GZDoom 4.3.2 released

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GZDoom 4.3.2 released

Postby Graf Zahl » Sun Jan 12, 2020 4:44 pm

Notice: The survey is currently closed. GZDoom 4.3.2 does not include the survey code that 4.2.0 did.

Download (OpenGL 3.3 and higher)



Highlights
This is a mainly a bugfix release. There's two notable new features, though:
  • added ML_NOSKYWALLS and ML_DRAWFULLHEIGHT
  • add support for new Bethesda.Net Unity Edition wads


Details
  • added ML_NOSKYWALLS and ML_DRAWFULLHEIGHT
  • fixed Linux and macOS implementations of I_FindAttr()
  • implement player setup background by Enjay
  • fixed uninitialized variable in OPL song. Mono streams could be erroneously treated as stereo, doubling their playback speed
  • compatibility workaround for using Scroll_Texture_Model with a line id of 0.
  • store CVARs non-destructively in savegames.
  • added missing render style constants to ZScript.
  • fixed A_PlaySound() called from Dehacked
  • fixed: The directory scanner for reading a directory into the WAD file system and ScanDirectory were not Unicode capable on Windows.
  • restored old values for CHAN_... constants
  • add support for new Bethesda.Net Unity Edition wads
  • added workaround for GLSL noise functions on macOS
  • added ability to use static SDL2 library
  • fixed invalid context warnings with Cocoa backend
  • removed obsolete softpoly render modes from menu
  • fixed resolving of music aliases with full filenames
  • fixed erroneous override of default language strings
Last edited by Graf Zahl on Tue Jan 14, 2020 1:21 pm, edited 1 time in total.
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Re: GZDoom 4.3.2 released

Postby Enjay » Sun Jan 12, 2020 5:14 pm

As ever, thank you (and all contributors) for your continued work on GZDoom.
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Re: GZDoom 4.3.2 released

Postby kevansevans » Sun Jan 12, 2020 6:35 pm

add support for new Bethesda.Net Unity Edition wads


If anyone here wants to know how to obtain these wads, they're retrieved with my program here: https://github.com/kevansevans/Unity-Doom-Ripper

You of course need to have purchased these sourceports from the Bethesda launcher. The IWADs aren't anything special other than a few sprite edits, but in the off chance Bethesda continues to change them, or this is someone's first and only copy of doom and want to use a different source port, or someone's just a collector, this tool helps with that.
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Re: GZDoom 4.3.2 released

Postby SanyaWaffles » Sun Jan 12, 2020 8:19 pm

Another release! Thanks to all who have contributed. :D
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Re: GZDoom 4.3.2 released

Postby Redneckerz » Mon Jan 13, 2020 4:34 am

Great,i just updated the DoomWiki article for the previous update :P Another edit forthcoming.

Thank you once more for the endless amount of work you put in this, Graf.

EDIT: And it is edited.
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Re: GZDoom 4.3.2 released

Postby zhadoom » Mon Jan 13, 2020 10:01 am

Hello :D

Thanks a lot!

Kind regards
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Re: GZDoom 4.3.2 released

Postby Eonfge » Mon Jan 13, 2020 11:16 am

The Flathub build is now also coming your way!
https://flathub.org/apps/details/org.zdoom.GZDoom

Since last release, merely a week ago, 200 new people have downloaded GZDoom!
Not bad for a week if you ask me.
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Re: GZDoom 4.3.2 released

Postby Graf Zahl » Tue Jan 14, 2020 1:21 pm

I put the Flathub link right in the main post to give this a bit more visibility
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Re: GZDoom 4.3.2 released

Postby Eonfge » Wed Jan 15, 2020 10:51 am

Graf Zahl wrote:I put the Flathub link right in the main post to give this a bit more visibility


Aw, that's cool :D Flathub is of cause aiming for world domination, so this is a good omen.

I have a small question btw, do we have any vector version of the GZDoom logo? On some 4k monitors, the logo looks a bit chubby because I only have a .png bitmap.
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Re: GZDoom 4.3.2 released

Postby Rachael » Wed Jan 15, 2020 11:15 am

You'll have to ask Tormentor667. He's the one who designed the current one we use.

If you're talking about the forum one - that one was designed by Randi (i think?) a loooooong time ago.
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Re: GZDoom 4.3.2 released

Postby Torchere » Wed Jan 15, 2020 12:38 pm

Thank you for the new version! I'll be happy to check it out now!
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Re: GZDoom 4.3.2 released

Postby Eonfge » Fri Jan 17, 2020 1:43 am

Rachael wrote:You'll have to ask Tormentor667. He's the one who designed the current one we use.


I send him a PM. It has no terrible haste, but it would be nice to add in the future.
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Re: GZDoom 4.3.2 released

Postby Redneckerz » Mon Jan 20, 2020 6:23 am

Gotta have to nitpick here (Or have a sharp eye) but the releasedate on the frontpage still refers to version 4.3.1 of January 5, instead of January 12 for this current release.
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Re: GZDoom 4.3.2 released

Postby lowskill. » Mon Jan 20, 2020 6:39 am

Redneckerz wrote:Gotta have to nitpick here (Or have a sharp eye) but the releasedate on the frontpage still refers to version 4.3.1 of January 5, instead of January 12 for this current release.


It won't even matter anymore very soon, since 4.3.3 is on the way :p .
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