GZDoom 3.4.0 Released

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Graf Zahl
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Re: GZDoom 3.4.0 Released

Post by Graf Zahl »

If you can do it, sure. But is it needed? ;)
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Rachael
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Re: GZDoom 3.4.0 Released

Post by Rachael »

I'd say it's necessary solely on the fact that we've had people sea lioning on a compression debate here before - I'd really rather just not have that discussion with said people.

At any rate, the files have been re-done with "zip -9".
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A_D_M_E_R_A_L
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Re: GZDoom 3.4.0 Released

Post by A_D_M_E_R_A_L »

I've discovered that brightmaps can be a bit off even if you did them correctly
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Re: GZDoom 3.4.0 Released

Post by irontusk341 »

Curious not sure if this is the right area to post this but, when using the custom Zscript in decorate, "ISFRIEND" doesnt work in Gzdoom version 3.4, The mod im referring to that has that decorate script is WrathofCronos2D2.pk3 (A buggy but working version thats playable on Gzdoom 3.4) The problem is ISFRIEND is an argument which takes int values from custom "IsFriendly" ACS function and have no direct relations with pointers. This can be a problem with Zscript decorate scripts that utilize CheckInventory and/or CheckActorInventory and/or CheckActorProperty.

My question is... Is there a replacement for the identifier "ISFRIEND"??? I know in Gzdoom 2.2 and below the Identifier "TARGET" was subsequently replaced with AAPTR_TARGET and thats what made the formentioned mod working on 3.4 (although buggy)
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Re: GZDoom 3.4.0 Released

Post by Major Cooke »

I think the 63 server cvar character limit should probably have extra emphasis on it because people are going to wonder why their mods may break.
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irontusk341
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Re: GZDoom 3.4.0 Released

Post by irontusk341 »

On a lighter note, i did see a significant Frame rate increase when playing 3.4 as opposed to 3.3.2
Not sure why though... i have a Nvidia card.
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Re: GZDoom 3.4.0 Released

Post by Major Cooke »

See the first post for reasons why. ;)
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Re: GZDoom 3.4.0 Released

Post by Rachael »

If you're having issues, please use the appropriate development and/or help forums and not the news topics. Otherwise things would get lost to chaos with a bunch of people posting their issues in the same threads and many people won't get answers (or fixes, if needed).
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Marisa the Magician
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Re: GZDoom 3.4.0 Released

Post by Marisa the Magician »

Shouldn't this and the QZDoom update be linked in the downloads page?
Xoriath
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Re: GZDoom 3.4.0 Released

Post by Xoriath »

I have tried to run some mods on this version and they are not working (doom guy is simply floating).After that I just used for Doom 2 and the same problem occurred .I would greatly appreciate if someone could help me with this issue.
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Re: GZDoom 3.4.0 Released

Post by wildweasel »

Xoriath wrote:I have tried to run some mods on this version and they are not working (doom guy is simply floating).After that I just used for Doom 2 and the same problem occurred .I would greatly appreciate if someone could help me with this issue.
Please post about the issue in Bugs or Technical Issues, not in the news thread where it may get lost in the shuffle.
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Rachael
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Re: GZDoom 3.4.0 Released

Post by Rachael »

wildweasel wrote:Please post about the issue in Bugs or Technical Issues, not in the news thread where it may get lost in the shuffle.
Quoting for emphasis. I hate having to lock these topics but if people can't read this, then I have no other way to push these reports to the right places.
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Rachael
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Re: GZDoom 3.4.0 Released

Post by Rachael »

Unlocking - I edited this into the opening post:
If you have issues running this version, please create a thread here. You do not need a ZDoom.org account for this. Thanks.
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Re: GZDoom 3.4.0 Released

Post by SPZ1 »

At least testcolor and testfade still work in the software renderer :P
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Re: GZDoom 3.4.0 Released

Post by Rachael »

Post-mortem download stats:
unknown[1].png
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