LZDoom 3.86a released

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

[Tap Here for Mobile-Friendly Forums]

Moderator: GZDoom Developers

LZDoom 3.86a released

Postby drfrag » Sat Jun 20, 2020 11:35 am

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.
User avatar
drfrag
Os voy a romper a pedazos!
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain
Discord: drfrag#3555
Github ID: drfrag666

Re: LZDoom 3.86 released

Postby Barry Burton » Sat Jun 20, 2020 12:56 pm

Thanks for continuing development on LZD. My netbook thanks you, too. :)
User avatar
Barry Burton
 
Joined: 03 Sep 2019

Re: LZDoom 3.86 released

Postby mjr4077au » Sat Jun 20, 2020 2:57 pm

So if it has no XP support or OGL 2.x render path, what will be the scope of the project moving forward?
User avatar
mjr4077au
 
Joined: 17 Jun 2019
Location: Gosford NSW, Australia
Discord: mjr4077au#1027
Github ID: mjr4077au
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: LZDoom 3.86 released

Postby Hexereticdoom » Sat Jun 20, 2020 6:59 pm

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? :?
User avatar
Hexereticdoom
Don't make me angry or I'll bite you! Heheheee...
 
Joined: 08 Aug 2013
Location: Spain
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: LZDoom 3.86 released

Postby drfrag » Sun Jun 21, 2020 3:19 am

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.
User avatar
drfrag
Os voy a romper a pedazos!
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain
Discord: drfrag#3555
Github ID: drfrag666

Re: LZDoom 3.86 released

Postby mjr4077au » Sun Jun 21, 2020 3:47 am

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?
User avatar
mjr4077au
 
Joined: 17 Jun 2019
Location: Gosford NSW, Australia
Discord: mjr4077au#1027
Github ID: mjr4077au
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: LZDoom 3.86 released

Postby drfrag » Sun Jun 21, 2020 3:58 am

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.
User avatar
drfrag
Os voy a romper a pedazos!
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain
Discord: drfrag#3555
Github ID: drfrag666

Re: LZDoom 3.86 released

Postby Redneckerz » Sun Jun 21, 2020 4:06 am

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.
User avatar
Redneckerz
To it's ports i may have seen
Spotlight Team
 
Joined: 25 Nov 2019
Discord: Redneckerz#8399
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Legacy GZDoom)

Re: LZDoom 3.86 released

Postby mjr4077au » Sun Jun 21, 2020 4:15 am

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?
User avatar
mjr4077au
 
Joined: 17 Jun 2019
Location: Gosford NSW, Australia
Discord: mjr4077au#1027
Github ID: mjr4077au
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: LZDoom 3.86 released

Postby drfrag » Sun Jun 21, 2020 4:34 am

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.
User avatar
drfrag
Os voy a romper a pedazos!
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain
Discord: drfrag#3555
Github ID: drfrag666

Re: LZDoom 3.86 released

Postby mjr4077au » Sun Jun 21, 2020 4:41 am

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?
User avatar
mjr4077au
 
Joined: 17 Jun 2019
Location: Gosford NSW, Australia
Discord: mjr4077au#1027
Github ID: mjr4077au
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: LZDoom 3.86 released

Postby drfrag » Sun Jun 21, 2020 4:44 am

It's my master branch, not the default for now.
User avatar
drfrag
Os voy a romper a pedazos!
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain
Discord: drfrag#3555
Github ID: drfrag666

Re: LZDoom 3.86 released

Postby mjr4077au » Sun Jun 21, 2020 5:05 am

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.
User avatar
mjr4077au
 
Joined: 17 Jun 2019
Location: Gosford NSW, Australia
Discord: mjr4077au#1027
Github ID: mjr4077au
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: LZDoom 3.86 released

Postby drfrag » Sun Jun 21, 2020 5:52 am

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.
User avatar
drfrag
Os voy a romper a pedazos!
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain
Discord: drfrag#3555
Github ID: drfrag666

Re: LZDoom 3.86 released

Postby mjr4077au » Sun Jun 21, 2020 5:58 am

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.
User avatar
mjr4077au
 
Joined: 17 Jun 2019
Location: Gosford NSW, Australia
Discord: mjr4077au#1027
Github ID: mjr4077au
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Next

Return to ZDoom (and related) News

Who is online

Users browsing this forum: No registered users and 3 guests