GZDoom 4.0.0 Released

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Re: GZDoom 4.0.0 Released

Postby Armaetus » Sun Apr 07, 2019 12:11 pm

It's Russian Overkill, Graf.

And for some reason, my screen is washed out and there was a warning "R_OPENGL: This card/driver does not support RGBA16". I mean I have an RX 480 for crying out loud.
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Re: GZDoom 4.0.0 Released

Postby wrkq » Sun Apr 07, 2019 12:39 pm

Now that's quite the milestone! Congratulations on the release! :)
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Re: GZDoom 4.0.0 Released

Postby Rachael » Sun Apr 07, 2019 12:41 pm

Glaice wrote:And for some reason, my screen is washed out

For some reason some people have been getting vid_saturation accidentally set to 0 instead of 1. Try setting it to 1 in the console and everything should appear normal.

Since the code that provided support for system-calibrated gamma was removed, it means vid_saturation is now always active.
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Re: GZDoom 4.0.0 Released

Postby Graf Zahl » Sun Apr 07, 2019 12:45 pm

Glaice wrote:And for some reason, my screen is washed out and there was a warning "R_OPENGL: This card/driver does not support RGBA16". I mean I have an RX 480 for crying out loud.


What can I say? The error is just the result of a system query returning "no support" for a feature required by HDR display mode.
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Re: GZDoom 4.0.0 Released

Postby Master O » Sun Apr 07, 2019 1:24 pm

Graf Zahl wrote:Notice: There is currently no Vintage version planned for this release.

Please note that the survey is currently closed. GZDoom 4.0.0 does not include the survey code that 3.5.0 did.


Download (Modern, OpenGL 3.3 and higher)

Highlights
  • Vulkan released in its alpha stages. Use "+vid_backend 0" on the command line to activate it. VERY IMPORTANT! Vulkan is unfinished and has several issues. You will likely crash. It works well in vanilla Doom without any mods, and will work with mods that don't use models or shaders - but any mods that have these things will likely cause GZDoom to crash. You will have to switch back to OpenGL to play these mods. ("+vid_backend 1")
  • Localization: GZDoom has been translated to several languages, with more to come soon. Please see the following two threads if you wish to help: [1] [2]
  • Scaling has been changed. GZDoom now runs at a minimum of 640x400. An extra mode - 960x600 - has been added to replace the lost 320x200 one.
  • Internal code restructuring to agnostisize level structures.
  • add 'cl_blockcheats' - useful for people who use debugging keys, allows a user to consciously turn off cheats without affecting the server
  • Punctuated the input strings in UpperCamelCase format, improving its appearance in the menu for upper/lowercase capable fonts
  • 'wait' console commands no longer execute inside the level, and can run during intermissions and outside the game
  • moved controls to submenus in "Customize Controls" menu
  • Implement page string names for dialog lumps
  • did a bit of cleanup on the option menus by regrouping some settings, especially splitting out of the Hardware Rendering Options menu into submenus.


ZScript
  • scriptified P_CalcHeight. This was the only code using the ViewBob member variable. This also moves the range check for this variable to its application, because a badly behaved mod can just as easily change it at run time instead of just setting an absurdly large value in the class definition.
  • scriptified APlayerPawn's DamageFade handling.
  • scriptified A_SkullPop and ObtainInventory. These were the last relevant items to access PlayerPawn.InvFirst.
  • scriptified useflechette CCMD's item finding code.
  • scriptified the remaining PlayerPawn methods.
  • exported all native components of APlayerPawn.
  • Added Z + camera roll relativity for A_QuakeEx's QF_RELATIVE flag.
  • Added inflictor, source and flag parameters to GetModifiedDamage on actors and ModifyDamage on inventory. The flags are used by DamageMobj so modders can determine radius damage, for example, by checking for DMG_EXPLOSION.
  • removed extraneous parameter in SpawnPlayerMissile call in A_FireProjectile. The native variant has a MissileActor out parameter in this place, but in ZScript that's a secondary return value.
  • Add LookScale variable on weapon This variable allows a weapon to set a custom look sensitivity multiplier without fiddling with FOVScale / DesiredFOV hacks.

Details
Spoiler: This is long


https://zdoom.org/downloads still has downloads for GZdoom 3.7.2, just so you know.
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Re: GZDoom 4.0.0 Released

Postby dpJudas » Sun Apr 07, 2019 1:33 pm

Graf Zahl wrote:
Glaice wrote:And for some reason, my screen is washed out and there was a warning "R_OPENGL: This card/driver does not support RGBA16". I mean I have an RX 480 for crying out loud.


