ZDoom 2.0.48 !!!!!!!!!!!!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
X-DOOM
Posts: 541
Joined: Tue Jul 15, 2003 5:16 pm
Location: Charlesbourg, Québec, Canada

ZDoom 2.0.48 !!!!!!!!!!!!

Post by X-DOOM »

User avatar
sirjuddington
Posts: 1019
Joined: Wed Jul 16, 2003 4:47 am
Discord: sirjuddington#7496
Github ID: sirjuddington
Location: Australia

Post by sirjuddington »

Heh. About time too ;)

Still no full 2.1 release?
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

SlayeR wrote:Heh. About time too ;)

Still no full 2.1 release?
48.cab has so major new features that could do with some mass testing. Hopefully Randy will stick to fixing bugs (both old and in the new 2.0.48 features) so there'll be nothing major left to test and 2.1.0 can finally come out.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 47986
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Great!

But... why isn't this 'news'? :wink:
User avatar
Nanami
Posts: 1066
Joined: Tue Jul 15, 2003 5:13 pm
Location: That little island pritch created.

Post by Nanami »

I have no idea why Randy hasn't posted about it yet...
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

Heh, he likes silent releases. Probably wanted to see how long it would take someone to notice and post an appropriately excited thread. :)
User avatar
Hirogen2
Posts: 2030
Joined: Sat Jul 19, 2003 6:15 am
Github ID: jengelh
Operating System: RedHat-like Linux (RHEL, Fedora, CentOS, etc) 64-bit
Graphics Processor: Intel with Vulkan Support
Location: Central Germany

Post by Hirogen2 »

But he updated /download.html.
Cyb
Posts: 912
Joined: Tue Jul 15, 2003 5:12 pm

Post by Cyb »

because it's not an official release, I'm assuming 2.1 will get mentioned on the news page

hooray though!!

problem: music doesn't seem to work with the exception of MUS and perhaps MIDI? (mod and MP3 don't work for sure).
User avatar
cccp_leha
Posts: 1816
Joined: Wed Jul 16, 2003 7:21 am
Location: NJ, USA

Post by cccp_leha »

Apperently the last "big" one was .47? Moreover, is this one better than both .47 and .47i? And moreoverer, it should run anything built to work under .47 (except for the music issue)? And it has interchagable flats/tex? And, and... *out of breath*.
User avatar
Nanami
Posts: 1066
Joined: Tue Jul 15, 2003 5:13 pm
Location: That little island pritch created.

Post by Nanami »

This new version has brought up a bunch of new bugs (look at the bugs forum) and I assume the bugless version will be the newsworthy one.
User avatar
Hirogen2
Posts: 2030
Joined: Sat Jul 19, 2003 6:15 am
Github ID: jengelh
Operating System: RedHat-like Linux (RHEL, Fedora, CentOS, etc) 64-bit
Graphics Processor: Intel with Vulkan Support
Location: Central Germany

Post by Hirogen2 »

HotWax wrote:Heh, he likes silent releases. Probably wanted to see how long it would take someone to notice and post an appropriately excited thread. :)
Check the time difference between X-DOOM's post (forum time) and the time of 48.cab (Randy's time...) on the server ;-)
User avatar
Enjay
 
 
Posts: 26403
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Post by Enjay »

randy wrote:- Dropped MISSILERANGE back to its original value (2048 units) and added a new
PLAYERMISSILERANGE for player weapons, which is still at 20480 units.
Booo! I wanted long distance firing enemies, at least as an option. :(

Oh well, at least the player can hit enemies on the far side of some of my levels. That's a big improvement. I guess I could replace the distant enemies with plasma/fireball slinging ones, but it's not really the same effect.
User avatar
timmie
Posts: 199
Joined: Tue Jul 15, 2003 3:44 pm
Location: Vancouver, BC

Post by timmie »

Awesome, now I get the fun of merging my stuff back in and then finally finishing up 0.75 (omg, then on to dynamic lighting!) :)
User avatar
X-DOOM
Posts: 541
Joined: Tue Jul 15, 2003 5:16 pm
Location: Charlesbourg, Québec, Canada

Post by X-DOOM »

HotWax wrote:Heh, he likes silent releases. Probably wanted to see how long it would take someone to notice and post an appropriately excited thread. :)
yeah i always check at all hours if something is new.

Hirogen2 wrote:Check the time difference between X-DOOM's post (forum time) and the time of 48.cab (Randy's time...) on the server ;-)
there is only 30 minutes between his upload and my post :D


But i've found a major bug in ZDoom 2.0.48 when playing with Hexen.
All walls textures are missing and are replaced by something strange....
I haven't tested with others iwads.

but Randy, keep up the GOOD work !
and thanks for this release!
User avatar
Chris
Posts: 2841
Joined: Thu Jul 17, 2003 12:07 am
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
Graphics Processor: ATI/AMD with Vulkan Support

Post by Chris »

I like the text message fading/scrolling that was added to mimic the GL port. A nice subtle effect I almost didn't notice.

I wouldn't consider this a bug, but at the end of the levels in Doom1, when I flipped the end switch it would change to the intermission screen before you see or hear the flip switch. More of a nitpic really as it doesn't cause any problems, but it's something I noticed. Also, player/camera movement seems a bit jerky.. may be related to the fact that I don't really get above 30fps so the interpolation code might not behave properly when shrinking time instead of stretching it, but *shrugs*.

Return to “General”