GZDoom 4.2.1 released

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GZDoom 4.2.1 released

Postby Graf Zahl » Tue Sep 10, 2019 1:14 am

Notice: The survey is currently closed. GZDoom 4.2.1 does not include the survey code that 4.2.0 did.

Download (OpenGL 3.3 and higher)


Highlights
  • to be compiled


Details
  • Dutch translation
  • give P_ExplodeMissile a damage type when being called from P_Damage…
  • rename sprite names with '^' in the hires namespace.
  • compatibility option for Daedalus MAP19 which depends onan old scriptwait implementation.
  • added dlg_vgafont and log_vgafont to the menu.
  • add empty line in menu after standard options
  • Make the build work with fluidsynth 2.x.
  • Level compatibility additions for Scythe 2 and Hell Revealed
  • fixed: saving game to read-only file was erroneously reported as success
  • Add current, max and average velocity as stat (#912)
  • added ability to specify deprecation messages in ZScript
  • GME update with bug-fixes
  • Vulkan: release any references to command buffer when flushed
  • fixed crash on parsing bad hex number
  • Let Hexen Cleric and Mage use unique health chains
  • Allow custom status bars to override notification and centered message display
  • Improve crosshair health color to be more informative
  • Converted keyboard turnspeeds into global CVars
  • added obituary fallbacks for actors that do not have any defined.
  • fixed bad default alpha for 3D floors.
  • fixed attached dynamic light setup.
  • added check for multiple parsing of the same MAPINFO
  • exposed xBRZ scaler options as CVARs
  • updated xBRZ scaler to version 1.7
Last edited by Graf Zahl on Wed Sep 11, 2019 1:30 am, edited 1 time in total.
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Re: GZDoom 4.2.1 released

Postby olzhas1one » Tue Sep 10, 2019 2:39 am

Any details yet?

Leaving this here so that Graf's answer makes sense, but this is a pointless bump. If the devs had a details post ready, they'd post it. Nagging them won't help. - Enjay
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Re: GZDoom 4.2.1 released

Postby Graf Zahl » Tue Sep 10, 2019 3:17 am

Obviously not, I had to get this out before going to work. Details will come later.
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Re: GZDoom 4.2.1 released

Postby Blue Shadow » Tue Sep 10, 2019 5:00 am

Both download links direct to the 64-bit build.
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Re: GZDoom 4.2.1 released

Postby Rachael » Tue Sep 10, 2019 5:06 am

Fixed.
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Re: GZDoom 4.2.1 released

Postby Unidentified000 » Fri Sep 13, 2019 8:23 pm

Pretty Nice for a Minor Update I suppose.

But just One Question Suggestion, will Polyobject Flats ever be Implemented into GZDoom? If Eternity can do it as Portals (from what I've seen), perhaps we could do it as the 4th Line Argument in the Start Line Special to Make it Render Flats and that Players and Monsters could Ride on top of it.

I Know I Suggested this before and Nagging won't get me Anywhere, but for now, this is just a Reminder Idea Thing. Alright?
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Re: GZDoom 4.2.1 released

Postby Graf Zahl » Sat Sep 14, 2019 12:43 am

The polyobject flats as portal are such a gross hack that it'll never become a truly usable feature. It works to the same degree as in Eternity. This should eventually be done as real moving sectors - the main problem here is that with Doom's collision code it could only move in straight lines, otherwise there'd be problems with the square actors.
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Re: GZDoom 4.2.1 released

Postby Kinsie » Sat Sep 14, 2019 4:06 am

Graf Zahl wrote:The polyobject flats as portal are such a gross hack that it'll never become a truly usable feature. It works to the same degree as in Eternity. This should eventually be done as real moving sectors - the main problem here is that with Doom's collision code it could only move in straight lines, otherwise there'd be problems with the square actors.
Would it be possible to use a different method of actor collision just for moving sectors, while keeping the current box method for everything else? I've been thinking about that ever since you mentioned how it would be easier with different collision in the BUILD thread in Off-Topic.
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Re: GZDoom 4.2.1 released

Postby Apeirogon » Sat Sep 14, 2019 1:37 pm

You sure the links is correct? Because file name for windows 64 link is "gzdoom-x64-g4.2pre-220-gb7e0a8d2c".
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Re: GZDoom 4.2.1 released

Postby _mental_ » Sat Sep 14, 2019 2:47 pm

Apeirogon wrote:You sure the links is correct? Because file name for windows 64 link is "gzdoom-x64-g4.2pre-220-gb7e0a8d2c".

The links are the same as in GitHub release page. Here is Windows 64-bit one:
Code: Select allExpand view
https://github.com/coelckers/gzdoom/releases/download/g4.2.1/gzdoom-4-2-1-Windows-64bit.zip
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Re: GZDoom 4.2.1 released

Postby Apeirogon » Sat Sep 14, 2019 3:43 pm

For some reason I got the aforementioned file from the "64 bit" link. Probably github glitch.
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Re: GZDoom 4.2.1 released

Postby Rachael » Sat Sep 14, 2019 4:40 pm

I just tested the file, myself, and it indeed renders itself as g4.2.1.

There is no Github glitch here because that would require Github hosting the version you got, first - and we do not host in-progress builds on Github at all.

What is far more likely is that you downloaded it, and thought you installed it over a dev build but forgot to actually overwrite it with the new one. These mistakes are quite common - I unfortunately know it first hand because I make them way more, myself, than I like, and it irritates me that I keep doing that. :)
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Re: GZDoom 4.2.1 released

Postby SanyaWaffles » Sat Sep 14, 2019 8:56 pm

Kinsie wrote:Would it be possible to use a different method of actor collision just for moving sectors, while keeping the current box method for everything else? I've been thinking about that ever since you mentioned how it would be easier with different collision in the BUILD thread in Off-Topic.


I was wondering this myself. Even if it needs to be like an option in gameinfo?
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Re: GZDoom 4.2.1 released

Postby Enjay » Sun Sep 15, 2019 2:28 am

Unrelated to moving sectors, but would cylindrical collision for actors mean you would be less likely to get caught on small architectural details when moving around generally?
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