GZDoom 4.12.2 released

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Graf Zahl
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Re: GZDoom 4.12.2 released

Post by Graf Zahl »

-stdout either attaches to the existing Windows console or opens a new one and redirects all printed content there.
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Acts 19 quiz
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Re: GZDoom 4.12.2 released

Post by Acts 19 quiz »

dpJudas wrote: Mon May 13, 2024 9:27 am I am not sure I really get the need here exactly. If the startup fails you see the usual fatal error log window where you can read the entire log. If it doesn't fail you can see the startup log by bringing down the console.

If someone wants to volunteer and code the feature then I don't think anyone would reject the PR, but personally I'm not going to code it.
It's less about, 'I need to take these 5 seconds the load console is up and copy every single thing it says before my time's up!', and more, 'Uh oh, I saw some yellow text zipping by. I need to check the console and/or console output for details.' It was a quite nice and helpful reminder that I needed to check the console, versus just having to always check the console on the off chance something's amiss with my mod code, with no guarantee I'm not wasting my time by doing so most of the time.

Of course, it's a relatively minor detail. I remember (and saw personally when poking around inside) having to maintain three different versions of the IWAD Selection dialogue, how big of a deal it was when g4.11 brought feature parity to Linux, and the simplicity using ZWidget brings to that. It's less, 'I hate you removed this!', and more, 'I understand the practical reason it was removed, and the new launcher is for the most part a nice improvement. There's just a couple of things I miss.' As always, progress marches on.
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Re: GZDoom 4.12.2 released

Post by dpJudas »

I see - that makes sense. I don't know if the console is available yet for rendering while it is loading, but if it is then it could show it if developer mode is enabled.
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Re: GZDoom 4.12.2 released

Post by Acts 19 quiz »

Dumb question maybe, but is there a console variable or user setting to make the console text display above the new universal loading bar (as part of the normal game window)? That would effectively replace the prior console. The ability to choose to have or not have console text (on the WAD's side), and control the colour of the loading bar, would also replace the prior GAMEINFO control of the loading window (changing banner colour, theme, etc.). I'm not especially familiar with new loading bar, so I'm a little behind on what is or isn't possible.
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Re: GZDoom 4.12.2 released

Post by dpJudas »

I added a startscreen_console cvar now to vkdoom that you can try in the nightly build. If enabled it will display the console while loading instead of the start screen. I'm not 100% sure if it can be safely ported by cherry-pick to gzdoom due to backend differences (shader initialization is a little different), but if it can then it could also end up in gzdoom.

Edit: seems github is having trouble with their buildbots atm, but once they work the build should be updated.
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Re: GZDoom 4.12.2 released

Post by dpJudas »

Turns out there's some load order issues with that change so I'm reverting it. I'm sorry, but while I understand why some may want this feature its too much trouble for me to implement. I had hoped adding just a few lines of code would do the trick but we weren't that lucky.
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Re: GZDoom 4.12.2 released

Post by Acts 19 quiz »

No problem. Thank you for trying.
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Lycanite
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Re: GZDoom 4.12.2 released

Post by Lycanite »

Is there a way to get the AUR package updated? It's still at 4.11.3-1.
HyperAlpha
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Re: GZDoom 4.12.2 released

Post by HyperAlpha »

Unpopular opinion: Windows 7 support should be removed.
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Graf Zahl
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Re: GZDoom 4.12.2 released

Post by Graf Zahl »

There's no pressing need for that yet and last year the user share was still slightly below 4%.
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Re: GZDoom 4.12.2 released

Post by Acts 19 quiz »

HyperAlpha wrote: Thu May 16, 2024 10:43 am Unpopular opinion: Windows 7 support should be removed.
What is gain by doing this, or what specific problems are addressed and fixed?

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