GZDoom 3.3.1 Released

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GZDoom 3.3.1 Released

Postby Graf Zahl » Sun Apr 01, 2018 3:50 pm

Download Here


Major Highlights
  • Better handling of defaults with some ZScript/DECORATE functions
  • Many bug fixes since 3.3.0


Full List
  • Fixed typo in libOPN error messages
  • ADL&OPN: More setup: Chips count and Volume model!
  • Fixed applying of unsafe context in waiting command
  • fixed: A sprite having a picnum was not animating its image in the hardware renderer.
  • fixed: A sidedef's sector and linedef references were writable.
  • Fix black pixels when subtractive lights are in range for PBR materials
  • fixed: FBuildTexture::CopyTrueColorPixels returned incorrect transparency information
  • Revert "- fixed: 3D floor that extend into the real sector's floor were not clipped properly."
  • changed the default settings for fluid_patchset, timidity_config and midi_config to point to the default sound font
  • Typo fix in linetrace flags checking.
  • ADL&OPL: Added a fallback for a blank instruments in GS/XG banks
  • Merged list of video modes for Cocoa and SDL backends
  • ADLMIDI: Update latest update of DMXOPL3 bank
  • Fixed crash when event handler class isn't derived from StaticEventHandler
  • Set more suitable limit for sound velocity validation
  • Fix the blank banks list of ADLMIDI
  • Fixed infinite loop with None class in random spawner
  • Fixed infinite loop with zero height fast projectile
  • Fixed uninitialized members in DPSprite class
  • Fixed crash on accessing player sprite's state in software renderer
  • Default newradius in A_SetSize
  • Fixed handling of default value in Actor.Vec3Angle()
  • Added ability to load any IWAD without extension
  • Removed check for duplicate IWADs
  • Localize the word “for” in Strife’s trading dialogs
  • Fixed handling of default values in String.Mid()
  • made all elements of DehInfo and State read-only.
  • Fixed excessive growth of ACS string pool
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Graf Zahl
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Re: GZDoom 3.3.1 Released

Postby Rachael » Sun Apr 01, 2018 3:51 pm

Will edit in the changelog. Am just making the files available for now. Done
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Re: GZDoom 3.3.1 Released

Postby hoover1979 » Sun Apr 01, 2018 5:35 pm

Thanks for the update. You guys rock!

Any chance of a Stereoscopic crosshair in 3D mode in the next update? (Nvidia 3D vision crosshair only shows in D3D games).
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Re: GZDoom 3.3.1 Released

Postby AvzinElkein » Sun Apr 01, 2018 5:43 pm

...Avast won't let me run it; it's telling me that the Virus Lab is still scanning it!
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Re: GZDoom 3.3.1 Released

Postby wildweasel » Sun Apr 01, 2018 6:26 pm

AvzinElkein wrote:...Avast won't let me run it; it's telling me that the Virus Lab is still scanning it!

Sounds like a problem with Avast.
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Re: GZDoom 3.3.1 Released

Postby Rachael » Mon Apr 02, 2018 12:50 am

Mac and Ubuntu IA builds available.
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Re: GZDoom 3.3.1 Released

Postby Rachael » Mon Apr 02, 2018 4:23 am

ARM build up.
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Re: GZDoom 3.3.1 Released

Postby Collegia Titanica » Mon Apr 02, 2018 6:15 am

Are there any plans for implementing something like the lighting in this picture ?

https://www.muralswallpaper.co.uk/app/u ... 20x532.jpg

Sectors in doom are all lit the same, there is only brightness play feat. a small light source here and there. With the recent material support, some great lighting like this would look wonderful.

It's a tall order, just thinking of future possibilities.
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Re: GZDoom 3.3.1 Released

Postby Graf Zahl » Mon Apr 02, 2018 6:22 am

The future possibilities require a lot of groundwork. The entire GL renderer is still massively bogged down by the need for continued OpenGL 2 support.
Separating the current code into workable subparts will take some time, and unless that's not done I don't think it makes sense to work on visual effects.
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Graf Zahl
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Re: GZDoom 3.3.1 Released

Postby Collegia Titanica » Mon Apr 02, 2018 6:40 am

Open gl 2 ... damn, that's outdated. GL 4 's where it's at. I don't know anything about this coding stuff, but I've seen potential in the team, commits come in every day, Magnus, Christopher pop up something seemingly non-stop. Keep up the good work. One day, Gzdoom = "We Unreal 4 now"
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Re: GZDoom 3.3.1 Released

Postby Graf Zahl » Mon Apr 02, 2018 6:58 am

What do you think we made a survey for?

I'd really, really like to toss out that code, but there's still over 6% of our users on that outdated platform.
Overall the numbers are for currently 3600 users reporting (duplicate reports weeded out already):

55.8 % of reporting users have Vulkan capability.
33.9 % of reporting users have OpenGL 3 or 4 support
6.5% only have OpenGL 2 support!
3.8% only reported data for the software renderer, overall 12.1% reported data for the software renderer, but 2/3 of these also reported hardware rendering data.

These percentages have been almost stable since the first numbers came in, and I do not expect them to change much anymore, even if 10x as many people reported.

Those 6.5% are still too much do dump them, but they are low enough to stop working on that code. Currently I am trying to split up the renderer into platform independent code, GL4 code and GL 2 code and then deprecate the GL 2 stuff, never to be looked at or improved again. That separation is needed anyway if we really want to do a Vulkan backend so it isn't wasted work.
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Re: GZDoom 3.3.1 Released

Postby Cacodemon345 » Mon Apr 02, 2018 8:22 am

Will Vulkan renderer require something like vkBSP? Or will the old glBSP work?
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Re: GZDoom 3.3.1 Released

Postby Rachael » Mon Apr 02, 2018 8:39 am

glBSP will work because what it really does is it creates hardware-friendly subsectors - i.e. all subsectors can be rendered purely with triangle data without looking weird.

This was not possible with Carmack algorithms for building BSP data because those were capable of creating oddly shaped subsectors which would work for the software renderer since it could just overwrite them with new lines, but would create very nasty looking effects in any hardware renderer which uses actual Z-buffers.

Note that the textured automap will use these same concepts and would suffer from the same errors, hence it builds similar glBSP data when it is used.

The name is a misnomer and is primarily used because OpenGL was the first hardware backend ever used in a Doom source port and has remained somewhat standard since.
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Re: GZDoom 3.3.1 Released

Postby Collegia Titanica » Mon Apr 02, 2018 9:45 am

How many of you are working on this thing ? 3-4 ?
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Re: GZDoom 3.3.1 Released

Postby Csonicgo » Mon Apr 02, 2018 9:53 am

Finally the new DMXOPL is in an official release! Pretty impressed with how it turned out. Now, if we could take care of that note length issue with percussion...
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