LZDoom 3.83a 10/27 released

Game Engines go in this forum
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine are perfectly acceptable here too.

Please read the full rules for more details.

Re: LZDoom [beta 4 11/29 released]

Postby TDRR » Wed May 22, 2019 2:02 pm

Hey drfrag, sorry for bothering yet again with my dumb questions but this one should be easy to answer.

What is the bare minimum required to compile LZDoom? I really don't want to download 2GB of VS junk just for Doom.
User avatar
TDRR
iDeas from the deep (pit of hacks)
 
Joined: 11 Mar 2018
Location: Venezuela
Operating System: Windows Vista/7 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: LZDoom [beta 4 11/29 released]

Postby drfrag » Wed May 22, 2019 2:15 pm

https://zdoom.org/wiki/Compile_ZDoom_on_Windows#MinGW

Hey i wrote that article. But that depends on what you want to do, MinGW-w64 builds can't be debugged on 32 bit machines. There are a few graphic problems and crashes on exit (may be not since i added hacks) plus performance will be somewhat worse. Besides it's three to four times slower than VS and the linker it's also very slow for Debug builds. But hey it's only 200 MB or so and it works. :)
Edit: i guess you tried the devbuild and it worked.
Rachael said it could be added to the download page but i'd need an icon (the existing ones were done by Tormentor667).
User avatar
drfrag
I.R developer, I.R smart
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain

Re: LZDoom [beta 4 11/29 released]

Postby Rachael » Wed May 22, 2019 2:55 pm

It doesn't have to be made by Tormentor667. If he's not willing to do it, I'll take any replacement.
User avatar
Rachael
Webmaster
 
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Graphics Processor: nVidia with Vulkan support

Re: LZDoom [beta 4 11/29 released]

Postby Aleasdf » Wed May 29, 2019 11:10 pm

It just happens to me, or in some mods (like Brutal Doom), some sprites seem to disappear and appear for some reason?
Aleasdf
 
Joined: 14 Oct 2018
Discord: Alea#9746

Re: LZDoom [beta 4 11/29 released]

Postby drfrag » Thu May 30, 2019 5:04 am

Just checked and runs fine for me. Last beta? Are you using the hardware renderer? BD v21? Which card, amd? I guess it's a driver problem and you need to update your video drivers.

Tormentor667 has made the icons and logo and they are great, i've uploaded them to the repo. Thanks very much! :wub:
https://github.com/drfrag666/gzdoom/com ... 69f39037f4
User avatar
drfrag
I.R developer, I.R smart
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain

Re: LZDoom [beta 4 11/29 released]

Postby TDRR » Thu May 30, 2019 11:25 am

Wow this looks good! So here's the image in case someone hasn't figured out how to open it in GitHub.

Image

Oh yeah what i came to say, LZDoom doesn't compile on (latest? got it only 3 months or so ago) MinGW, i keep getting errors in the XInput file, such as "somethinghere was not defined in this scope" And i really don't know how to fix it.
I didn't compile it back on the multiplayer thread, it was a friend that had V2017 installed (yeah what a luxury!) and did me the favor of compiling it.
While i guess i could go over to his house and ask him to compile it for me, that's way too slow and i would rather want to test all my changes quickly.
Last edited by TDRR on Thu May 30, 2019 11:50 am, edited 1 time in total.
User avatar
TDRR
iDeas from the deep (pit of hacks)
 
Joined: 11 Mar 2018
Location: Venezuela
Operating System: Windows Vista/7 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: LZDoom [beta 4 11/29 released]

Postby Graf Zahl » Thu May 30, 2019 11:46 am

TDRR wrote:Oh yeah what i came to say, LZDoom doesn't compile on (latest? got it only 3 months or so ago) MinGW, i keep getting errors in the XInput file, such as "somethinghere was not defined in this scope" And i really don't know how to fix it..


MinGW's support for non-core Windows features is extremely lackluster and it has been like this for nearly all eternity.
User avatar
Graf Zahl
Lead GZDoom Developer
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: LZDoom [beta 4 11/29 released]

Postby TDRR » Thu May 30, 2019 11:51 am

Graf Zahl wrote:MinGW's support for non-core Windows features is extremely lackluster and it has been like this for nearly all eternity.


