LZDoom 3.86a released

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drfrag
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LZDoom 3.86a released

Post by drfrag »

Notice: This will be the last version supporting WinXP for real.
Important: This will be the last version featuring the GL 2 renderer.

Download Fixes/features since 3.85
  • Add missing DrawTextureTags. DTA_FlipY, DTA_SrcX, DTA_SrcY, DTA_SrcWidth and DTA_SrcHeight.
  • Add fake missing DTA_Desaturate DrawTexture tag.
  • Fixed number of DrawTextureTags didn't match in ZScript.
  • Present the iwad selection box also with only one iwad.
  • Don't show the iwad selection box with -iwad.
  • Fixed crash printing weapon name tags.
  • Fixed crash on maps with out of range sidedef and sector numbers, adapted from PRBoom.
  • Fixed: check for bad sidedefs was not taking into account unused sides.
  • Reload fake fonts, people keep doing it and that made some mods incompatible.
  • Replace the "IJKL" keyboard preset with "OKL;".
  • Fixed jump key in Hexen for the modern keyboard presets.
  • Change default key bindings: add arrow keys to the left-handed preset and set mouse3 to activate items for the modern presets.
  • Restored original colors for player setup icon backdrop.
  • fixed erroneous removal of property flag members. Fixes unknown flag errors.
  • Fixed compatibility flags not working in scripting.
  • Add updated Brazilian Portuguese translation by Daniel Lemos.
  • Bump LASTRUNVERSION for defcvars. Missed this.
  • Missed a bit for stat screens (fixes Guncaster Vindicated).
  • Add fake vid_rendermode CVAR.
  • Prevent crash on exit trying to load the unsupported sheet fonts.
  • Blind attempt at fixing wrong mouse position in OpenGLFrameBuffer and OpenGLSWFrameBuffer.
  • A lot of stuff from GZDoom.
Details
Last edited by drfrag on Sun Jun 21, 2020 8:45 am, edited 1 time in total.
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Barry Burton
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Re: LZDoom 3.86 released

Post by Barry Burton »

Thanks for continuing development on LZD. My netbook thanks you, too. :)
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mjr4077au
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Re: LZDoom 3.86 released

Post by mjr4077au »

So if it has no XP support or OGL 2.x render path, what will be the scope of the project moving forward?
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Hexereticdoom
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Re: LZDoom 3.86 released

Post by Hexereticdoom »

Thanks a lot for the new LZDoom release Dr. Frag! :thumb:

However...
drfrag wrote: [*] Present the iwad selection box also with only one iwad.
...this change in this new version results to me quite annoying and redundant, because I usually launch my custom PWADs through the Windows shortcut method, and now it always asks me which IWAD to use despite being already defined on the shortcut's command line.

Is there any option to revert this behaviour like in 3.85? :?
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drfrag
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Re: LZDoom 3.86 released

Post by drfrag »

mjr4077au wrote:So if it has no XP support or OGL 2.x render path, what will be the scope of the project moving forward?
The same as before, it hasn't changed.
Hexereticdoom wrote:this change in this new version results to me quite annoying and redundant
I find it more convenient this way, there are other options to change even when the iwad is already preselected (but you can check that it's the right iwad). You can opt-out and then press shift when you need it.
Otherwise it would never be shown under some circumstances and people kept asking how to change the renderer. This way you can change it before and not after launching the game.
I don't find annoying clicking twice instead of once to play and many times i forgot to change the iwad when i used a launcher (wrong iwad, exit). If you don't need it opt-out.
I could change it but i'm not going to do another release only for this.
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mjr4077au
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Re: LZDoom 3.86 released

Post by mjr4077au »

drfrag wrote:
mjr4077au wrote:So if it has no XP support or OGL 2.x render path, what will be the scope of the project moving forward?
The same as before, it hasn't changed.
But if it's not OpenGL 2.x, that'd mean you'll be using GZDoom's renderer right?
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drfrag
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Re: LZDoom 3.86 released

Post by drfrag »

The GL renderer wasn't the default here either, it was the classic ZDoom backend and now Polybackend. If you want to try it it's in my master branch.
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Redneckerz
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Re: LZDoom 3.86 released

Post by Redneckerz »

mjr4077au wrote:
drfrag wrote:
mjr4077au wrote:So if it has no XP support or OGL 2.x render path, what will be the scope of the project moving forward?
The same as before, it hasn't changed.
But if it's not OpenGL 2.x, that'd mean you'll be using GZDoom's renderer right?
As far as i understand it, LZDoom going forward drops the GL2 renderer and switches to the Polybackend (SoftPoly) stuff.

I am sure when LZDoom 3.87 (Or 4.0) comes out the differences will be made more clearly.

For me, LZDoom 3.86 will now be in a similar fixed state as ZDoom 2.81 is. So if someone wants GL2 based acceleration - 3.86 is that last version.

It reads like a processor name though (LZDoom 386) so its easy to remember. :lol:

Thanks drfrag for releasing this. I will be updating from 3.85 soon.
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mjr4077au
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Re: LZDoom 3.86 released

Post by mjr4077au »

I'm probably a bit out of touch on it so apologies in advance, I just thought that the scope of the project was maintaining that renderer for peeps on older hardware.

If drfrag moves to the SoftPoly backend, would all his other enhancements like the visibility limiter for sprites/objects etc be just better off in mainline?
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drfrag
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Re: LZDoom 3.86 released

Post by drfrag »

Redneckerz wrote:I am sure when LZDoom 3.87
Probably 4.5.0. I will release a couple of devbuilds soon.
One of the goals was to keep the GL 2 renderer yes.
mjr4077au wrote:all his other enhancements
I already did, i forked months ago. Not just enhancements, if you try it you'll see that obviously not.
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mjr4077au
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Re: LZDoom 3.86 released

Post by mjr4077au »

drfrag wrote:
Redneckerz wrote:I am sure when LZDoom 3.87
Probably 4.5.0. I will release a couple of devbuilds soon.
One of the goals was to keep the GL 2 renderer yes.
mjr4077au wrote:all his other enhancements
I already did, i forked months ago. Not just enhancements, if you try it you'll see that obviously not.
Sounds awesome, will be keen to check it out :D. What's the name of the branch?
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drfrag
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Re: LZDoom 3.86 released

Post by drfrag »

It's my master branch, not the default for now.
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mjr4077au
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Re: LZDoom 3.86 released

Post by mjr4077au »

Just tried it now, should be promising! Would the SoftPoly from the 4.2.x branch be better suited for a project like LZDoom? On a 4770k, SoftPoly struggles now after making it run through the full backend whereas in the older versions of GZDoom it felt quite fast.
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drfrag
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Re: LZDoom 3.86 released

Post by drfrag »

No, it has to run on software and the old softpoly is incompatible with the new backend and had problems. There are low resolution presets, for me performance is pretty much the same but 8 bit softpoly was a bit faster.
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Re: LZDoom 3.86 released

Post by mjr4077au »

Ah righto, makes sense. And yeah I suppose I was playing with the 8-bit SoftPoly mostly :)

EDIT: Just tested again with GZDoom running the 8-bit software renderer on SoftPoly vs SoftPoly in 4.2.x and the performance difference is massive with 4.4.x being 3x slower than 4.2.4 (at least for me, tested with fresh configs). It really is unfortunate that the older code path couldn't be used for LZDoom.
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