[c1bb7de23] BFG IWADs don't load if 1.9 IWAD is in $PROGDIR
Moderator: GZDoom Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49230
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [c1bb7de23] BFG IWADs don't load if 1.9 IWAD is in $PROG
Of course it's something simple and stupid. The really strange and time consuming bugs always are. Friday at work I had to fix 3 bugs which took almost the entire day - all 3 were one-liners.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49230
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [c1bb7de23] BFG IWADs don't load if 1.9 IWAD is in $PROG
Guess what? It was a one-liner. For reading the map the wrong file was opened because the code used a short file name without path to open the file which failed if there were more than one file with the given name in the search list.
- mjr4077au
- Posts: 830
- Joined: Sun Jun 16, 2019 9:17 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Gosford NSW, Australia
- Contact:
Re: [c1bb7de23] BFG IWADs don't load if 1.9 IWAD is in $PROG
Haha no surprises there! Will test things out when it's pushed to master or when I get home from work tonight 

- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49230
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [c1bb7de23] BFG IWADs don't load if 1.9 IWAD is in $PROG
I think I'll do a hotfix release tomorrow evening, there have been quite a few fixed bugs that aren't really harmless.
- mjr4077au
- Posts: 830
- Joined: Sun Jun 16, 2019 9:17 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Gosford NSW, Australia
- Contact:
Re: [c1bb7de23] BFG IWADs don't load if 1.9 IWAD is in $PROG
Sounds like a good move for these smaller issues that have cropped up. To be honest given the significant amount of backend changes, the issues have been fairly minor which is great 

Re: [c1bb7de23] BFG IWADs don't load if 1.9 IWAD is in $PROG
Well - GZDoom unfortunately suffers from a necessary evil of a lot of software with xx.xx.0 releases - people have to have an actual release version in-hand in order to realize that there is a bug.
The Dev builds were actually very much intended to make sure that this isn't the norm, but they seem to only do so much. We can and do encourage people to use dev builds whenever possible because the more people who test these things the more likely they will be fixed before a release such as this. Even so there may never come a day when a .0 release is the last and only minor version in any given major version series.
To that end I've been a proponent of releasing Linux dev builds especially since Linux seems to be growing in popularity and not everyone likes using compilers (even though it's magnitudes easier to use one in Linux than in Windows) - but that has not seemed to catch on with the people who really would make a difference with it.
The Dev builds were actually very much intended to make sure that this isn't the norm, but they seem to only do so much. We can and do encourage people to use dev builds whenever possible because the more people who test these things the more likely they will be fixed before a release such as this. Even so there may never come a day when a .0 release is the last and only minor version in any given major version series.
To that end I've been a proponent of releasing Linux dev builds especially since Linux seems to be growing in popularity and not everyone likes using compilers (even though it's magnitudes easier to use one in Linux than in Windows) - but that has not seemed to catch on with the people who really would make a difference with it.
- mjr4077au
- Posts: 830
- Joined: Sun Jun 16, 2019 9:17 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Gosford NSW, Australia
- Contact:
Re: [c1bb7de23] BFG IWADs don't load if 1.9 IWAD is in $PROG
Since Raze has come about, I've been getting more into the developmental side of larger projects than I have in the past. Until Raze was released, I'd never even installed MSVC yet alone done anything in C/C++ and my only compiling experience was with PKGBUILDs under Arch Linux where the grunt work has been done for me.
For newer people, how does one find a devbuild? I know I can get them from drdteam.org but they're not mentioned on the home page's Downloads at all, only the release builds are. Perhaps they need a little more advertising? I think the other thing is the branch that bought substantial changes was only merged into master ~2 weeks ago. That's not heaps of exposure to people relying on the devbuilds, but not building themselves.
Because the project uses CMake and holds all the necessary dependencies in its repo, I've found building on Windows to be just as easy as Linux to that end. Maybe I can work with Redneckerz on updating the Wiki for GZDoon compiling on Windows. The only article is for ZDoom, is horribly out of date and Windows users would surely appreciate some screenshots to make it more of a complete manual. I'd probably shit-can the mingw stuff since it's not well supported by Graf. I experimented by compiling Raze in a mingw environment and it was a battle, lots of missing includes etc.
For newer people, how does one find a devbuild? I know I can get them from drdteam.org but they're not mentioned on the home page's Downloads at all, only the release builds are. Perhaps they need a little more advertising? I think the other thing is the branch that bought substantial changes was only merged into master ~2 weeks ago. That's not heaps of exposure to people relying on the devbuilds, but not building themselves.
Because the project uses CMake and holds all the necessary dependencies in its repo, I've found building on Windows to be just as easy as Linux to that end. Maybe I can work with Redneckerz on updating the Wiki for GZDoon compiling on Windows. The only article is for ZDoom, is horribly out of date and Windows users would surely appreciate some screenshots to make it more of a complete manual. I'd probably shit-can the mingw stuff since it's not well supported by Graf. I experimented by compiling Raze in a mingw environment and it was a battle, lots of missing includes etc.
Re: [c1bb7de23] BFG IWADs don't load if 1.9 IWAD is in $PROG
You're right - dev builds should be advertised on the downloads page.
- mjr4077au
- Posts: 830
- Joined: Sun Jun 16, 2019 9:17 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Gosford NSW, Australia
- Contact:
Re: [c1bb7de23] BFG IWADs don't load if 1.9 IWAD is in $PROG
After saying that, I looked again and saw that there's a link on the top right corner but I missed it at first and I'm sure others are missing it (despite it now being glaringly obvious)
EDIT: I just want to contribute!
EDIT: I just want to contribute!

Re: [c1bb7de23] BFG IWADs don't load if 1.9 IWAD is in $PROG
I'll make you an account. Meantime, I did this, though it should probably be double-checked by Wiki maintainers.
- mjr4077au
- Posts: 830
- Joined: Sun Jun 16, 2019 9:17 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Gosford NSW, Australia
- Contact:
Re: [c1bb7de23] BFG IWADs don't load if 1.9 IWAD is in $PROG
I don't think I've ever seen a Wiki as a content management system before, that's kind of neat!
I think it looks good though
. I was going to suggest something similar or consider dropping ZDoom and putting a link to drdteam.org in its place. I suggest that with no disrespect to Randi or ZDoom's legacy, but its nearly half a decade old now and would be close to put it out to pasture.
I think it looks good though

- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49230
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [c1bb7de23] BFG IWADs don't load if 1.9 IWAD is in $PROG
I think the devbuilds' visibility is good enough. Considering the massive amount of refactoring we got sufficient feedback to deal with most issues before the release, the ones that slipped through were mostly minor or rare edge cases.
But I definitely don't want to go back to ZDoom times when devbuilds were all that existed for modding, often resulting in broken features making it into the engine permanently because everybody used them before they were ready.
But I definitely don't want to go back to ZDoom times when devbuilds were all that existed for modding, often resulting in broken features making it into the engine permanently because everybody used them before they were ready.