GZDoom 4.2.3 released

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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
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Location: Germany

GZDoom 4.2.3 released

Post by Graf Zahl »

Notice: The survey is currently closed. GZDoom 4.2.3 does not include the survey code that 4.2.0 did.

Download (OpenGL 3.3 and higher) Highlights
  • to be compiled


Details
  • fixed wrong offset on Fighter's Fist
  • Added Armor to Hexen fullscreen display
  • Export F3DFloor structure and related data.
  • fix of checking for valid texture access, rather than checking whether it is null, when drawing fog boundaries in the software renderer
  • Fixed crash with mock2.wad in software.
  • Fix for LineTrace not setting its starting sector based on its offset.
  • fixed: sector lights could access the sector before it was set.
  • Fixed ancient ZDoom savegame slot selection bug. When creating new autosaves LastAccessed and LastSaved were not updated accordingly.
  • Fix crash on vulkan with a large number of texture shaders.
  • adapted the PSX XA decoder from EDuke32 as a music format in GZDoom.
  • internal restructuring of music system.
  • fixed inventory scroll arrows in alternative HUD
  • add m_quickexit option for quick exit in game menu
  • fixed a crash in the software renderer that caused wallsprites to crash
  • cleanup of game exit code to be more reliable, as this could cause spurious crashes.
  • Fixed capped tall skies not working (Heretic and Hexen).
  • Fixed sky stretching for the new freelook limit.
  • made GL nodes loader more resilient to broken data
  • Fixed CheckBossDeath not checking for actor replacements.
  • fallback to console font in case of missing small font
  • fixed: pickup flash didn't fade out if player was killed by pickup
  • fixed: The dynamic lights must be initialized before the first frame is ticked.
  • fixed SPC music looping after update to GME 0.6.2
  • fixed broken walkthrough of Restoring Deimos MAP03
  • fixed broken walkthrough of Skulldash MAP04
  • implicitly clear local dynamic arrays
  • fixed crash with dynamic light manipulation through netevents.
  • when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor.
  • fixed GetLineX/GetLineY ACS implementation
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 4.2.3 released

Post by Graf Zahl »

In case anyone is wondering why this is 4.2.3 and not 4.2.2, I had 4.2.2 ready and uploaded when a major issue was reported that needed fixing before making an announcement. But since the version was already live I had to increase the number again.
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Enjay
 
 
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Re: GZDoom 4.2.3 released

Post by Enjay »

As ever, thank you kindly for all your efforts.
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landfill baby
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Re: GZDoom 4.2.3 released

Post by landfill baby »

nice, downloading now, although 4.2.3 isn't on a git branch
Eonfge
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Re: GZDoom 4.2.3 released

Post by Eonfge »

I had already prepared a g4.2.2 release candidate for Flathub, but I held off on releasing it without official release notes. Good call of me :D

Thus, with no further delays; g4.2.3 on Flathub:
https://flathub.org/apps/details/org.zdoom.GZDoom

If you already have it installed, just run the updater. Keep in mind, it can take about an hour for the CDN server to pick it up

In other news, in the last month we've had 260 downloads on Flathub so that's not bad for a first release.
Kamil
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Re: GZDoom 4.2.3 released

Post by Kamil »

Hi Graf.GZDoom it became much better for me to work with PB 3.0 and a huge number of monsters + 2k textures. (I use the maximum settings everywhere)
Kamil
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Graphics Processor: nVidia with Vulkan support

Re: GZDoom 4.2.3 released

Post by Kamil »

Hi Graf. Sorry to bother you. I have a question. How can I set up sound effects in GZDoom or LZDoom correctly? As far as I know, this can also affect the speed of the game. I need a full guide.
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Rachael
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Re: GZDoom 4.2.3 released

Post by Rachael »

You really should ask these questions in the appropriate editing subforum - not in a release thread.
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wolfmanfp
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Graphics Processor: nVidia (Modern GZDoom)
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Re: GZDoom 4.2.3 released

Post by wolfmanfp »

Eonfge wrote: Thus, with no further delays; g4.2.3 on Flathub:
https://flathub.org/apps/details/org.zdoom.GZDoom
Just a quick note: this feature is unrelated for Linux/Flathub.
Full-featured joystick/gamepad support under Windows
Eonfge
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Graphics Processor: nVidia (Modern GZDoom)
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Re: GZDoom 4.2.3 released

Post by Eonfge »

wolfmanfp wrote:
Eonfge wrote: Thus, with no further delays; g4.2.3 on Flathub:
https://flathub.org/apps/details/org.zdoom.GZDoom
Just a quick note: this feature is unrelated for Linux/Flathub.
Full-featured joystick/gamepad support under Windows
Good catch. I'll update the description
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