GZDoom 4.3.1 released

News about ZDoom, its child ports, or any closely related projects.
[ZDoom Home] [Documentation (Wiki)] [Official News] [Downloads] [Discord]
[🔎 Google This Site]

Moderator: GZDoom Developers

User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

GZDoom 4.3.1 released

Post by Graf Zahl »

Notice: The survey is currently closed. GZDoom 4.3.1 does not include the survey code that 4.2.0 did.

Download (OpenGL 3.3 and higher)
Downloads for 4.3.0 removed becuase of a critical oversight. Please use 4.3.1!

Highlights
  • new softpoly backend for the hardware renderer.
  • The software renderer will start again on DX9 compatible hardware that doesn't support OpenGL 3.3.
  • advanced texture colorization options.
  • scripted map postprocessor
  • Dictionary class for ZScript.
  • reinstate 320x200 with the following caveat: it only functions outside of menus and console, and only when the dialogues and logs use the default font, the game will temporarily switch to 640x400 in these situations
  • Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
  • Support for MIDI on Linux via alsa sequencer


Details
  • vid_scalemode 1 now only goes down to 640x400 at minimum, instead of 320x200
  • added Esperanto menu option.
  • Support for MIDI on Linux via alsa sequencer
  • rewrote the ZMusic interface so that it is free of C++ constructs.
  • the timidity safe_malloc functions may not throw exceptions.
  • added pixel ratio detection to supersampling detection for forcing linear scalingthis should likely make it so if there's ever an instance where a viewport pixel is smaller than a screen pixel, the screen should go to linear scaling now
  • set sane limits for vid_scale_custompixelaspect
  • added the Dehacked extensions from Crispy/Doom Retro.
  • made linear scaling more user controlled
  • do config migration for vid_scale_custompixelaspect
  • allow custom pixel ratio scaling
  • SW renderer: Fix wrong blend tables used when dynamic lights hits translucent lines
  • implement 'defcvars'
  • Fixed a regression in DoTakeInventory. (the C++ code just ignored the null pointer, but ZScript can't do that)
  • Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
  • Fixed: Invulnerability checking for rails was done before the various THRU actor flags instead of after, meaning actors could block shots regardless of those flags. This was never intended.
  • Added STOPRAILS actor flag.
  • export TMap<FString, FString> to ZScript
  • let a sight check that gets lost return failure.
  • fixed Harmony's end text's name.
  • update window title with current level name
  • removed <CR> symbols to fix zdoom.rc being modified after checkout
  • reinstate 320x200 with the following caveat: it only functions outside of menus and console, and only when the dialogues and logs use the default font, the game will temporarily switch to 640x400 in these situations
  • change IWAD startup dialog to allow selecting between OpenGL, Vulkan, and SoftPoly backends. (windows only)
  • precache switch textures from ANIMATED lump
  • upsample texture if width
  • height is less or equal to gl_texture_hqresize_maxinputsize squared
  • added a few more texture coloring options to the shader.
  • added minimal time profiling of texture precaching
  • improved normalNx scaling performance by ~10%
  • implement vid_scalemode = 6sets absolute minimum scaling to fill entire screenuseful for speeding up software rendering
  • allow more than 8 sound channels per sound source. This requires a new function interface because the old one's combination of channel and flags in one variable cannot be changed anymore.
  • renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope.
  • fixed VOC loader. Its 16 bit code did not work because it set the variable to -16 instead of 16.
  • do not expect user input if stdin is redirected
  • removed redundant call to S_StopAllChannels()
  • More compat fixes for Swan Fox maps (#982)
  • add line_horizon on HOM line in Sapphire.wad
  • removed dead menu options
  • Fixed the JIT's OP_VTBL check not checking if it's already at the start of the code.
  • fixed typos in Doom lights definitions
  • fixed wrong display of Hexen AC for SBARINFO
  • added null check to the dialogue lines array so that it doesn't crash if the text is never word wrapped.
  • fixed: AActor::Revive did not restore flags8.
  • fixed monster teleportation on Ancient Aliens MAP23
  • added ability to set custom alternative HUD
  • add cvar 'cl_disableinvertedcolormap'changes the invulnerability… (#972)
  • exported several Wads.GetLump...() methods to ZScript
  • Compatibility fixes for Clavicula Nox
  • cl_blockcheats added to 'nocheat' check
  • changed secret message handling so that the debug output of the sector number is only printed to the console but not the centered message.
  • new zscript function 'SetLineVertexes(line, v1, v2)'
  • added generic level post-processing script class
  • improved handling of return value mismatches
  • set meaningful defaults on initialization of BaseStatusBar
  • add Vulkan to the startup box in Windows
  • fixed missing fullbright for Berserk
  • fixed source lump assignment for multipatch textures
  • mixins.
  • fixed bad variable name for lump filter
  • fixed: IfGame else branch was ignored in MENUDEF
  • fixed: lump filters without any dot in the name did not work.
  • implement ccmd 'togglehud' for taking screenshots
[/list]
Last edited by Graf Zahl on Sun Jan 05, 2020 2:08 pm, edited 2 times in total.
User avatar
Nash
 
 
Posts: 17433
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: GZDoom 4.3.0 released

Post by Nash »

Great news with the new rendering backends if this means that GZDoom can start on lesser hardware again. What does this mean for LZDoom? Is such a fork still needed?
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: GZDoom 4.3.0 released

Post by Marisa the Magician »

Wait, the sound stuff isn't in this version?

