GZDoom 4.4.0 released

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Re: GZDoom 4.4.0 released

Postby Graf Zahl » Mon Jun 08, 2020 2:27 am

Redneckerz wrote: But flat out entire mods turn up broken.)


Where are those reports? If people do not file a bug report, these won't get addressed.
Let's make one thing abundantly clear here. Anything being said on Discord is posted to a vacuum, it never reaches the people who need to be made aware! There's a reason for the forum warning.
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Re: GZDoom 4.4.0 released

Postby drfrag » Mon Jun 08, 2020 2:57 am

But which mods? I don't think there are that many reports but after the massive texture refactor some problems were to be expected. I'm on discord and i haven't seen those reports about broken mods.
About the keyboard presets i'll do a PR one of these days, i understood there were still some pending decisions but people tend to agree to disagree on this matter. Now i know what to do i think. And the controlpreset command was broken until yesterday and i didn't notice, i'm using my resetb2default command in the menu so presets worked anyway and that command was in LZDoom before the presets themselves.
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Re: GZDoom 4.4.0 released

Postby Graf Zahl » Mon Jun 08, 2020 3:16 am

I agree that the texture system refactor would be the main reason for problems, but the change was necessary - the texture management was mixing high- and low level data together in the same class which caused massive problems with texture layers, especially in Vulkan because some data was managed in the wrong class.
Yes, this needs one round of field tests and reports, but in the end things should work better than before.
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Re: GZDoom 4.4.0 released

Postby Redneckerz » Mon Jun 08, 2020 3:52 am

Graf Zahl wrote:Where are those reports? If people do not file a bug report, these won't get addressed.

Brightmaps Plus had a report, for one.

I am just primarily looking at what is posted in ZDF - In general i don't really care what people point out on Discord because that's much more of an immediate mode response they want to recieve.

Ideally persistent issues reported on Discord should be redirected to ZDoom Forums, so ill do my best to advice this a bit more often from now on.
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Re: GZDoom 4.4.0 released

Postby Enjay » Mon Jun 08, 2020 3:52 am

The only obvious things I've seen mentioned here as far as breaking of mods is concerned is texture brightmaps not working (which sounds like it's probably related to the texture refactor but presumably very fixable) and the Doomsday hi-res texture packs which was asked about beforehand, well advertised and a conscious decision.

Given the size of the update and the changes, I don't think that's too bad at all.
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Re: GZDoom 4.4.0 released

Postby Graf Zahl » Mon Jun 08, 2020 3:54 am

Yes, the brightmaps and that weird bug with two same-named IWADs seem to be the only serious reports so far. I'll have a look this evening.
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Re: GZDoom 4.4.0 released

Postby Barry Burton » Mon Jun 08, 2020 4:07 am

It looks to me that dynamic lights aren't as strong as previously and there's no 'green glow' from barrels at all (I really noticed that in Doom 2, map 02). Is that intentional?
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Re: GZDoom 4.4.0 released

Postby Graf Zahl » Mon Jun 08, 2020 4:32 am

Compared to what? The lights were changed to use proper attenuation but that's not a recent change, it has been like that for several versions.
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Re: GZDoom 4.4.0 released

Postby Barry Burton » Mon Jun 08, 2020 4:46 am

I was previously using 4.3.3. As far as I recall the lights around barrels worked though I wasn't actively looking. It just really struck me in 4.4.0 that there was no glow.

I realise that the attenuation is different these days compared to older releases but light still emanates and is present (if less pronounced) on things like health pickups and armour helmets and lamps. There is absolutely no light emanating from the barrels. That seemed inconsistent to me, thus I presumed it was some kind of issue.
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Re: GZDoom 4.4.0 released

Postby Graf Zahl » Mon Jun 08, 2020 4:50 am

The glow is still there and the Doom light definitions haven't changed since 4.3.3, they are absolutely identical, as is the code that renders them.
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Re: GZDoom 4.4.0 released

Postby Enjay » Mon Jun 08, 2020 4:52 am

I just checked by making a screenshot in map02 in exactly the same position using 4.3.3 and 4.4.0. I can't see any difference between the two. Both versions had a green glow on the wall and the ceiling from the barrels near the blue key.
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Re: GZDoom 4.4.0 released

Postby Barry Burton » Mon Jun 08, 2020 5:13 am

Thanks for checking, folks. I dunno what I've done wrong but it's obviously on my end. I'll keep plugging away and see if I can find out what I've broken.

Thanks again. :)
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Re: GZDoom 4.4.0 released

Postby Nash » Mon Jun 08, 2020 5:22 am

Barry Burton: check with no mods loaded to see if the problem is coming from a mod.
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Re: GZDoom 4.4.0 released

Postby Gez » Mon Jun 08, 2020 6:33 am

It's possible you've kept an older version of lights.pk3 for a while?
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Re: GZDoom 4.4.0 released

Postby Enjay » Mon Jun 08, 2020 8:45 am

That would certainly make sense because the old non-attenuated light definitions from the original PK3 generally look brighter than the attenuated ones. Of course they do pre-date 4.3.3 by quite a bit but, as you say, the file could have been kept somehow.
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