GZDoom 4.4.2 released

News about ZDoom, its child ports, or any closely related projects.
[ZDoom Home] [Documentation (Wiki)] [Official News] [Downloads] [Discord]
[🔎 Google This Site]

Moderator: GZDoom Developers

Post Reply
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49066
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

GZDoom 4.4.2 released

Post by Graf Zahl »

Notice: The survey is currently closed. GZDoom 4.4.2 does not include the survey code that 4.2.0 did.
Important: 4.4.x will be the last GZDoom release to feature a 32 bit build. Starting with 4.5.0 there will only be 64 bit versions.

Download (OpenGL 3.3 and higher for hardware rendering, Direct3D 9 or later for software rendering)
Highlights
4.4.2 is a bugfix release addressing a few issues that were reported for 4.4.1 with two notable new features:
  • add "restart" button to error pane in Windows
  • made the new Build light mode operational

Details
  • fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
  • added missing target check to A_RadiusDamageSelf.
  • use a full ClearScreen when drawing fullscreen images.
  • fix crash in nullptr access to DFrameBuffer object 'screen' if it is uninitialized
  • add "restart" button to error pane in Windows
  • add keyboard accelerator shortcuts to many Windows-specific dialogs
  • fixed some issues with setup parts for ZScript in the wrong place.
  • let blastradius work without an effect actor.
  • fixed: AActor::GetModifiedDamage must account for the inventory items to get destroyed in its scripted subfunctions.
  • fixed: FGameTexture's GlowHeight was not initialized.
  • fixed: the attenuation flag wasn't passed to the shader if shadowmaps were disabled.
  • fixed bad range check in shadowmap code.
  • Fixed: check for bad sidedefs was not taking into account sidedef compression.
  • backend update from Raze.
  • fixed: The scale vector for detail maps was not passed to the shader.
  • fixed: The flags for texture colorization were not passed to the backend.
  • fixed: The scissor rectangle must be clipped to the upper left edge of the screen.
  • fix missing terminator in vk_shader.cpp on #ifdef guarded line.
  • made the new Build light mode operational
User avatar
Redneckerz
Spotlight Team
Posts: 1052
Joined: Mon Nov 25, 2019 8:54 am
Graphics Processor: Intel (Modern GZDoom)

Re: GZDoom 4.4.2 released

Post by Redneckerz »

User avatar
irontusk341
Posts: 566
Joined: Mon Oct 09, 2017 8:11 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Mister Rogers Neighborhood, Pennsylvania
Contact:

Re: GZDoom 4.4.2 released

Post by irontusk341 »

do you know where the option for "Enable Hires Textures" went?
User avatar
Rachael
Posts: 13542
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: GZDoom 4.4.2 released

Post by Rachael »

AFAIK that was written for the Doomsday system hires texture replacements.
viewtopic.php?f=4&t=68077
zhadoom
Posts: 39
Joined: Mon Feb 04, 2019 10:06 am

Re: GZDoom 4.4.2 released

Post by zhadoom »

Hello :D

Many thanks for the new release.
made the new Build light mode operational
What is this actually? The new Build light mode?

Kind regards
zhd
User avatar
sinisterseed
Posts: 1349
Joined: Tue Nov 05, 2019 6:48 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Contact:

Re: GZDoom 4.4.2 released

Post by sinisterseed »

zhadoom wrote:Hello :D

Many thanks for the new release.
made the new Build light mode operational
What is this actually? The new Build light mode?

Kind regards
zhd
It's Build engine's sector light mode ported and tweaked to work in the Doom engine.
Kamil
Posts: 163
Joined: Sat Sep 21, 2019 12:42 pm
Graphics Processor: nVidia with Vulkan support

Re: GZDoom 4.4.2 released

Post by Kamil »

Graphic problems in Vulkan mode still remain (but happen much less often), sometimes the screen freezes in GZDoom (only the task manager helps), also my CPU is 50-60% loaded
User avatar
irontusk341
Posts: 566
Joined: Mon Oct 09, 2017 8:11 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Mister Rogers Neighborhood, Pennsylvania
Contact:

Re: GZDoom 4.4.2 released

Post by irontusk341 »

Rachael wrote:AFAIK that was written for the Doomsday system hires texture replacements.
viewtopic.php?f=4&t=68077
Edit:

I Fixed the issue with Hi Res Textures not working with the latest version of Gzdoom.

For anyone looking for a solution, here is mine, Any PK3 file used must have the identical path in the picture under (Moo) and the .PNG files must be truecolor converted only, and their extensions must only be .png for it to work. this is how i got mine to work, though depending on the size of your hi res textures, when doing this you must disable the high quality resize mode due to memory limits.
Attachments
moo moo.png
moo.png
moo.png (6.84 KiB) Viewed 19424 times
User avatar
NiTROACTiVE
Posts: 47
Joined: Sun Jan 13, 2019 12:02 am
Location: United States
Contact:

Re: GZDoom 4.4.2 released

Post by NiTROACTiVE »

The flats seen on the border and the text screens seem to be larger, as they were different in the previous version. Is there a way to revert the flat scale on the border and the text screens?
JacKV64
Posts: 3
Joined: Sat Sep 12, 2020 5:35 am

Re: GZDoom 4.4.2 released

Post by JacKV64 »

irontusk341 wrote:
Rachael wrote:AFAIK that was written for the Doomsday system hires texture replacements.
viewtopic.php?f=4&t=68077
Edit:

I Fixed the issue with Hi Res Textures not working with the latest version of Gzdoom.

For anyone looking for a solution, here is mine, Any PK3 file used must have the identical path in the picture under (Moo) and the .PNG files must be truecolor converted only, and their extensions must only be .png for it to work. this is how i got mine to work, though depending on the size of your hi res textures, when doing this you must disable the high quality resize mode due to memory limits.
Thanks dude this worked for the most part. However, if the PK3 has multiple textures folders to be used for different games like AltDHTPv1.3.pk3 they will not be recognizable and only the files from the root texture folder will be used.
e.g. Doom 1 sky textures will be 2's instead. Is there any fix to this apart from using an old version?
Sorry, I just registered to comment this, I'm a complete newbie without any coding or modding knowledge, pardon me.
Attachments
Textures.PNG
Post Reply

Return to “ZDoom (and related) News”