This is a pre-release thread for 5.0.0. If you wish to test the upcoming 5.0.0 build and give feedback, this can be done here.
This thread will contain all pre-release builds for 5.0.0 and will be updated when new ones are available. Current Version:Release Candidate 2
Spoiler: Changes from RC1
Improved file dragging and dropping behavior in the launcher. This now also works with the Multiplayer tab.
Improvements towards launcher performance on tabs displaying lots of text.
The launcher will now properly save settings on closing it.
Added an option to select the launcher's theme in the Options tab.
Added missing localization strings.
Fixed the mouse sensitivity sliders not scaling correctly.
Fixed a crash with file dragging and dropping in the launcher.
Fixes for the ZScript debugger.
Fixed MinRespawnTics applying on all difficulties.
Hm, the issue with mojibake in "Cannot find a game IWAD" (https://github.com/UZDoom/UZDoom/issues/1528) was actually fixed, I did not have my hopes up since that issue is still marked as open. Kudos
I seem to have run into something strange though: copying the [Heretic.Bindings] section from gzdoom.ini did not work for the console binding. The line "`=toggleconsole" was copied but the key simply did not work until I assigned it manually from within the game interface. At the same time, for Doom it worked from the get-go, and all the other custom bindings in Heretic also worked just by copying them from one config to another. Strange.
Was the option to enable dynamic lighting on software and hardware renders separately removed? I like to keep them on on hardware rendering but not on software.
ID24Tyrants are still borked and still break Map14 of Legacy of Rust. The Boss variants respawn on all difficulties and they are unable to infight properly with the Cyberdemon. This should really be fixed before a full release since LoR is an official release and has been out for two whole years now.
Gothic wrote: Thu Jul 30, 2026 5:47 pm
Was the option to enable dynamic lighting on software and hardware renders separately removed? I like to keep them on on hardware rendering but not on software.
It was, mostly to make the option in the launcher simpler, but it can be added back before release if needed. We'll just keep the launcher one for the hardware renderer which is probably what most people associate the feature with.
Faceman2000 wrote: Fri Jul 31, 2026 9:51 pm
ID24Tyrants are still borked and still break Map14 of Legacy of Rust. The Boss variants respawn on all difficulties and they are unable to infight properly with the Cyberdemon. This should really be fixed before a full release since LoR is an official release and has been out for two whole years now.
Admittedly I don't think many of us play Legacy of Rust, but if people report it, we'll get it fixed for the full release.
Reporting in from macOS 27.0 beta on an M2 MacBook Air with two bugs:
- Vulkan support results in everything being rendered in sumptuous green. Some kind of color channel issue, don't have details.
- The new menu system looks fine but attempting to type anything into the additional parameters text field is extremely dodgy. Most input is ignored, and there is zero file path search capability. It'd be nice to be able to navigate to the path where I keep my Doom WADs instead of having to copy-paste or type that in manually.
Will kick the tires more vigorously later, but seems like a nice enough release!
Delfino Furioso wrote: Sat Aug 01, 2026 6:35 am
question is: on sw renderer, are dynlights still available? haven't had the chance to try
r_dynlights now affects both. Software lights are still available.
Ultimate Freedoomer wrote: Wed Aug 05, 2026 9:56 am
Now that we have proper working multiplayer, is there a chance we’ll see support for the SKININFO lump integrated?
Haven't looked too much into it, but I am interested in checking out Zandronum's lumps at some point for compatibility reasons.
Any chance we might see multicore rendering added down the line? VKDoom & Rum-&-Raisin Doom could be used as a reference for the code for it, & it would help the lag issues that the OpenGL & Vulkan renderers have
Ultimate Freedoomer wrote: Wed Aug 05, 2026 1:01 pm
Any chance we might see multicore rendering added down the line? VKDoom & Rum-&-Raisin Doom could be used as a reference for the code for it, & it would help the lag issues that the OpenGL & Vulkan renderers have
GZDoom already used multiple threads for what it could (i.e. BSP traversal) in the hardware renderer. Any more is not possible at all with OpenGL due to its very poor design and would require UZDoom to go Vulkan-only.
Ultimate Freedoomer wrote: Wed Aug 05, 2026 1:01 pm
Any chance we might see multicore rendering added down the line? VKDoom & Rum-&-Raisin Doom could be used as a reference for the code for it, & it would help the lag issues that the OpenGL & Vulkan renderers have
GZDoom already used multiple threads for what it could (i.e. BSP traversal) in the hardware renderer. Any more is not possible at all with OpenGL due to its very poor design and would require UZDoom to go Vulkan-only.
Probably best for a fork that's whole job is getting rid of OpenGL for Vulkan since Compatibility is still the main focus going forward in UZDoom.
Ultimate Freedoomer wrote: Wed Aug 05, 2026 9:56 am
Now that we have proper working multiplayer, is there a chance we’ll see support for the SKININFO lump integrated?
I'd argue that a lot of the Zandronum-exclusive features should be ported at some point (though some won't be necessary like ACS Event Scripts, Announcers, etc since ZScript and ACS can already replicate them) things like relevant actor parameters (i.e CLIENTSIDEONLY), but top priority should be focusing on Doomseeker support.
Mouse sensitivity sliders do not react to Left arrow, so with arrow keys it is impossible to decrease the mouse sensitivity, only increase it (Right arrow does work). The only way to decrease mouse sensitivity is to press Enter and input the desired sensitivity in digits.