Is it possible to completely get rid of XInput support then? I can give it the final compile over at my friend's house for the final release's xinput support if that's possible.
User avatar
TDRR
iDeas from the deep (pit of hacks)
 
Joined: 11 Mar 2018
Location: Venezuela
Operating System: Windows Vista/7 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: LZDoom [beta 4 11/29 released]

Postby drfrag » Thu May 30, 2019 12:10 pm

But LZDoom and GZDoom both actually compile with MinGW (i mean MinGW-W64), you need to download the package mentioned in the wiki. I wrote very specific instructions there. In the end i even got XInput working with TDM-GCC for ZDoom32 and LE. The main problem with MinGW is its semi-abandoned state.
What's the problem here? A slow internet connection? In that case you could create a VS offline installer at your friend's home, i wrote instructions for that on some thread.
User avatar
drfrag
I.R developer, I.R smart
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain

Re: LZDoom [beta 4 11/29 released]

Postby jdredalert » Thu May 30, 2019 12:32 pm

I didn't read all the seven pages, so disregard this post if it's already asnwered, but is there any reason to not offer LZDoom already compiled in a downloadable form? Most people aren't used to compiling stuff on their own (even with tutorials), it scares a lot of folks away.
User avatar
jdredalert
State of badass art.
 
Joined: 13 Jul 2013

Re: LZDoom [beta 4 11/29 released]

Postby drfrag » Thu May 30, 2019 12:51 pm

The download link is in the first page, but that version is 900 commits behind the current g3.3mgw. I will release another version very soon but first i'll do a point release for the vintage build. There's a recent rogue devbuild here: https://devbuilds.drdteam.org/gzdoom-vintage/

On compilation until recently it still compiled with TDM-GCC but there were serious problems and broke definitely with the HQ resize update, then i made some cleanup that's why i think you get the XInput error. MinGW-w64 is very lightweight but also extremely slow (three to four times slower) compared to VS and there are funny graphic problems besides possible crashes on exit so it's not really suitable for releases.
User avatar
drfrag
I.R developer, I.R smart
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain

Re: LZDoom [beta 4 11/29 released]

Postby TDRR » Thu May 30, 2019 1:09 pm

drfrag wrote:The download link is in the first page, but that version is 900 commits behind the current g3.3mgw. I will release another version very soon but first i'll do a point release for the vintage build. There's a recent rogue devbuild here: https://devbuilds.drdteam.org/gzdoom-vintage/

On compilation until recently it still compiled with TDM-GCC but there were serious problems and broke definitely with the HQ resize update, then i made some cleanup that's why i think you get the XInput error. MinGW-w64 is very lightweight but also extremely slow (three to four times slower) compared to VS and there are funny graphic problems besides possible crashes on exit so it's not really suitable for releases.


Alright, i will see if i can make that offline install and get it to work here. Thanks for the advice!

Next update will have MinGW support again?
User avatar
TDRR
iDeas from the deep (pit of hacks)
 
Joined: 11 Mar 2018
Location: Venezuela
Operating System: Windows Vista/7 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: LZDoom [beta 4 11/29 released]

Postby drfrag » Thu May 30, 2019 1:18 pm

It's here: viewtopic.php?f=4&t=60289
MinGW-w64 is MinGW but not the original version, that one was abandoned long ago. Again you need to download the right package.
https://zdoom.org/wiki/Compile_ZDoom_on_Windows#MinGW
User avatar
drfrag
I.R developer, I.R smart
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain

Re: LZDoom [beta 4 11/29 released]

Postby TDRR » Fri May 31, 2019 11:23 am

drfrag wrote:It's here: viewtopic.php?f=4&t=60289
MinGW-w64 is MinGW but not the original version, that one was abandoned long ago. Again you need to download the right package.
https://zdoom.org/wiki/Compile_ZDoom_on_Windows#MinGW


Well, sadly the version i'm using is just regular old MinGW32, not MinGW-w64 or anything else.
User avatar
TDRR
iDeas from the deep (pit of hacks)
 
Joined: 11 Mar 2018
Location: Venezuela
Operating System: Windows Vista/7 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: LZDoom [beta 4 11/29 released]

Postby drfrag » Fri May 31, 2019 1:11 pm

Why sadly? Just download the new version.
User avatar
drfrag
I.R developer, I.R smart
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain

PreviousNext

Return to Game Engines

Who is online

Users browsing this forum: No registered users and 1 guest