GZDoom 4.2.0 released.

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Graf Zahl
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GZDoom 4.2.0 released.

Post by Graf Zahl »

A new release is available.

Notice:The survey has been re-enabled for this version so that we can get some information about how the state of systems being used for GZDoom has developed over the last year. We would like to ask as many users as possible to participate, so that we can make the right decisions based on the information we obtain. Like previous surveys this does not collect any private information - all it sends is basic info about the operating system, the number of CPU cores, the graphics card and supported OpenGL/Vulkan versions.

Download
Get the downloads over at Github. The linked page will host all binaries that are ready.


Highlights
  • Restored original vanilla behavior of Lost Souls' charging attack
  • exposed Append() method to ZScript dynamic array
  • fixed handling of the "ouch" face.
  • fixed an inconsistency with missiles bouncing off actors.
  • added option to print a map author's name on the summary screen
  • Adds option to use a rotation of quicksaves instead of having one quicksave slot that needs to be manually created.
  • allow switching the Strife conversation screen to the VGA font for all languages by a CVAR.
  • Added A_SoundPitch and an optional pitch parameter to A_PlaySound and S_Sound.
  • Hacx and Harmony now support localization
  • new supported languages: Czech, Finnish, Japanese, Polish and Serbian.
  • RenderUnderlay feature.
  • Attachable dynamic lights with ZScript or DECORATE.
Details
  • fix a couple issues with sigil.wad:
  • e5m2: floating skulls disappear on lower skill levels
  • e5m4: the platform with the baron of hell that led to the invulnerability secret had a missing texture
  • fixed the extremely long standing bug that Lost Souls didn't reacquire their target when slamming into something.
  • fixed: The OriginalSmallFont must always be created, even when the actual SmallFont is not the IWAD default.
  • exposed Append() method to ZScript dynamic array
  • fixed: Do not use BasicArmor's save percentage when no armor present.
  • do not blur the background for portrait-less conversations.
  • fixed bad texture canvas checks when in truecolor software rendering.
  • fixed: in order to ensure that all font characters are of texture type FontChar it is necessary to clone the texture instead of changing its use type.
  • fixed: The frozen state was not reset when the global level variable was reset.
  • fixed handling of the "ouch" face.
  • fixed an inconsistency with missiles bouncing off actors.
  • fixed incorrect write barrier in sound sequence code.
  • fixed: Takedown of an expired HUD message did not properly detach it from the list.
  • call vkDeviceWaitIdle before RAII tears down buffers
  • fixed mouse coordinate checks when using the generic VGA font with Strife conversations.
  • Made reverb editor localizable
  • fixed buggy ArmorFactor behavior when set to a value other than 1.0
  • recreate Vulkan swapchain in case of surface lost error
  • added option to print a map author's name on the summary screen
  • added an option to always display the log and the subtitles with the generic font.
  • updated bzip2 to version 1.0.8
  • Adds option to use a rotation of quicksaves instead of having one quicksave slot that needs to be manually created.
  • allow switching the Strife conversation screen to the VGA font for all languages by a CVAR.
  • added ability to specify display duration of subtitles
  • fixed: The numcommands value in A_KoraxCommand needs to be decremented by one because the max parameter of the random function is inclusive.
  • Added A_SoundPitch and an optional pitch parameter to A_PlaySound and S_Sound.
  • fixed crash on player unmorph after falling death
  • for the map name on the automap, fall back to the original SmallFont if the actual one cannot print it.
  • use proper interface calls to give the initial BasicArmor to the player.
  • added the two missing subtitle texts for Strife.
  • added PSprite.bMirror flag to ZScript class definition
  • the fallback BigFont now can also be loaded by IWADs which declare themselves as GAME_Heretic or GAME_Hexen.
  • add +ZDOOMTRANS to BFGExtra in order to force classic transparency per user setting.
  • renamed zd_extra.pk3 to game_support.pk3
  • setup Harmony localization.
  • moved iwadinfo.txt to zd_extra.pk3. This removes the stock IWAD definitions for custom games that distribute the engine along with their data, so that it doesn't pick up on Steam and GOG installations and shows an inappropriate IWAD picker.
  • added the missing WISLASH for Hacx.
  • allow setting the font used for the status screen's content text.
  • adjustments for the level summary screen.
  • added Hacx localization support.
  • dynamic light definitions for Hacx.
  • fixed: The countdown for the subtitles display was never counted down so the messages remained forever.
  • Shape2D drawing will gracefully abort the VM on any out of bounds access.
  • added validation for presence of drop item classes
  • do not set crouch player sprites on voodoo dolls
  • fixed crash on starting ACS script without level
  • fixed LevelLocals.isFrozen() return value with JIT disabled
  • fixed missing dive and surface player sounds
  • Added RenderUnderlay.
  • added validation of LevelCompatibility.Apply() signature
  • User definable dynamic lights
  • updated bzip2 to version 1.0.7
  • added detection of macOS Catalina
  • fixed: endgame menu no longer resets player's userinfo
  • fixed incorrect implementation of "episode = clear" in UMAPINFO.
  • fixed incomplete parsing of UMAPINFO when map already exists
  • fixed missing skill menu for episodes defined by UMAPINFO
  • fixed: all UMAPINFO definitions were applied to default map slot
  • give UMAPINFO the ability to disable cluster-based exit texts.
  • restored indication of console scrolling
  • made console cursor fill whole character box
  • switched to unconditional level exit in scriptified actors
  • exported unconditional level exit to ZScript
  • compat_pointonline for doom2 map14
  • Fixed "if (!(lhs ~== rhs))" breaking with vectors.
  • localize custom menu titles in option search results
  • add nullptr checks for double-frame model interpolation
  • fixed: light mode from mapinfo had no effect
  • delay postprocess texture destruction until the end of the frame
  • fix wipe screen when using -loadgame
  • fixed crash on loading map in Hexen format without any nodes
  • added a linear transformation system to Shape2D so that things like rotations and scales can be changed without having to clear and push a large amount of data
Last edited by Graf Zahl on Mon Aug 12, 2019 10:59 am, edited 1 time in total.
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landfill baby
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Re: GZDoom 4.2.0 released.

