GZDoom 4.14.0 Released

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Rachael
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GZDoom 4.14.0 Released

Post by Rachael »

Notice: The survey is currently CLOSED. GZDoom 4.14.0 contains no survey code. This version will not prompt you to submit your hardware info.

Please do not post bugs or issues in release threads! Click here
Download (OpenGLES 2.0 and higher) (note: Linux AppImage is not being published, for now, due to issues, same with Linux Portable)

Highlights:
  • sector damage for non players re-enabled
  • netcode fixes
  • +STRETCHPIXELS flag for rollsprites and particles to re-enable pixel stretch based on level aspect ratio
  • ortho fixes
  • many zscript fixes and additions
  • fixed UMAPINFO's label field to allow 'clear' as argument.
  • standardized footsteps
  • add set/get plane reflectivity
  • allow using `self` as the class name in the Default {} block to refer to current class
  • fixed particle replacement code
  • serialization fixes
  • add automap default markers for all games (can be overridden with mods or iwads, previously were missing for hexen/heretic/etc)
  • Discs no longer blast players with collision disabled
  • Allow easier piece weapon replacing
  • Fixed view for frozen players
  • Added WorldHitscanFired and WorldHitscanPreFired
  • Improved "respawn where died" functionality
  • Add new SBARINFO top level "AppendStatusBar", allowing for extra SBARINFO code to be added to custom SBARINFO definitions.
  • Add WorldRailgunPreFired for railgun attacks and Add WorldRailgunFired
  • Fixed A_SprayDecal not working on 3D floors
  • Various bouncing fixes
  • remove "DECORATE" from error string
  • added config file saving from zscript
Details
Full Changelog: https://github.com/ZDoom/gzdoom/compare ... ...g4.14.0
Spoiler: this is long
Last edited by Rachael on Thu Dec 19, 2024 5:27 pm, edited 1 time in total.
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PlayerLin
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Re: GZDoom 4.14.0 Released

Post by PlayerLin »

The download page on zdoom.org still shows 4.13.2.
https://i.imgur.com/zf9jdMv.png
EDIT: I see right now only Windows build exists...so it make sense if waits until later when other builds to be complied.
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theleo_ua
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Re: GZDoom 4.14.0 Released

Post by theleo_ua »

Rachael wrote: Tue Dec 17, 2024 1:50 pm [*] Allow easier piece weapon replacing
Could anyone please tell more info about how to use new method? If I already replaced weapon pieces in my mods, will they work correctly in 4.14.0 ?
Boondorl
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Re: GZDoom 4.14.0 Released

Post by Boondorl »

They should. Basically, when given the final assembled weapon instead of checking the exact defined weapon it'll now check if it has a valid replacement. This means if your custom weapon pieces were only there to give it a new replacement class type, they can be removed since the replaces on the weapon class itself will now correctly replace it.
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theleo_ua
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Re: GZDoom 4.14.0 Released

Post by theleo_ua »

Boondorl wrote: Wed Dec 18, 2024 4:36 pm They should. Basically, when given the final assembled weapon instead of checking the exact defined weapon it'll now check if it has a valid replacement. This means if your custom weapon pieces were only there to give it a new replacement class type, they can be removed since the replaces on the weapon class itself will now correctly replace it.
thanks, so 1.14.0 update mean "you don't need to replace pieces, you only need to replace final weapon"
Boondorl
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Re: GZDoom 4.14.0 Released

Post by Boondorl »

Here are some of the highlights of this patch I personally think are worth pointing out:
  • Innumerable amounts of fixes for bouncing projectiles. Not doing damage when bouncing off tops/bottoms of Actors, incorrectly bouncing off 3D floors, certain flags like THRUGHOST not working, incorrect bouncing behavior on ramps, etc. have all been fixed. These should now act much more like you'd expect them.
  • Fixes for hitscans going through certain 3D floors. The infamous ramp in Kinzie's test map now works.
  • Random seeds are now networked, removing one of the biggest barriers to creating mods for online play. A new set of functions, the CRandom() functions, have been added to allow for true clientside seeds. No more worrying about identifier clashes between ui and play scope on this front.
  • Sector damage for monsters.
  • Manual configuration saving so cvars can be updated immediately instead of relying on the application being closed correctly. This makes storing data between sessions much more stable.
  • Various improvements to the new terrain footstep behavior.
  • self can now be used in place of the class name when defining custom properties in the default block. This makes default properties in mixins possible since they can just use self.property to define things.
  • Things can be fetched by network id from ACS. This essentially allows for Actor pointers and they can even be picked out individually from TID iterators.
  • A long lost feature, preserving player data regardless of join order when loading a game online, has been fixed. Now players can join in whatever order they'd like and assuming they have the same name, their data will be correctly matched to them (otherwise it's still first come first serve).
  • Particle replacing now works correctly. If you know you know.
  • Ever have the compiler mysteriously crash when loading your mod? Chances are it's because you forgot a return value. This has finally been fixed and now it'll tell you where the error is instead of peacing out.
  • Hitscans now work against SPECTRAL things (whoa, improved Strife support in 2024?).
  • WorldHitscanFired/Prefired functions. Bullets are now way easier to intercept allowing for mods that e.g. replace hitscan attacks with projectiles without having to replace everything.
And of course, a bunch of other small fixes and quality of life changes.
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SPZ1
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Re: GZDoom 4.14.0 Released

Post by SPZ1 »

The Koopa Kid Fleet is ready to go for the new version of GZDoom! :)

Kzer-Za
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Re: GZDoom 4.14.0 Released

Post by Kzer-Za »

How do you enable this new sector damage for monsters? I suppose it's something for modders or mappers only?
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Rachael
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Re: GZDoom 4.14.0 Released

Post by Rachael »

Kzer-Za wrote: Sat Dec 21, 2024 12:00 pm How do you enable this new sector damage for monsters? I suppose it's something for modders or mappers only?
Yes, but it wouldn't be difficult for someone to make that into a mod.

You could just create a function for the WorldThingSpawned event and set e.Thing.bForceSectorDamage=true.
Kzer-Za
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Re: GZDoom 4.14.0 Released

Post by Kzer-Za »

Rachael wrote: Mon Dec 23, 2024 2:43 am
You could just create a function for the WorldThingSpawned event and set e.Thing.bForceSectorDamage=true.
Thanks!
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Ihavequestions
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Re: GZDoom 4.14.0 Released

Post by Ihavequestions »

I've always thought, "Floor ought to be lava for everybody."

Finally, we're there.
Professor Hastig
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Re: GZDoom 4.14.0 Released

Post by Professor Hastig »

Floor damage for monsters doesn't sound right with no features in the AI code to recognize and evade such places.
That reminds me a bit of Quake 2 where enemies stupidly run into lasers, getting themselves killed although by all accounts they should never have gotten close to that point.
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Enjay
 
 
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Re: GZDoom 4.14.0 Released

Post by Enjay »

Personally, I'd see it as more of a feature to be used as part of a bigger project. e.g. a mod with intelligent enemies that you give some way of avoiding certain floor types or something.
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Rachael
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Re: GZDoom 4.14.0 Released

Post by Rachael »

This is why it's walled behind actor flags and it's not a gameplay option accessible with cvars or the menu.

Some people want that anyway, so a mod can easily be made for them, but yeah, monsters have never avoided hazards.

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