GZDoom 4.5.0 released

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Re: GZDoom 4.5.0 released

Postby Trimint123 » Sun Nov 01, 2020 6:13 am

Still no true support for 21:9 yet, but I'm impressed with this update so far. :D
I like the idea of an options to toggle the intermission screen to show how much it is instead of by percentage. I also like the support of ENDOOM too. Really nice touch.
Last edited by Trimint123 on Sun Nov 01, 2020 9:47 pm, edited 1 time in total.
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Re: GZDoom 4.5.0 released

Postby SPZ1 » Sun Nov 01, 2020 10:37 am

Enjay wrote:Creating a copy of the TITLEPIC called CONBACK should do it because CONBACK is still supported.


Excellent! This does still work for me! :thumb:
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Re: GZDoom 4.5.0 released

Postby theleo_ua » Sun Nov 01, 2020 1:44 pm

Graf Zahl wrote:Precisely that. Like the lights and brightmaps they need to be optional in case some mod does not work with them present (or someone simply prefers 4:3)
Does it really matter? 11 or 12 files hardly makes a difference.


How to turn off the file game_widescreen_gfx.pk3 without renaming or deleting it? Because I have 4:3 hires textures, and they are look weird in gzdoom 4.5.0, until I rename or delete game_widescreen_gfx.pk3
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Re: GZDoom 4.5.0 released

Postby _mental_ » Sun Nov 01, 2020 1:51 pm

Set autoloadwidescreen CVAR to false.
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Re: GZDoom 4.5.0 released

Postby BunnyWithBeans » Sun Nov 01, 2020 4:04 pm

The excellent and fabled giant menu screen release. Excellent.

(Also, genuine thank you to GZDOOM devs for the minimal menu. Now I don't have to use option search to remember where some of the menu scaling is!)
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Re: GZDoom 4.5.0 released

Postby Grizzly » Tue Nov 03, 2020 10:27 am

If there's absolutely one thing I would change, it's to add the texture scaling options to the scaling menu.

Solid release though! Gratz :) I'm not sure why it took this long to implement WASD controls by default, but I'm very glad they are here now. The new options menu is quick and to the point too. All in all a big step forwards in terms of usability.
now it just needs a "classic doom" mode that turns off mouselook again, sets texture filtering to "none" and okay okay I'll shut up :P
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Re: GZDoom 4.5.0 released

Postby Caligari87 » Tue Nov 03, 2020 11:15 am

@Grizzly: The "Vanilla Essence" mod is what you should be looking at. It's every vanilla-style setting all collected in one place and toggled with a single button.

(now GZDoom could theoretically include an official version of this, but honestly the mod does it so well it's not necessary).

8-)
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Re: GZDoom 4.5.0 released

Postby bLUEbYTE » Thu Nov 05, 2020 2:59 am

I remember reading somewhere that Graf & Nash (and possibly others) were looking into integrating build engine-style sprite shadows directly into the engine. I was kinda hopeful to see it in the changelog of this release but no such luck... Is this still being considered? Just curious.

Great work as always!
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Re: GZDoom 4.5.0 released

Postby Nash » Thu Nov 05, 2020 3:03 am

bLUEbYTE wrote:I remember reading somewhere that Graf & Nash (and possibly others) were looking into integrating build engine-style sprite shadows directly into the engine. I was kinda hopeful to see it in the changelog of this release but no such luck... Is this still being considered? Just curious.

Great work as always!


I didn't have enough time to finish the feature for 4.5.0. Will be worked on for sure, for a future version, though I can't promise which version exactly. When It's Done(tm), I suppose. :mrgreen:
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Re: GZDoom 4.5.0 released

Postby Rachael » Mon Nov 09, 2020 12:09 am

Because I've had to split this thread a couple times now...
Please do not post bugs or issues in release threads! Click here
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Re: GZDoom 4.5.0 released

Postby sirudoom » Sun Nov 15, 2020 9:09 am

i was wondering if doom 64 had these upgrades, it came to steam a year ago and in the comments someone said its not a good port. i decided to just play doom 1 again and i forgot how good it is. if you dont use unity edition is it pretty much the same?
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