Post by landfill baby »

haha wee'd lol 😏😎
Spoiler: funy vido song
Last edited by landfill baby on Mon Aug 12, 2019 12:47 pm, edited 3 times in total.
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Re: GZDoom 4.2.0 released.

Post by Major Cooke »

Finally. :mrgreen:

Please bear in mind, with the pitch adjusting addition, it only works with actors. Making a sound with things like UI elements or non-actors can have a set pitch specified, but they cannot be adjusted.

Also, this feature overrides random pitch settings in SNDINFO, so go nuts with it.
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Re: GZDoom 4.2.0 released.

Post by Matt »

So happy to see GZDoom growing like this.
It should run as blazing fast on my machine as ever.

Vielen Dank.
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Re: GZDoom 4.2.0 released.

Post by theleo_ua »

allow switching the Strife conversation screen to the VGA font for all languages by a CVAR.
Is it possible to add same VGA mode to mission objectives screen (W key), keys screen (K key ) and blackbird voice subtitle screen ?

I mean separate cvars, so it will be possible to use original font for dialogs and VGA font for objectives/keys/blackbird voice subtitle screens
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Re: GZDoom 4.2.0 released.

Post by Nash »

All these VGA font selectors really needs to be exposed to the menu... I don't even have any idea anymore what font is VGA-able and what isn't. :S
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Re: GZDoom 4.2.0 released.

Post by jonnyawsom3 »

Apologies for being new, but is the survey implemented into the executable or would i have to opt into it?
(also it's nice to see that the canvas check got fixed so quickly, considering it was my first post on the forums, so thanks)
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Re: GZDoom 4.2.0 released.

Post by Rachael »

jonnyawsom3 wrote:Apologies for being new, but is the survey implemented into the executable or would i have to opt into it?
GZDoom should ask you upon startup.

If you've participated in previous surveys then it is likely that it will automatically remember your choice from last time.
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Graf Zahl
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Re: GZDoom 4.2.0 released.

Post by Graf Zahl »

Nash wrote:All these VGA font selectors really needs to be exposed to the menu... I don't even have any idea anymore what font is VGA-able and what isn't. :S
Damnm I forgot that part. Will be done inb 4.2.1.
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Graf Zahl
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Re: GZDoom 4.2.0 released.

Post by Graf Zahl »

There's only 85 survey reports so far but a first trend is already evident:

The amount of legacy hardware has sharply decreased. Of these 85 reports, 16 report non-Vulkan compatible systems, but 3 of these 16 are clearly caused by outdated drivers, not incompatible graphics hardware. We also got only 5 reports for legacy-OpenGL hardware, again 3 caused only by outdated drivers. Only one genuine 32 bit system reported so far.

With the last survey around the same time, non-Vulkan support was twice as high and the other categories were significantly more.

What cannot be said, of course, is whether this happened because the holdouts have migrated to LZDoom or have replaced their hardware. I'd guess it's a little bit of both.
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Re: GZDoom 4.2.0 released.

Post by D2JK »

Attachable dynamic lights with ZScript or DECORATE
What does this mean exactly, what is the benefit and difference from what we've had so far? And is there any documentation for this just yet?
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Graf Zahl
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Re: GZDoom 4.2.0 released.

Post by Graf Zahl »

This replaces the old undocumented hack to manually attach a light to an actor by setting its target which no longer works. It's two ZScript/DECORATE functions. Right now I'm at work and cannot give you the details.
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Re: GZDoom 4.2.0 released.

Post by SanyaWaffles »

Neat! A new release!

Quick Question: Skill Menu is still using VGA for me on standalone projects, is that by design while localization is sorted out, or should I file a bug report?
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Re: GZDoom 4.2.0 released.

Post by Graf Zahl »

The skill menu will fall back to the generic style if there's too many elements to fit on the screen. This will always check for the original font size on a 320x200 screen. AFAIK the change triggers with the 9th skill for regular Doom assets.
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Re: GZDoom 4.2.0 released.

Post by SanyaWaffles »

Weird... it's going to the VGA one for me despite them not being so long.

Edit: nah, it was my bad. Something in my menudefs was messing things up. Works fine now.
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