GZDoom 3.5.0 released
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Re: GZDoom 3.5.0 released
I have 2560x1080 native resolution and I noticed there isn't a resolution picker anymore but a resolution scale option with several choices instead. Is there some way to force the game to use 1920x1080 (for the same of video recording when I do so)?
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- Lead GZDoom+Raze Developer
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Re: GZDoom 3.5.0 released
Not for fullscreen (yet), but you can set a windowed size with win_setsize. A menu option for this will be available in the next version.
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Re: GZDoom 3.5.0 released
So are vid_defheight and vid_defwidth now redundant? My old config files have these set for a resolution of 1680x1050 but if I use the new GZDoom version to create a new ini file from scratch these are set by default for a resolution of 640x480 yet in-game it still looks like my native 1680x1050 (which I'm guessing is due to the borderless windowed fullscreen mode and the screen scaling).
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Re: GZDoom 3.5.0 released
So just that I get this straight... is this just two separate builds of the same source, or really two independent, diverging source releases? In the latter case, the git repo is missing a 3.5.0-legacy or so tag.
If only glxinfo's reporting was a bit more obvious as to what GL version I'm really having.
Code: Select all
$ glxinfo
[...]
Max core profile version: 4.5
Max compat profile version: 3.0
Max GLES1 profile version: 1.1
Max GLES[23] profile version: 3.2
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) UHD Graphics 620 (Kabylake GT2) [i5-8250U CPU platform]
OpenGL core profile version string: 4.5 (Core Profile) Mesa 18.0.2
OpenGL core profile shading language version string: 4.50
[...]
OpenGL version string: 3.0 Mesa 18.0.2
OpenGL shading language version string: 1.30
OpenGL context flags: (none)
OpenGL extensions:
GL_3DFX_texture_compression_FXT1, GL_AMD_conservative_depth,
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Re: GZDoom 3.5.0 released
Graf elected not to put the legacy tag in his repo. It's in drfrag's. https://github.com/drfrag666/gzdoom/tree/g3.5.0_legacy
The following commands will pull that tag into your repo:
The following commands will pull that tag into your repo:
Code: Select all
cd /path/to/your/gzdoom/repo
git remote add drfrag666 https://github.com/drfrag666/gzdoom/
git fetch --all
git checkout g3.5.0_legacy
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Re: GZDoom 3.5.0 released
There's a lot of stuff in that repo. The legacy branch is here:
https://github.com/drfrag666/gzdoom/tree/legacy
https://github.com/drfrag666/gzdoom/tree/legacy
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Re: GZDoom 3.5.0 released
Is there any chance to see the VR version of gzdoom being implemented into main line?
Even if it remains experimental forever, this would be really great! https://github.com/Fishbiter/gz3doom
Even if it remains experimental forever, this would be really great! https://github.com/Fishbiter/gz3doom
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Re: GZDoom 3.5.0 released
None of the main devs except one have VR headsets, and the one who does doesn't like it very much.
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Re: GZDoom 3.5.0 released
That's better left as a separate project by people who have some interest in such a niche feature
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Re: GZDoom 3.5.0 released
It's niche now, but it is a future, and a great way to introduce new players to such oldie.
Like you have noticed, it's niche - and because of that there are very few people who want to develop for it - but maybe you could just integrate current code into future releases with no warranties? At least that way we get more mods compatibility..
Like you have noticed, it's niche - and because of that there are very few people who want to develop for it - but maybe you could just integrate current code into future releases with no warranties? At least that way we get more mods compatibility..
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Re: GZDoom 3.5.0 released
We can't do that because we'd need a way to test such integrations. Even with "no warranties" we have to make sure it actually works, and without a headset we cannot do that.
We're pretty much at the mercy of biospud or dpJudas and their desire to work on it.
We're pretty much at the mercy of biospud or dpJudas and their desire to work on it.
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Re: GZDoom 3.5.0 released
My DK2 is too old to be used anymore. But back when it was still working I was using baseline gzdoom and not a fork. Biospud backported most of the VR stuff - I'm not sure precisely what is missing. This is quite a while ago by now - can't really remember the details.
In any case, I don't plan on buying a consumer HMD. I therefore can't maintain any support for it.
In any case, I don't plan on buying a consumer HMD. I therefore can't maintain any support for it.
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Re: GZDoom 3.5.0 released
It would have been nice to have the OpenGL specs for each version displayed on the download page instead of making the user search for an answer in the forums...
Q: Is WinXP still supported?
Q: Is WinXP still supported?
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- Lead GZDoom+Raze Developer
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Re: GZDoom 3.5.0 released
Windows XP is still supported but for the modern build is the prime candidate for removal. As of yesterday XP user share was roughly 0.3% and XP support is blocking a few things because external libraries are increasingly harder to come by with functioning XP support.
All that said, even ending 32 bit support as a whole is only a matter of time. The user share of real 32 bit systems has shrunk to 3% by now, that's half of what it was 4 months ago. I do not expect 32 bit support to survive the coming year.
All that said, even ending 32 bit support as a whole is only a matter of time. The user share of real 32 bit systems has shrunk to 3% by now, that's half of what it was 4 months ago. I do not expect 32 bit support to survive the coming year.
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Re: GZDoom 3.5.0 released
maybe vid_setsize ?Graf Zahl wrote:but you can set a windowed size with win_setsize