GZDoom 3.2.0 Released

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Doom Grey
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Re: GZDoom 3.2.0 Released

Post by Doom Grey »

Graf Zahl wrote:It means that the internal content of those menus is protected - it cannot be removed or redefined, any attempt to do so will only add the unknown items to the end of the menu.
Does this mean that every old mod that replaces the content of these menus is still going to work?
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Kinsie
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Re: GZDoom 3.2.0 Released

Post by Kinsie »

Doom Grey wrote:
Graf Zahl wrote:It means that the internal content of those menus is protected - it cannot be removed or redefined, any attempt to do so will only add the unknown items to the end of the menu.
Does this mean that every old mod that replaces the content of these menus is still going to work?
That's the entire point of this change.
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Armaetus
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Re: GZDoom 3.2.0 Released

Post by Armaetus »

The Doomwiki should be updated as it still shows 3.1.0
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kevansevans
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Re: GZDoom 3.2.0 Released

Post by kevansevans »

So for people who want to distribute their own games with 3.2.0, is it possible to instruct GZDoom to boot with specific settings enabled when an .ini file isn't present? Such as opening in native resolution, default bindings, and mouselook?
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Re: GZDoom 3.2.0 Released

Post by Gez »

You can distribute a gzdoom.ini file that will be used as a template to create the user's own ini file, IIRC.
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Re: GZDoom 3.2.0 Released

Post by argv »

Sweet! :thumb:

“gameversion” in the Win64 build's console claims that it was built from commit e0d4d9a0b369b62a68fe3abf1e401b3ca7f68310. The GitHub link points to 9e07babde58f4ac3de48213d07e69aa680e64eb4 instead. Is it normal for these to be different?
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Rachael
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Re: GZDoom 3.2.0 Released

Post by Rachael »

argv wrote:“gameversion” in the Win64 build's console claims that it was built from commit e0d4d9a0b369b62a68fe3abf1e401b3ca7f68310. The GitHub link points to 9e07babde58f4ac3de48213d07e69aa680e64eb4 instead. Is it normal for these to be different?
Without the tags I did not know the correct commit number to pin.

Thank you for pointing out the commit number, though, it does seem to be in the repository so I will update the post accordingly.
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Re: GZDoom 3.2.0 Released

Post by merlin86 »

Another release, with interesting new features : nice :) I will try this new version asap.
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Re: GZDoom 3.2.0 Released

Post by Rachael »

Mac version available now - courtesy of _mental_
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Re: GZDoom 3.2.0 Released

Post by Matt »

Lud wrote:New GZDoom version? Sign me right the fuck up.

Amazing work, folks. Thank you so much for this.
what he said
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Re: GZDoom 3.2.0 Released

Post by Blzut3 »

Rachael wrote:Mac version available now - courtesy of _mental_
Don't forget that the deb packages are also available.
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Re: GZDoom 3.2.0 Released

Post by Rachael »

Thank you, Blzut3! ^_^
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Re: GZDoom 3.2.0 Released

Post by _mental_ »

  • (Mac only?) Use multiple threads for xBRZ upscaling
It's available on all supported platforms.
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Leon_Portier
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Re: GZDoom 3.2.0 Released

Post by Leon_Portier »

Nice, the changes are appreciated. Expecially the render scaling, IWAD support, Saturation options and of course the bugfixes.
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Korell
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Re: GZDoom 3.2.0 Released

Post by Korell »

Just a little bit confused here, but if GZDoom 3.2.0 was released on 4th October, then why was gzdoom-g3.2pre-598-g4f35940 released on 7th October? Surely it should have been a 3.3 pre-build, the first of which actually released today (gzdoom-g3.3pre-1-g69abf09). What does gzdoom-g3.2pre-598-g4f35940 have that's not in the 3.2.0 release, or was that dev build just released a few days late?
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