Edit: Oh nvm it is, it just wasn't highlight-worthy.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 4.3.0 released

Post by Graf Zahl »

Nash wrote:Great news with the new rendering backends if this means that GZDoom can start on lesser hardware again. What does this mean for LZDoom? Is such a fork still needed?
If people still want the hardware renderer on such systems, slow as it is...
Aside from that, I believe most LZDoom users use it because it retains the old menus, not because it supports older hardware.
User avatar
phantombeta
Posts: 2084
Joined: Thu May 02, 2013 1:27 am
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Brazil

Re: GZDoom 4.3.0 released

Post by phantombeta »

Oh nice, a new version đź‘€

... Except, dammit, right after I figured out how to handle deep-copying the AST to fix the mixin bug >.>
Should've mentioned it here and asked you to wait a bit before I went to sleep >_>
Guess it'll have to be in 4.3.1 :P
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 4.3.0 released

Post by Graf Zahl »

Downloads removed due to a critical oversight.
User avatar
Redneckerz
Spotlight Team
Posts: 1050
Joined: Mon Nov 25, 2019 8:54 am
Graphics Processor: Intel (Modern GZDoom)

Re: GZDoom 4.3.0 released

Post by Redneckerz »

Looking forward to the new fix, Graf.

Aside that, congratulations on the new release. I may soon be able to run the full fat version due to a new PC build ill be recieving, from which ill add a GT1030 or something.

Thanks for the oodles of work that went into this, as always.
User avatar
Rachael
Posts: 13530
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: GZDoom 4.3.0 released

Post by Rachael »

Fix should be coming shortly. I have to build libjpeg-turbo for 32-bit Windows, and then do the actual full compile for both platforms.

The release will not be 4.3.0 anymore, since it was pulled due to the error, this will be an emergency point release.
User avatar
Rachael
Posts: 13530
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: GZDoom 4.3.1 released

Post by Rachael »

Downloads updated for 4.3.1. Sorry for the delay.
User avatar
theleo_ua
Posts: 162
Joined: Sun Feb 07, 2016 11:38 am
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Ukraine
Contact:

Re: GZDoom 4.3.1 released

Post by theleo_ua »

added pixel ratio detection to supersampling detection for forcing linear scalingthis should likely
scalingthis should likely
scaling. This should likely...
implement vid_scalemode = 6sets absolute minimum scaling to fill entire screenuseful for speeding up software rendering
entire screenuseful for speeding up
entire screen. Useful for speeding up...
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 4.3.1 released

Post by Graf Zahl »

The text was copied 1:1 from the Git log without reviewing it for orthographic mistakes.
User avatar
Grizzly
Posts: 49
Joined: Thu Sep 06, 2018 7:12 am

Re: GZDoom 4.3.1 released

Post by Grizzly »

new softpoly backend for the hardware renderer.
The software renderer will start again on DX9 compatible hardware that doesn't support OpenGL 3.3.
Neat! Now it runs on my way-too-old laptop again :D
implement vid_scalemode = 6sets absolute minimum scaling to fill entire screenuseful for speeding up software rendering
Also neat!
GZDoom's existence in general
:wub:
User avatar
Kinsie
Posts: 7399
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: GZDoom 4.3.1 released

Post by Kinsie »

Thanks for another great update! LevelPostProcessor in particular has been a real lifesaver for my project.
Eonfge
Posts: 28
Joined: Tue Sep 10, 2019 10:47 am
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: GZDoom 4.3.1 released

Post by Eonfge »

As always, the Flatpak version is now being distributed:
https://flathub.org/apps/details/org.zdoom.GZDoom

As for the juicy user statistics:
Last week: 63
Last Month: 221
Last Year: 1045

Graf Zahl, Do you have any usage statistics for the non-flatpak Linux versions? I would like to know the difference.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 4.3.1 released

Post by Graf Zahl »

4.2.4 Linux had roughly 3600 downloads over the last 2 months.
Here's the actual numbers for the various packages:
gzdoom-4-2-4-macOS.dmg (15.48 MiB) - downloaded 3,667 times. Last updated on 2019-11-04
gzdoom-4-2-4-Windows-32bit.zip (11.17 MiB) - downloaded 10,315 times. Last updated on 2019-11-03
gzdoom-4-2-4-Windows-64bit.zip (12.50 MiB) - downloaded 3,741 times. Last updated on 2019-11-03
gzdoom-4-2-4a-Windows-64bit.zip (12.54 MiB) - downloaded 66,394 times. Last updated on 2019-11-04
gzdoom_4.2.4_amd64.deb (11.29 MiB) - downloaded 3,148 times. Last updated on 2019-11-04
gzdoom_4.2.4_i386.deb (10.03 MiB) - downloaded 488 times. Last updated on 2019-11-04
Post Reply

Return to “ZDoom (and related) News”