What can I say? The error is just the result of a system query returning "no support" for a feature required by HDR display mode.

Good news is that the new Vulkan backend also has HDR support. Unlike the old OpenGL one, this one can also show overbright pixels on HDR monitors supporting it. Still can't guarantee that AMD supports it, but it is more likely it will than the old OpenGL version.
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Re: GZDoom 4.0.0 Released

Postby Armaetus » Sun Apr 07, 2019 1:42 pm

Yeah, vid_saturation was set at 00.375 and setting it to 1 fixed the problem.
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Re: GZDoom 4.0.0 Released

Postby Hellol111 » Sun Apr 07, 2019 7:12 pm

Graf Zahl wrote:Highlights
  • Scaling has been changed. GZDoom now runs at a minimum of 640x400. An extra mode - 960x600 - has been added to replace the lost 320x200 one.

Why? What made you do this? I just want to be able to play doom with a crunchy look and updated behavior, but you removed it for no reason.
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Re: GZDoom 4.0.0 Released

Postby Blue Shadow » Sun Apr 07, 2019 8:00 pm

Master O wrote:https://zdoom.org/downloads still has downloads for GZdoom 3.7.2, just so you know.

It should be updated now.


Edit: Regarding the menu scale, for me, on my preferred 800x600 resolution, it's back to the way it was in 3.7.2, which is good. With the development builds it was just too small.
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Re: GZDoom 4.0.0 Released

Postby Rachael » Sun Apr 07, 2019 8:08 pm

Hellol111 wrote:Why? What made you do this? I just want to be able to play doom with a crunchy look and updated behavior, but you removed it for no reason.

There was never a "no reason" for this change. Every change has a reason.

In this case, it was removed because the new fonts broke the menu layout and it was impossible to maintain it and keep it functional.
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Re: GZDoom 4.0.0 Released

Postby Hellol111 » Sun Apr 07, 2019 8:09 pm

Rachael wrote:
Hellol111 wrote:Why? What made you do this? I just want to be able to play doom with a crunchy look and updated behavior, but you removed it for no reason.

There was never a "no reason" for this change. Every change has a reason.

In this case, it was removed because the new fonts broke the menu layout and it was impossible to maintain it and keep it functional.

And you can't add some kind of toggle for the old fonts?
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Re: GZDoom 4.0.0 Released

Postby Rachael » Sun Apr 07, 2019 8:47 pm

Hellol111 wrote:And you can't add some kind of toggle for the old fonts?

When you show this level of self-entitlement and attitude I am not inclined to really answer your questions, much less take suggestions from you. (Which, honestly, seem more like demands, and those are actually a lot of fun to completely ignore)
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Re: GZDoom 4.0.0 Released

Postby Hellol111 » Sun Apr 07, 2019 8:53 pm

Rachael wrote:
Hellol111 wrote:And you can't add some kind of toggle for the old fonts?

When you show this level of self-entitlement and attitude I am not inclined to really answer your questions, much less take suggestions from you. (Which, honestly, seem more like demands, and those are actually a lot of fun to completely ignore)

I just find it weird that something like that just gets completely gutted when there was no need for it. I get that English isn't the only language, and you want to keep things usable for everyone, but lets not pretend that GZDoom doesn't already have a few thousand options, and a simple opt-in to the old font and scaling can't be that hard considering all the assets already exist.
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Re: GZDoom 4.0.0 Released

Postby Rachael » Sun Apr 07, 2019 8:57 pm

Hellol111 wrote:I just find it weird that something like that just gets completely gutted when there was no need for it. I get that English isn't the only language, and you want to keep things usable for everyone, but lets not pretend that GZDoom doesn't already have a few thousand options, and a simple opt-in to the old font and scaling can't be that hard considering all the assets already exist.

On this point I would agree with you, but I did not make those decisions. Either way, I did not feel passionately about the issue enough to really fight it when it was brought up.
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Re: GZDoom 4.0.0 Released

Postby _mental_ » Sun Apr 07, 2019 11:07 pm

Hellol111 wrote:a simple opt-in to the old font and scaling can't be that hard considering all the assets already exist.

Please implement this simple thing. BTW, it’s not about assets, it’s all about code.
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