GZDoom 4.7.1 released

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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Location: Germany

GZDoom 4.7.1 released

Post by Graf Zahl »

Mainly a bugfix release

The survey has been turned off now for this version. Thank you to everyone who participated in the 4.7.0 survey.

Notice: The survey is currently CLOSED. GZDoom 4.7.1 contains no survey code.

Please do not post bugs or issues in release threads! Click here

Download (OpenGLES 2.0 and higher for hardware rendering, Direct3D 9 or later for software rendering) Highlights:
  • Fixed: SBar_DrawTextureRotated was missing the angle parameter
  • treat "materials" as a known folder name for eliminating root folders in Zips.
  • GLES: Fix texture MapBuffer and AllocateBuffer create client side memory.
  • Fix "out of memory" errors when the vulkan backend is asked to create zero byte sized buffers
  • Compat patch for misplaced items in Hexen MAP08.
  • fixed some imprecisions in font luminosity calculation. This was still going through the palette which could result in off-by-one errors.
  • widescreen assets for all officially supported games. This version adds Hacx, Harmony and Chex Quest.
  • Add cvars to control automap line alpha and thickness
  • ReadThisMenu / MenuDelegate overriding.

Details
  • Fixed: SBar_DrawTextureRotated was missing the angle parameter
  • Compat patch for misplaced items in Hexen MAP08.
  • fixed some imprecisions in font luminosity calculation. This was still going through the palette which could result in off-by-one errors.
  • fixed palette initialization for single lump fonts (FON2 and BMF)
  • push sprite shadows a little back for distance sorting
  • avoid multiple Dehacked mappings to the same function to fix MBF21 lookup issues.
  • disallow changing the line spacing for option menus.
  • be a bit more aggressive with the GC when not running the game loop.
  • fixed memory leak in DShape2DBufferInfo.
  • allow "INDEXFON" as an alias for "INDEXFONT".
  • fixed A_Punch having a short attack range (take 2).
  • GLES: Fix texture MapBuffer and AllocateBuffer create client side memory.
  • Fix "out of memory" errors when the vulkan backend is asked to create zero byte sized buffers
  • resolved a VM abort upon morphing while the tome of power is active
  • fixed particle processing in the main thinker loop. This may not be guarded by the dynamic light flags, only the light ticking may.
  • fixed handling of states with the 'light' keyword.
  • Fixed broken V_BreakLines.
  • treat "materials" as a known folder name for eliminating root folders in Zips.
  • widescreen assets for all officially supported games. This version adds Hacx, Harmony and Chex Quest.
  • Allow WorldUnloaded events to know the next map name (if any).
  • Allow map markers to scale relative to automap zoom.
  • Add cvars to control automap line alpha and thickness
  • PreTravelled virtual for player and inventory.
  • Allow customization of pause screen.
  • ReadThisMenu / MenuDelegate overriding.
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RastaManGames
Posts: 378
Joined: Wed Mar 12, 2014 11:13 pm
Graphics Processor: nVidia with Vulkan support
Location: Russian Federation, Krasnoyarsk

Re: GZDoom 4.7.1 released

Post by RastaManGames »

Graf Zahl wrote:
  • allow "INDEXFON" as an alias for "INDEXFONT".
Wow! I am not want to be salty or something, but this change is very nice! :oops:
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Enjay
 
 
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Re: GZDoom 4.7.1 released

Post by Enjay »

A nice point release to fix a few problematic issues and to add some nice new features. Thank you kindly.
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Redneckerz
Spotlight Team
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Joined: Mon Nov 25, 2019 8:54 am
Graphics Processor: Intel (Modern GZDoom)

Re: GZDoom 4.7.1 released

Post by Redneckerz »

Always bet on Graf for another release :) Give or take, GZ is just really easy to get into. And although i increasingly tinker with other ports, GZ keeps a place here. Thank you Graf and team for another one!
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deus-ex
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Re: GZDoom 4.7.1 released

Post by deus-ex »

Redneckerz wrote:Thank you Graf and team for another one!
Count me in. :D
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Nash
 
 
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Re: GZDoom 4.7.1 released

Post by Nash »

https://zdoom.org/downloads hasn't been updated yet
Blue Shadow
Posts: 5032
Joined: Sun Nov 14, 2010 12:59 am

Re: GZDoom 4.7.1 released

Post by Blue Shadow »

Nash wrote:https://zdoom.org/downloads hasn't been updated yet
I'm currently in the process of updating the wiki due to the new release. I'll get to that in a bit.

Edit: Done.
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Enjay
 
 
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Re: GZDoom 4.7.1 released

Post by Enjay »

The:
"Errors? Can't run that new mod? Your GZDoom or ZDoom may be too old!
If you get startup errors - always double check to make sure you're running the latest version! (Currently: 4.7.0/3.88c)"
link is still pointing to 4.7.0 too.
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Rachael
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Preferred Pronouns: She/Her

Re: GZDoom 4.7.1 released

Post by Rachael »

Enjay wrote:The:
"Errors? Can't run that new mod? Your GZDoom or ZDoom may be too old!
If you get startup errors - always double check to make sure you're running the latest version! (Currently: 4.7.0/3.88c)"
link is still pointing to 4.7.0 too.
Thanks. Fixed.

It's hard for me to remember to do those sometimes.
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drfrag
Vintage GZDoom Developer
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Location: Spain

Re: GZDoom 4.7.1 released

Post by drfrag »

And LZDoom 3.88c doesn't exist either but i'll release 3.88b very soon and it's the same thread anyway.
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SPZ1
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Re: GZDoom 4.7.1 released

Post by SPZ1 »

SPZ1 is back in working condition!! Thank you very much. :thumb: :thumb:
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Logan MTM
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Re: GZDoom 4.7.1 released

Post by Logan MTM »

Allow map markers to scale relative to automap zoom.
Thank you!
Warrex
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Joined: Thu Aug 08, 2013 2:00 pm

Re: GZDoom 4.7.1 released

Post by Warrex »

Thanks for the release!

Adding to the first post that this will be the last release for 32 bit systems might be helpful to those who have not read the survey thread.
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Logan MTM
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Re: GZDoom 4.7.1 released

Post by Logan MTM »

Allow customization of pause screen.
How?
Blue Shadow
Posts: 5032
Joined: Sun Nov 14, 2010 12:59 am

Re: GZDoom 4.7.1 released

Post by Blue Shadow »

Logan MTM wrote:
Allow customization of pause screen.
How?
You asked the same question here, for which you got an answer.

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