Moderator: GZDoom Developers
Graf Zahl
Lead GZDoom+Raze Developer
Posts: 49138 Joined: Sat Jul 19, 2003 10:19 am
Location: Germany
Post
by Graf Zahl » Thu Oct 21, 2021 4:54 am
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.
RastaManGames
Posts: 378 Joined: Wed Mar 12, 2014 11:13 pm
Graphics Processor: nVidia with Vulkan support
Location: Russian Federation, Krasnoyarsk
Post
by RastaManGames » Thu Oct 21, 2021 5:00 am
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!
Enjay
Posts: 26540 Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Post
by Enjay » Thu Oct 21, 2021 5:09 am
A nice point release to fix a few problematic issues and to add some nice new features. Thank you kindly.
Redneckerz
Spotlight Team
Posts: 1085 Joined: Mon Nov 25, 2019 8:54 am
Graphics Processor: Intel (Modern GZDoom)
Post
by Redneckerz » Thu Oct 21, 2021 10:57 am
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!
deus-ex
Posts: 5 Joined: Mon Sep 27, 2021 3:07 pm
Post
by deus-ex » Thu Oct 21, 2021 3:46 pm
Redneckerz wrote: Thank you Graf and team for another one!
Count me in.
Nash
Posts: 17454 Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Post
by Nash » Fri Oct 22, 2021 1:00 am
Blue Shadow
Posts: 5019 Joined: Sun Nov 14, 2010 12:59 am
Post
by Blue Shadow » Fri Oct 22, 2021 1:44 am
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.
Enjay
Posts: 26540 Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Post
by Enjay » Fri Oct 22, 2021 4:05 am
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.
Rachael
Posts: 13723 Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Post
by Rachael » Fri Oct 22, 2021 4:09 am
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.
drfrag
Vintage GZDoom Developer
Posts: 3146 Joined: Fri Apr 23, 2004 3:51 am
Location: Spain
Post
by drfrag » Fri Oct 22, 2021 4:10 am
And LZDoom 3.88c doesn't exist either but i'll release 3.88b very soon and it's the same thread anyway.
SPZ1
Posts: 332 Joined: Wed Aug 02, 2017 3:01 pm
Location: Illinois
Post
by SPZ1 » Fri Oct 22, 2021 2:26 pm
SPZ1 is back in working condition!! Thank you very much.
Logan MTM
Posts: 678 Joined: Mon Jan 16, 2006 8:53 pm
Location: Rio de Janeiro - Brazil
Post
by Logan MTM » Fri Oct 22, 2021 8:34 pm
Allow map markers to scale relative to automap zoom.
Thank you!
Warrex
Posts: 78 Joined: Thu Aug 08, 2013 2:00 pm
Post
by Warrex » Thu Oct 28, 2021 11:19 am
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.
Logan MTM
Posts: 678 Joined: Mon Jan 16, 2006 8:53 pm
Location: Rio de Janeiro - Brazil
Post
by Logan MTM » Wed Jan 05, 2022 4:12 pm
Allow customization of pause screen.
How?
Blue Shadow
Posts: 5019 Joined: Sun Nov 14, 2010 12:59 am
Post
by Blue Shadow » Thu Jan 06, 2022 1:48 am
Logan MTM wrote: Allow customization of pause screen.
How?
You asked the same question
here , for which you got an answer.