GZDoom 3.0.0 Released

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Graf Zahl
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GZDoom 3.0.0 Released

Post by Graf Zahl »

GZDoom 3.0.0 has been released.
This is the first version that merges all software rendering features from QZDoom.
In addition this is the first release under the GPL v3.
To comply with the GPL, FModEx had to be removed as a sound backend, so this version will only support OpenAL.

New features aside from merging with QZDoom include:
  • scriptable status bars.
  • scriptable level status screens.
  • static constant arrays in classes.
  • support for Doom64-style lighting in the software renderer, with the exception of gradients.
  • optimization of the scripting VM by removing some always active debug support.
Please note that starting with this version the 32 bit Windows version will require support for SSE2, because the true color software renderer cannot work without it. As a result it can no longer be used on Pentium 3's and older.

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Jimmy
 
 
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Re: GZDoom 3.0.0 Released

Post by Jimmy »

Momentous. Cheers Graf and company! :cheers:
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Re: GZDoom 3.0.0 Released

Post by Fishytza »

:shock:

Keep it up, Graf! :thumb:
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DavidN
 
 
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Re: GZDoom 3.0.0 Released

Post by DavidN »

Congratulations on 3.0!
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Re: GZDoom 3.0.0 Released

Post by leodoom85 »

GREAT!!!!!
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Re: GZDoom 3.0.0 Released

Post by Gutawer »

Cool stuff. ZScript Status Bars are really nice, from my experience, so it's great to know we can now use them against stable GZDoom.
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kevansevans
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Re: GZDoom 3.0.0 Released

Post by kevansevans »

Hey I noticed a small discrepancy with sprite positioning between software and hardware rendering. Hardware rendering will draw all sprites slightly higher than software: http://imgur.com/a/8MpVK
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Re: GZDoom 3.0.0 Released

Post by Accensus »

Sprite clipping. Adjustable in the OpenGL settings.
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Enjay
 
 
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Re: GZDoom 3.0.0 Released

Post by Enjay »

GZDoom 3 - and two days earlier than expected too. Thanks very much. :D

kevansevans wrote:Hey I noticed a small discrepancy with sprite positioning between software and hardware rendering. Hardware rendering will draw all sprites slightly higher than software: http://imgur.com/a/8MpVK
Looks like the auto-fix for sprite clipping that is needed to show the whole sprite in hardware accelerated mode.

Look in your OpenGL preferences if you want to change it. [edit]Ninjad by Lud [/edit]
Wiki wrote: Adjust sprite clipping (Never/Smart/Always/Smarter)
gl_spriteclip
The OpenGL renderer clips off sprites when they go "within" a floor or ceiling; whereas the software renderer overdraws them, a fact which has been willfully exploited to fake certain perspective effects. The result is that many sprites are abruptly cut off when they shouldn't be. The adjustment cheats by adjusting their offset so that they are less cut off.
Never: Offsets are not adjusted at all.
Smart: Offsets are only adjusted if they meet certain criteria.
Always: Offsets are always adjusted if they make the sprite sink in the ground.
Smarter: Offsets are adjusted in a wider range of cases than with "smart", including if they sink in the ceiling. The amount by which they are adjusted is scaled according to the overall height of the sprite. Very small sprites (such as POB2A0) are visible, contrarily to "smart", even if they are offset in the ceiling (such as CDRP[ABCD]0); and tall sprites (such as TGRNA0) do not seem to hover above the floor, contrarily to "always".
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Re: GZDoom 3.0.0 Released

Post by zrakbz »

Great job folks.

QZ is obsolete now, right?
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kevansevans
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Re: GZDoom 3.0.0 Released

Post by kevansevans »

Enjay wrote:Stuff
Huh I did not know that, thanks for the info.

Anyways congrats on the release, I see this as a great tool for developers wanting to make a classic FPS game in a single package.
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Re: GZDoom 3.0.0 Released

Post by Rachael »

Ubuntu builds uploaded (thanks to Blzut3)
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Re: GZDoom 3.0.0 Released

Post by silentzora »

Oh dang, no more FMOD? That's a bummer. OpenAL doesn't seem to want to behave itself on my end. :(
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Re: GZDoom 3.0.0 Released

Post by Rachael »

What kind of problems are you having?
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Re: GZDoom 3.0.0 Released

Post by silentzora »

Rachael wrote:What kind of problems are you having?
Just some minor issues with some sounds I'm using from Enemy Territory: Quake Wars. They come out a little bit softer than they used to. Not sure what it is, but it's only affecting sounds pulled from that game, oddly. It's probably some kind of encoding thing that OpenAL doesn't like, but I'm no expert.
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