GZDoom 4.4.2 released

Tue Jun 16, 2020 12:00 pm

Notice: The survey is currently closed. GZDoom 4.4.2 does not include the survey code that 4.2.0 did.
Important: 4.4.x will be the last GZDoom release to feature a 32 bit build. Starting with 4.5.0 there will only be 64 bit versions.

Download (OpenGL 3.3 and higher for hardware rendering, Direct3D 9 or later for software rendering)


Highlights
4.4.2 is a bugfix release addressing a few issues that were reported for 4.4.1 with two notable new features:
  • add "restart" button to error pane in Windows
  • made the new Build light mode operational


Details
  • fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
  • added missing target check to A_RadiusDamageSelf.
  • use a full ClearScreen when drawing fullscreen images.
  • fix crash in nullptr access to DFrameBuffer object 'screen' if it is uninitialized
  • add "restart" button to error pane in Windows
  • add keyboard accelerator shortcuts to many Windows-specific dialogs
  • fixed some issues with setup parts for ZScript in the wrong place.
  • let blastradius work without an effect actor.
  • fixed: AActor::GetModifiedDamage must account for the inventory items to get destroyed in its scripted subfunctions.
  • fixed: FGameTexture's GlowHeight was not initialized.
  • fixed: the attenuation flag wasn't passed to the shader if shadowmaps were disabled.
  • fixed bad range check in shadowmap code.
  • Fixed: check for bad sidedefs was not taking into account sidedef compression.
  • backend update from Raze.
  • fixed: The scale vector for detail maps was not passed to the shader.
  • fixed: The flags for texture colorization were not passed to the backend.
  • fixed: The scissor rectangle must be clipped to the upper left edge of the screen.
  • fix missing terminator in vk_shader.cpp on #ifdef guarded line.
  • made the new Build light mode operational

Re: GZDoom 4.4.2 released

Wed Jun 17, 2020 12:51 am

Doom wiki updated.

Re: GZDoom 4.4.2 released

Thu Jun 18, 2020 5:49 am

do you know where the option for "Enable Hires Textures" went?

Re: GZDoom 4.4.2 released

Thu Jun 18, 2020 5:52 am

AFAIK that was written for the Doomsday system hires texture replacements.
viewtopic.php?f=4&t=68077

Re: GZDoom 4.4.2 released

Mon Jun 22, 2020 8:39 am

Hello :D

Many thanks for the new release.

made the new Build light mode operational


What is this actually? The new Build light mode?

Kind regards
zhd

Re: GZDoom 4.4.2 released

Mon Jun 22, 2020 8:53 am

zhadoom wrote:Hello :D

Many thanks for the new release.

made the new Build light mode operational


What is this actually? The new Build light mode?

Kind regards
zhd

It's Build engine's sector light mode ported and tweaked to work in the Doom engine.

Re: GZDoom 4.4.2 released

Sat Jul 04, 2020 7:45 pm

Graphic problems in Vulkan mode still remain (but happen much less often), sometimes the screen freezes in GZDoom (only the task manager helps), also my CPU is 50-60% loaded

Re: GZDoom 4.4.2 released

Fri Jul 17, 2020 8:37 pm

Rachael wrote:AFAIK that was written for the Doomsday system hires texture replacements.
viewtopic.php?f=4&t=68077


Edit:

I Fixed the issue with Hi Res Textures not working with the latest version of Gzdoom.

For anyone looking for a solution, here is mine, Any PK3 file used must have the identical path in the picture under (Moo) and the .PNG files must be truecolor converted only, and their extensions must only be .png for it to work. this is how i got mine to work, though depending on the size of your hi res textures, when doing this you must disable the high quality resize mode due to memory limits.
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Re: GZDoom 4.4.2 released

Fri Jul 24, 2020 12:15 am

The flats seen on the border and the text screens seem to be larger, as they were different in the previous version. Is there a way to revert the flat scale on the border and the text screens?

Re: GZDoom 4.4.2 released

Sat Sep 12, 2020 5:48 am

irontusk341 wrote:
Rachael wrote:AFAIK that was written for the Doomsday system hires texture replacements.
viewtopic.php?f=4&t=68077


Edit:

I Fixed the issue with Hi Res Textures not working with the latest version of Gzdoom.

For anyone looking for a solution, here is mine, Any PK3 file used must have the identical path in the picture under (Moo) and the .PNG files must be truecolor converted only, and their extensions must only be .png for it to work. this is how i got mine to work, though depending on the size of your hi res textures, when doing this you must disable the high quality resize mode due to memory limits.


Thanks dude this worked for the most part. However, if the PK3 has multiple textures folders to be used for different games like AltDHTPv1.3.pk3 they will not be recognizable and only the files from the root texture folder will be used.
e.g. Doom 1 sky textures will be 2's instead. Is there any fix to this apart from using an old version?
Sorry, I just registered to comment this, I'm a complete newbie without any coding or modding knowledge, pardon me.
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