
Spoiler:
Moderator: GZDoom Developers
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You say that as if that's never happened in the English language before. Like words from two to too. And the one in between. They're really not picky about the use of their words there.Apeirogon wrote:Ah, another word fell victim of the peoples who cant invent new word for new thing. Shame...
When these cards become affordable for normal people, maybe.wolfmanfp wrote:Raytraced Doom when?
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That's usually because the Mac builds are not yet available, and I am not aware of the new versions until I get the Mac builds.Nightheath wrote:Hi,
for anyone who is looking for the GZDoom 4.00 versions for linux (32/64 bits .deb) - see here:
(I already asked because there is no hint under the downloads section here.)
http://debian.drdteam.org/pool/multiverse/g/gzdoom/
Greetings.
Code: Select all
1. Custom Post-Process shaders not implemented (already fixed)
2. Custom hardware shaders with extra textures not implemented
3. Extremely large maps that overload the Vulkan buffer may cause a crash
4. Texture descriptor pool has a fixed size. It is possible some mod might exceed it
5. Model translation is currently fucked. Don't expect models to work in Vulkan very well at the moment!
6. Crash on shutdown due to models being destroyed after the framebuffer
7. Bloom shader causes massive slowdown (already fixed)
8. Earlier ATI OpenGL 3.3 cards will hiccup on startup due to shader code that it cannot comprehend (already fixed)
I do personally wish the announcement was held until the whole release pipeline was completed since it usually takes only 2-3 days which really shouldn't kill anyone. On the plus side though if a critical bug is discovered hours after release there's sometimes a little less work to do, so there's that. (Although given that some people would notice the tag and build from source, you wouldn't necessarily lose this benefit either.)Rachael wrote:Yeah, it's not the best thing, but the whole system is managed by 4 people who barely communicate with each other. The builds are updated as soon as I am aware of them.
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I feel like this could be greatly simplified if an email was sent out (whether manually or by some automated bot) to _mental_, Rachael and Blzut when the Windows builds were ready. I mean, it probably wouldn't speed things up too much, all things considered, but it'd make things a bit less of a game of telephone.Blzut3 wrote:For the curious the release pipeline looks like this:
Sinael wrote:and decision to gut this feature outright before coming up with a way to keep it is baffling to me.
The fact that you have a use for 320x200 is fair enough but there are a few things in your post that are a bit off.Sinael wrote:Maybe I am late to the party, but I must say I really liked the ability to occasionally scale down to 320x200 while keeping all the other commodities GZDoom provides (even had a binds to switch between "retro" and "modern" looks), and decision to gut this feature outright before coming up with a way to keep it is baffling to me. And it's not like those solutions do not exist - as Kinsie mentioned a few pages prior, the common scaling solution that modern games use - scaling only 3D output without effecting 2D should be possible. Somehow I doubt that localisation-friendliness was such a pressing issue.