GZDoom 4.0.0 Released

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Re: GZDoom 4.0.0 Released

Postby Nash » Tue Apr 09, 2019 6:26 am

I think what would satisfy these chunky graphic enthusiasts is some kind of menu scaling with nearest neighbour. Render the graphics to some buffer before scaling them, fonts included. Readability be damned, just give them those huge blocky pixels. :P
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Re: GZDoom 4.0.0 Released

Postby Rachael » Tue Apr 09, 2019 6:33 am

An additional scaling option for the 3D view only is already being worked on, but I am being plagued by distractions and real life. I doubt it'll be ready at a reasonable time, but it's already on the table and it's being worked on.

I refuse to replace the current scaling system as-is with this new feature. I like it too much and part of the reason for me doing the 3D view scaling myself is actually to prevent it from being removed.
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Re: GZDoom 4.0.0 Released

Postby Graf Zahl » Tue Apr 09, 2019 6:35 am

Nash wrote:I think what would satisfy these chunky graphic enthusiasts is some kind of menu scaling with nearest neighbour. Render the graphics to some buffer before scaling them, fonts included. Readability be damned, just give them those huge blocky pixels. :P


I already tried that, the text was not only unreadable but reduced to a mess of pixels. At some point the effort to keep something operational stands in no relation to the result. And it doesn't matter one bit if some people think it's the most important feature out there. Whatever might be done here, it has to be maintained and the limitations it imposes will have to be considered for all future work.

Why do you think that so many software updates are dropping old things that have lost their importance?
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Re: GZDoom 4.0.0 Released

Postby TDRR » Tue Apr 09, 2019 1:05 pm

Graf Zahl wrote:Notice: There is currently no Vintage version planned for this release.


Well, that sucks, but will the GL 2.0 requirement stay for software mode? And why was D3D removed from the options?
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Re: GZDoom 4.0.0 Released

Postby Rachael » Tue Apr 09, 2019 1:33 pm

Mac build available.
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Re: GZDoom 4.0.0 Released

Postby Chris » Tue Apr 09, 2019 1:38 pm

TDRR wrote:Well, that sucks, but will the GL 2.0 requirement stay for software mode? And why was D3D removed from the options?

D3D was removed to help simplify the rendering backends. D3D was only ever used on one OS and even there only as a rendering target for the software drawer. Using OpenGL exclusively for both hardware rendering and as the render target of the software drawer allowed cleaning up a lot of messy code, enabled the ability for quick and easy switching between software and hardware renderers, and provided more feature parity across OSs (non-Windows users now have a true-color HUD with software drawing, and post-process effects, for example).
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Re: GZDoom 4.0.0 Released

Postby Graf Zahl » Tue Apr 09, 2019 1:48 pm

TDRR wrote:
Graf Zahl wrote:Notice: There is currently no Vintage version planned for this release.


Well, that sucks, but will the GL 2.0 requirement stay for software mode? And why was D3D removed from the options?



It all depends on whether drfrag manages to get a working code base together. So far this hasn't happened so there's no vintage build for now. I'll make no guarantees here.
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Re: GZDoom 4.0.0 Released

Postby boris » Tue Apr 09, 2019 2:30 pm

The new menu font is great, much more readable than the old one.
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Re: GZDoom 4.0.0 Released

Postby TDRR » Tue Apr 09, 2019 3:55 pm

Graf Zahl wrote:It all depends on whether drfrag manages to get a working code base together. So far this hasn't happened so there's no vintage build for now. I'll make no guarantees here.


Ah, so now drfrag is the guy responsible for the legacy build? Or you mean as in a new version of LZDoom? In either case, i hope he succeeds. It really sucks to use software mode in this laptop because it's slow, but i can't run GZD 4.0 in my desktop PC because of the GL3 requirement.
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Re: GZDoom 4.0.0 Released

Postby drfrag » Tue Apr 09, 2019 4:01 pm

I plan to release a 3.8.0 or 3.8.1 vintage build very soon. I'm working on it.
And then LZDoom 3.8x or something.
I was resposible from the start but Graf started it.
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Re: GZDoom 4.0.0 Released

Postby Sinael » Thu Apr 11, 2019 12:40 am

Rachael wrote:An additional scaling option for the 3D view only is already being worked on, but I am being plagued by distractions and real life. I doubt it'll be ready at a reasonable time, but it's already on the table and it's being worked on.

That's really good to hear, and I very much appreciate that.
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Re: GZDoom 4.0.0 Released

Postby fakemai » Thu Apr 11, 2019 1:16 am

drfrag wrote:I plan to release a 3.8.0 or 3.8.1 vintage build very soon. I'm working on it.

That'll be appreciated by me at least. Whereabouts will such releases be announced? Here, on the main page, or some sub-forum?
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Re: GZDoom 4.0.0 Released

Postby Rachael » Thu Apr 11, 2019 1:18 am

It will be on the news forum. It'll appear on the front page.
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Re: GZDoom 4.0.0 Released

Postby A_D_M_E_R_A_L » Thu Apr 11, 2019 11:21 pm

Not sure where to report bugs, but whatever:

The colormap property is broken.
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Re: GZDoom 4.0.0 Released

Postby m8f » Fri Apr 12, 2019 12:01 am

A_D_M_E_R_A_L wrote:Not sure where to report bugs
Maybe in Bugs subforum?

A_D_M_E_R_A_L wrote:The colormap property is broken.
Like this?
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