetYScale() function in ZScript
  • new rocket smoke sprites by Talon1024.
  • compatibility node rebuild for Doom2's MAP25
  • fixed: iterating through portal groups must check for situations where badly constructed maps let items end up in another portal group.
  • fixed: Upon resurrection, a monster must check if the current setting of the link flags (NOBLOCKMAP and NOSECTOR) match the defaults.
  • let fluid_reverb and fluid_chorus default to 'off'.
  • Fix typo that made DepleteAmmo always use Secondary Ammo
  • Fixed crash on exit caused by undefined class
  • Added compatibility entry for Ultimate Simplicity MAP11 - This eliminates potential blocker in level progression
  • Fixed crash in stereoscopic modes caused by camera without player
  • Now compiles on FreeBSD
  • Removed last remnants of PowerPC Mac support
  • fixed: Properly parse FLAC and Ogg Vorbis files for their comments
  • let the texture manager handle the special OpenGL textures so that they get deleted and recreated when needed. (fixes mirrors and particles looking crazy after 'restart' ccmd)
  • Import Timidity++ into GZDoom directly
  • fixed: check for deathmatch starts before forcing an unfriendly player to use them.
  • use submenus for soundfont selection both for better overview and avoiding a music restart for each selection change.
  • added a compatibility setting for Perdition's Gate MAP31 which was having render issues with an unsupported vanilla effect.
  • Added 'TeleportSpecial' as an alias for 'Teleport' in ZScript to deconflict from the Actor.Teleport function.
  • added light definition for megasphere.
  • silence all error messages in the state map parser for DEHSUPP when re-reading the data.
  • Added Distance(2/3)DSquared functions.
  • fixed: Send a GM reset SYSEX event when music playback is started.
  • fixed some problems with the stepping up through a portal logic
  • fixed: For two-sided midtextures the light lists were always taken from the sector referenced by the rendered sidedef, not the sector in which the line gets renderered.
  • fixed skip_super application for ZScript.
  • fixed: PowerMorph.EndEffect should not tinker around with morph duration.
  • fixed: perform the stepping adjustment for FastProjectiles in 3D.
  • fixed translucent sorting for particles.
  • split off the interface part of DHUDMessage
  • Fixed potential crash during state validation
  • fixed: Camera textures must always be drawn with texture mode opaque, because the contents of their alpha channels are undefined.
  • fixed: A preincrement of a local variable generated wrong code if passed as a function parameter
  • print an error message if the requested MIDI device cannot be started.
  • removed an unchecked fixed size buffer in the KEYCONF parser.
  • Export sector effect pointers, fix missing pointer assignment on Lighting effect creation.
  • Fixed freeze after saving game when cl_waitforsave CVAR set to false
  • Fixed initialization of search paths on macOS
  • Made left button down event available to UI event handler
  • get rid of FAKE3D_REFRESHCLIP and fix holes in 3d floors with wrapped midtextures
  • Disabled GCC loop vectorization for R_LoadKVX() function
  • fixed midtex nowrap clipping bug when 3d floors are in view (software)
  • Extended profilethinkers CVAR with sorting ability
  • Improved profilethinkers in various ways
  • add variables 'am_unexploredsecretcolor' and 'am_ovunexploredsecretcolor' to mark undiscovered secrets differently in the automap
  • put unexplored secret color picker in the menu
  • fixed empty dynamic arrays in savegames
  • implemented anonymous stats collector (info here: viewtopic.php?f=49&p=1044005#p1044005)
  • fixed some crashes related to music playback with tags
  • fixed some issues related to BUILD resources
  • Added target and last enemy to linetarget CCMD output
  • Exported Inventory.AltHUDIcon field to ZScript
  • fixed crash when reloading a map in softpoly
  • fixed status bar chain wiggling when paused
  • Added support for ADLMIDI and OPNMIDI libraries
  • Added warnings when using original OpenAL (and not OpenAL-Soft as recommended)
  • Add WorldLinePreActivated to override line activation
  • Fix 3D floors clipping into floor
  • Fix issues with RenderStyle "Shaded" and alpha textures
  • Adds "DI_MIRROR" flag to statusbar image drawing, useful for rearview mirrors
  • Enable string & float user_ properties in UDMF things
  • Fixes for DDS texture loader
  • disable XP toolset warning for 64 bit builds.

Important note:
This version of GZDoom is running a survey to let us developers know a little bit about the hardware that GZDoom is being run on.
It is completely anonymous and will only send 3 points of data:
* operating system
* number of CPU cores
* renderer being used, including the generation of graphics hardware
All 3 points do not contain anything explicit, but only some rough categorization of the information. (e.g. we cannot see what graphics card you own or what specific CPU you have.)

We would like to ask as many users as possible to allow sending this data. The more users participate, the better we can decide where to put our focus in future development.
More detailed information can be found here.
Last edited by Graf Zahl on Sun Mar 25, 2018 1:04 pm, edited 2 times in total.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDoom 3.3.0 released

Postby Rachael » Sun Mar 25, 2018 12:32 pm

Note: I'll update the wiki once I have all OS binaries in hand. Unless someone wants to save me the trouble and do it for me (would be appreciated).
User avatar
Rachael
QZDoom + Webmaster
 
Joined: 13 Jan 2004

Re: GZDoom 3.3.0 released

Postby Blue Shadow » Sun Mar 25, 2018 2:05 pm

Rachael wrote:Note: I'll update the wiki once I have all OS binaries in hand. Unless someone wants to save me the trouble and do it for me (would be appreciated).

