GZDoom 4.3.3 released

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Re: GZDoom 4.4.0 released

Postby leodoom85 » Sun Jun 07, 2020 12:31 pm

WELP.
Too much excited Graf?

oh well....
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Re: GZDoom 4.4.0 released

Postby Rachael » Sun Jun 07, 2020 12:32 pm

Do you by chance have a cached copy of the old post, Graf? Even in HTML form if you go offline mode?
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Re: GZDoom 4.4.0 released

Postby Enjay » Sun Jun 07, 2020 12:38 pm

Any use?: https://web.archive.org/web/20200204003 ... hp?t=67036

Graf Zahl wrote:Notice: The survey is currently closed. GZDoom 4.3.3 does not include the survey code that 4.2.0 did.

Download (OpenGL 3.3 and higher for hardware rendering, Direct3D 9 or later for software rendering)


Highlights
This is a mainly a bugfix release for the softpoly renderer and the customizable invulnerability colormap feature

Details
  • fixed resetting of music volume after closing dialogue
  • exposed Level.MusicVolume to ZScript
  • fixed calling a function on string CVar
  • added ability to filter VM disassembly dump
  • add check for unity version of Nerve.wad
  • infrastructure in place in case Nerve.wad changes again, this can be extended
  • customized invulnerability colormap does not interfere with Powerup.ColorMap
  • precache a few sounds being referenced in common game code.
  • define misc/secret for Hexen, too. By now there are some mods defining secrets for the game so this sound should be present there.
  • Implement special colormap support for softpoly
  • Softpoly: Fix broken fixed camera light for walls
  • make nosave standalone CVar flag, alongside server and user
  • implemented screenshots in softpoly backend
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Re: GZDoom 4.3.3 released

Postby Graf Zahl » Sun Jun 07, 2020 12:41 pm

Fortunately I found the file I made for the 4.3.3 post which should be complete.
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Re: GZDoom 4.3.3 released

Postby Rachael » Sun Jun 07, 2020 12:59 pm

That's perfect Enjay, thank you! Looks like Graf already managed to fix it though.
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