GZDoom 3.2.5 released

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GZDoom 3.2.5 released

Postby Rachael » Thu Jan 04, 2018 3:38 pm

This is yet another point release for GZDoom, which addresses a serious flaw that has appeared since its ACS implementation. Everyone is urged to upgrade ASAP, and no support will be provided for any version prior to this once the binaries for all platforms are available.

Download links:

Notable features since 3.2.4:
  • externalise DCanvas::DrawLine to ZScript
  • implemented 'i_soundinbackground' to continue playing sounds and music while in background
  • OpenGL rendering now continues even when losing focus if not running fullscreen
  • added 'playerrespawn' skill flag to allow gameplay mods to retroactively enable player respawns in single player on all maps
  • improved Advanced Sound Options menu - added option for FluidSynth chorus, removed fractional part from FluidSynth voices option
  • fixed applying of Doom 64 lighting to horizon portals
  • particles are now interpolated


More-complete changelog since 3.2.4:
  • externalise DCanvas::DrawLine to ZScript
  • fixed inconsistent colour remapping via translation ranges
  • added bounds checks for colour translation indices
  • fixed VM abort when drawing from ZScript happens during 0 game tic
  • whitelist 'reset2saved', 'undocolorpic', 'openmenu' in menudef
  • fixed potential crash calling undefined function in zscript
  • fixed crash after restart CCMD
  • added compatibility settings for Hanging Gardens, compatibility settings can now be applied for all map types (including UDMF)
  • fixed take ammo cheat
  • implemented 'i_soundinbackground' to continue playing sounds and music while in background
  • OpenGL rendering now continues even when losing focus if not running fullscreen
  • prevent level from exiting if no deathmatch starts are available in multiplayer
  • fixed tics to seconds conversion, now in ZScript - stat screens now display correct values
  • disabled modifier keys processing in UI by Cocoa backend - modifier keys no longer trigger bound actions in menu/console/chat
  • added GetPixelStretch to LocalLevels struct
  • fix: bind default framebuffer before testing whether hardware stereo 3D is supported. This allows NVidia 3D vision glasses to function correctly when gl_light_shadowmap is on.
  • Add "requires restart" to "enable quad stereo" option menu label, to help folks set up 3D.
  • Added ability to perform reverse fades with A_SetBlend
  • added 'playerrespawn' skill flag to allow gameplay mods to retroactively enable player respawns in single player on all maps
  • improved Advanced Sound Options menu - added option for FluidSynth chorus, removed fractional part from FluidSynth voices option
  • fixed applying of Doom 64 lighting to horizon portals
  • particles are now interpolated
  • fix culling bug in SoftPoly
  • applied texture offsets and scales on animated doors
  • fix rendering of wrapped midtex with sky ceiling
  • The player set up menu 'Press Space' message can now be localized
  • better angle selection for rotated automap sprites
  • added optional angles to player's coordinates display
  • fixed boss special commands in UMAPINFO
  • fixed ammo limit for give cheat
  • applied vertical offset to transferred sky in OpenGL renderer
  • fixed initialization of BlockThingsIterator objects
  • added CheckMove() function to ZScript Actor class
  • Added vector diff functions to ZScript LevelLocals class
  • add font characters for French and Portugese languages
  • add 'gl_riskymodernpath' for computers that worked before the GL>=3.3 modern path enforcement
  • fixed ACS stack checking
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Rachael
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Re: GZDoom 3.2.5 released

Postby Rachael » Thu Jan 04, 2018 4:31 pm

Special thanks goes out to _mental_, Blzut3, and Jakob for all their assistance in this release! (I probably should've posted that sooner...)

Linux and Mac builds were posted right away, this time.
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Re: GZDoom 3.2.5 released

Postby Tormentor667 » Thu Jan 04, 2018 4:33 pm

Very good release - just as usual! Thanks to the developers
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Re: GZDoom 3.2.5 released

Postby ksio89 » Thu Jan 04, 2018 7:08 pm

Awesome! Thanks to the developers, running great as usual.
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Re: GZDoom 3.2.5 released

Postby Cacodemon345 » Fri Jan 05, 2018 12:10 am

(First post here)
What is the ACS fix about?
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Re: GZDoom 3.2.5 released

Postby clobber » Fri Jan 05, 2018 1:01 am

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Re: GZDoom 3.2.5 released

Postby _mental_ » Fri Jan 05, 2018 1:05 am

Are you using default FluidSynth sound font?
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Re: GZDoom 3.2.5 released

Postby clobber » Fri Jan 05, 2018 1:21 am

_mental_ wrote:Are you using default FluidSynth sound font?


Nope, I have...
Code: Select allExpand view
fluid_patchset=/Patch93's SC-55 soundfont v2.2.sf2

...which worked as of 3.2.4.

Edit: The sound font can be downloaded here but the .sfpack file must be 'unpacked' using something like SFPack.

Edit 2: The 'unpacked' sound font can be downloaded here (link is valid for 14 days): https://transfer.sh/zQjPF/Patch93%27s%20SC-55%20soundfont%20v2.2.sf2.zip
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Re: GZDoom 3.2.5 released

Postby _mental_ » Fri Jan 05, 2018 2:51 am

FluidSynth was updated to 1.1.8 recently. Unfortunately it was tested only with the default and Fluid R3 sound fonts. Previous updates of FluidSynth were smooth.
Moreover 1.1.9 was released less than a day ago. I'll check it with the given sound font. Probably we will re-issue macOS-only 3.2.5a with either 1.1.9 or 1.1.6 from previous releases.
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Re: GZDoom 3.2.5 released

Postby Kroc » Fri Jan 05, 2018 1:06 pm

Does this affect pre-3.0 versions of GZDoom unlike the previous flaw?
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Re: GZDoom 3.2.5 released

Postby Rachael » Fri Jan 05, 2018 1:17 pm

Yes it does.

It's likely to affect all forks that have occurred since ZDoom's first ACS implementation, including Skulltag and Zandronum.
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Re: GZDoom 3.2.5 released

Postby drfrag » Fri Jan 05, 2018 1:48 pm

If this is that important i wonder how it went unnoticed for all these years. :?
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Re: GZDoom 3.2.5 released

Postby _mental_ » Fri Jan 05, 2018 2:53 pm

Because no one tried to hack it :) Target audience of Doom source ports is fairly small to make reverse engineering profitable.
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Re: GZDoom 3.2.5 released

Postby shadstarn » Fri Jan 05, 2018 6:37 pm

when will there be a update to GZDOM for android? i cant play half the stuff i have or less
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Re: GZDoom 3.2.5 released

Postby Rachael » Fri Jan 05, 2018 7:44 pm

shadstarn wrote:when will there be a update to GZDOM for android? i cant play half the stuff i have or less

We do not control or maintain anything related to android here - you will have to find the original author of that fork and ask them.
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