Done. I hope I did that correctly.
User avatar
Blue Shadow
 
 
 
Joined: 14 Nov 2010

Re: GZDoom 3.3.0 released

Postby Major Cooke » Sun Mar 25, 2018 2:10 pm

WOOHOO! Nice work, everyone. I look forward to toying with the materials system and the spot lights are pretty damn awesome too.
User avatar
Major Cooke
Slaughterer of Sewers
 
Joined: 28 Jan 2007
Discord: Major Cooke#0846

Re: GZDoom 3.3.0 released

Postby AvzinElkein » Sun Mar 25, 2018 2:10 pm

Sound won't load! https://imgur.com/a/WFyVP
AvzinElkein
 
Joined: 17 Nov 2010
Discord: AvzinElkein#8621

Re: GZDoom 3.3.0 released

Postby Rachael » Sun Mar 25, 2018 2:11 pm

Blue Shadow wrote:Done. I hope I did that correctly.

Thank you - very much appreciated! Yes, it's correct, for now. Once I get the other OS builds, it can be further updated with those. I'll PM you a link to reset the front page's cache so that it auto updates whenever you do an operation on the wiki like that.
User avatar
Rachael
QZDoom + Webmaster
 
Joined: 13 Jan 2004

Re: GZDoom 3.3.0 released

Postby Matt » Sun Mar 25, 2018 2:11 pm

Default values for parameter of virtual override will be ignored!
WHAT

WHY
EDIT: nevermind, though I note much earlier on having to specify these was not only allowed it was mandatory...

I'm also getting zillions of "invalid sound position" errors - I'm guessing it's related


Is there any way to get rid of that popup dialogue when there's a ZScript compile error? Or at least have it reproduce the actual error messages so it's not pure annoyance?
Last edited by Matt on Sun Mar 25, 2018 2:24 pm, edited 2 times in total.
User avatar
Matt
Putting the XD into *xdeath since 2007
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: GZDoom 3.3.0 released

Postby Graf Zahl » Sun Mar 25, 2018 2:22 pm

Matt wrote:WHY[/s] EDIT: nevermind, though I note much earlier on having to specify these was not only allowed it was mandatory...


Stuff like this happens if people take odd behavior at face value and never report it. I fear this will become an issue that may necessitate a re-release to silence the warning.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDoom 3.3.0 released

Postby _mental_ » Sun Mar 25, 2018 2:25 pm

Matt wrote:I'm also getting zillions of "invalid sound position" errors - I'm guessing it's related

This means that sound source's position is outside of map bounds.
_mental_
 
 
 
Joined: 07 Aug 2011

Re: GZDoom 3.3.0 released

Postby Korell » Sun Mar 25, 2018 2:28 pm

What does this mean exactly? "Import Timidity++ into GZDoom directly". Do we no longer need a Timidity executable? And what about the added support for ADLMIDI and OPNMIDI libraries, do we need to provide any files like executables or DLLs for these?

Oh, I wonder, does this "fixed: PowerMorph.EndEffect should not tinker around with morph duration." fix the crashes with D4T when a Demon Rune wears off or is ended by the player?
User avatar
Korell
 
Joined: 28 May 2017

Re: GZDoom 3.3.0 released

Postby Rachael » Sun Mar 25, 2018 2:29 pm

Timidity++ is now built as part of GZDoom.

You do not need external libraries for ADLMIDI/OPNMIDI - they can be used as-is.

Only Fluidsynth and OpenAL itself still requires an external file and that's included with the distribution.
User avatar
Rachael
QZDoom + Webmaster
 
Joined: 13 Jan 2004

Re: GZDoom 3.3.0 released

Postby Matt » Sun Mar 25, 2018 2:40 pm

I really don't see the point of spitting out a huge red error message instead of just not playing the sound.

But anyway, how do you check this?
User avatar
Matt
Putting the XD into *xdeath since 2007
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: GZDoom 3.3.0 released

Postby _mental_ » Sun Mar 25, 2018 2:45 pm

Matt wrote:I really don't see the point of spitting out a huge red error message instead of just not playing the sound.

There is no point to use bogus position for sound source.

Matt wrote:But anyway, how do you check this?

It should be from -32'678 to 32'678 map units inclusive. If it reports NaN or Inf, there is certainly an error in a mod.
_mental_
 
 
 
Joined: 07 Aug 2011

Re: GZDoom 3.3.0 released

Postby Graf Zahl » Sun Mar 25, 2018 2:52 pm

In retrospect I think the sound placement message should only be emitted in debug mode.

On the other hand, how many modders actually USE debug mode? Apparently not many, considering that some even ignore the warnings in plain sight and release a console spamming catastrophe.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDoom 3.3.0 released

Postby Matt » Sun Mar 25, 2018 2:54 pm

Well, now that the initial "WHAT IS GOING ON WHY IS EVERYTHING SCREAMING AT ME" shock I did manage to make some improvements and discovered an inconsistency in my code, so it's probably for the better.

Thanks for all the work on this!


(would still like to be rid of that error popup though... which also says "errors" for 1 error and doesn't identify the offending file correctly, really if we need to have this thing a big copypastable box showing the console output would be vastly preferable)
Last edited by Matt on Sun Mar 25, 2018 3:01 pm, edited 1 time in total.
User avatar
Matt
Putting the XD into *xdeath since 2007
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Next

Return to ZDoom (and related) News

Who is online

Users browsing this forum: No registered users and 1 guest