[UPDATED] ZDoom32 2.8.6 (ZDoom is undead)

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Re: [UPDATED] ZDoom32 2.8.6 (ZDoom is undead)

Postby drfrag » Fri Jul 09, 2021 6:07 am

Thanks. LZDoom always supported GL3 and GL4 besides GL2 with a few missing GZDoom features, anyway it's an older renderer. I know i said i was going to drop GL2 and XP but some bad things happened. In short i suffered anaemia and depression and i continued backporting fixes (that was easy) then there were serious bugs and while i was at it recently i backported more stuff (and there were some incomplete things here and there). Besides the pandemic continued and there's the hardware shortage. Also i don't like leaving things buggy/unfinished. LZDoom is not fully compatible but TrailBlazer right now works with the latest devbuild. Actually i rarely play mods anymore, just check if they run sometimes.

Now on ZDoom32 i did some cleanup but in the end i've added a proper new UM skill level with the double spawn thing (now it can be hidden with menu_hideextreme). I've also backckported compat_oldrandom (and it's clean in ZDoom since it's pre-ZScript). I've also ported other recent compat options for closer vanilla compatibility and they are active in the Doom modes too (they should work but i haven't done much testing). It has some more fixes too but i don't remember what they fixed.
I've marked the release as pre-release for now so it doesn't appear as the latest.
https://github.com/drfrag666/gzdoom/releases/tag/2.8.6
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Re: [UPDATED] ZDoom32 2.8.6 (ZDoom is undead)

Postby Redneckerz » Fri Jul 09, 2021 12:10 pm

drfrag wrote:Now on ZDoom32 i did some cleanup but in the end i've added a proper new UM skill level with the double spawn thing (now it can be hidden with menu_hideextreme). I've also backckported compat_oldrandom (and it's clean in ZDoom since it's pre-ZScript). I've also ported other recent compat options for closer vanilla compatibility and they are active in the Doom modes too (they should work but i haven't done much testing). It has some more fixes too but i don't remember what they fixed.

You had me going there when you said UM skill level and i thought you mean't you were doing UMAPINFO support (Otherwise known as UM) :lol:

Eitherway, glad to see a update to this, drfrag.

drfrag wrote:I've marked the release as pre-release for now so it doesn't appear as the latest.
https://github.com/drfrag666/gzdoom/releases/tag/2.8.6

Question of clarity: Would you want this new release not yet see mentioned/changed on the ZDoomWiki and DoomWiki pages of ZDoom32 until it is fully released?
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Re: [UPDATED] ZDoom32 2.8.6 (ZDoom is undead)

Postby drfrag » Fri Jul 09, 2021 1:03 pm

That's just becouse GitHub has a link to the latest release and right now it's 3.87c from LZDoom.
I decided to leave the new skill becouse now you can hide it and it's fun, it's actually a DM flag.
It's a bit inconvenient to have two releases in one, the N exe is a non SSE2 ASM MinGW build without GL and still runs on Win98.
Edit: i forgot to mention the old enhanced iwad picker, i think it was from an early QZDoom.
Edit2: also the d3d_nogammaramp cvar for blue light filters.
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Re: [UPDATED] ZDoom32 2.8.6 (ZDoom is undead)

Postby drfrag » Fri Jul 16, 2021 12:24 pm

I've moved the releases to https://github.com/drfrag666/zdoom32/releases

https://github.com/drfrag666/zdoom32/releases/tag/2.8.6

There was too much stuff in my gzdoom repo.
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Re: [UPDATED] ZDoom32 2.8.6 (ZDoom is undead)

Postby Redneckerz » Tue Jul 20, 2021 6:52 am

drfrag wrote:I've moved the releases to https://github.com/drfrag666/zdoom32/releases

https://github.com/drfrag666/zdoom32/releases/tag/2.8.6

There was too much stuff in my gzdoom repo.

Ill change the Wiki articles accordingly and update to 2.8.6. Ill also change links accordingly.

Thank you for giving it a separate page. That will clear things up. :D
Last edited by Redneckerz on Tue Jul 20, 2021 7:10 am, edited 1 time in total.
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Re: [UPDATED] ZDoom32 2.8.6 (ZDoom is undead)

Postby drfrag » Tue Jul 20, 2021 7:08 am

I've moved the latest three releases. and there will be a 2.8.6a version very soon. Older versions were buggy, i think i even deleted some long ago. But previous releases will stay in the same place.
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Re: [UPDATED] ZDoom32 2.8.6 (ZDoom is undead)

Postby Redneckerz » Tue Jul 20, 2021 7:12 am

drfrag wrote:I've moved the latest three releases. and there will be a 2.8.6a version very soon. Older versions were buggy, i think i even deleted some long ago. But previous releases will stay in the same place.

Yes, perfect :) Just briefly tested the OGL version and works like a charm.

With a bit of luck i will move to a new rig soon (Yes, finally!) because we have a rejected desktop at work that i might be able to take over. Intel i5, HD4600.
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Re: [UPDATED] ZDoom32 2.8.6 (ZDoom is undead)

Postby ClessxAlghazanth » Tue Jul 20, 2021 7:14 pm

drfrag wrote:I've moved the latest three releases. and there will be a 2.8.6a version very soon. Older versions were buggy, i think i even deleted some long ago. But previous releases will stay in the same place.


Great to hear ! :D Looking forward to next update :)

For some reason DRLA works best for me with ZDoom32 ; silky smooth with no lag at all , and I wasn't able to set the hud to my liking on LZDoom , no idea why :roll: also with LZDoom I had numerous slowdowns on big maps(Even more slowdowns than supposedly more-resource heavy mods like MetaDoom and Project Brutality). On DRLA loading screen it says 'works best with ZDoom 2.8.1 btw. It means It's made for and most compatible with 2.8.x releases , maybe ? dunno
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