Moderator: GZDoom Developers
Graf Zahl
Lead GZDoom+Raze Developer
Posts: 49193 Joined: Sat Jul 19, 2003 10:19 am
Location: Germany
Post
by Graf Zahl » Sun Jan 12, 2020 4:44 pm
Notice: The survey is currently closed. GZDoom 4.3.2 does not include the survey code that 4.2.0 did.
Download (OpenGL 3.3 and higher)
Highlights
This is a mainly a bugfix release. There's two notable new features, though:
added ML_NOSKYWALLS and ML_DRAWFULLHEIGHT
add support for new Bethesda.Net Unity Edition wads
Details
added ML_NOSKYWALLS and ML_DRAWFULLHEIGHT
fixed Linux and macOS implementations of I_FindAttr()
implement player setup background by Enjay
fixed uninitialized variable in OPL song. Mono streams could be erroneously treated as stereo, doubling their playback speed
compatibility workaround for using Scroll_Texture_Model with a line id of 0.
store CVARs non-destructively in savegames.
added missing render style constants to ZScript.
fixed A_PlaySound() called from Dehacked
fixed: The directory scanner for reading a directory into the WAD file system and ScanDirectory were not Unicode capable on Windows.
restored old values for CHAN_... constants
add support for new Bethesda.Net Unity Edition wads
added workaround for GLSL noise functions on macOS
added ability to use static SDL2 library
fixed invalid context warnings with Cocoa backend
removed obsolete softpoly render modes from menu
fixed resolving of music aliases with full filenames
fixed erroneous override of default language strings
Last edited by Graf Zahl on Tue Jan 14, 2020 1:21 pm, edited 1 time in total.
Enjay
Posts: 26697 Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Post
by Enjay » Sun Jan 12, 2020 5:14 pm
As ever, thank you (and all contributors) for your continued work on GZDoom.
kevansevans
Spotlight Team
Posts: 430 Joined: Tue Oct 05, 2010 12:04 am
Graphics Processor: nVidia with Vulkan support
Post
by kevansevans » Sun Jan 12, 2020 6:35 pm
add support for new Bethesda.Net Unity Edition wads
If anyone here wants to know how to obtain these wads, they're retrieved with my program here:
https://github.com/kevansevans/Unity-Doom-Ripper
You of course need to have purchased these sourceports from the Bethesda launcher. The IWADs aren't anything special other than a few sprite edits, but in the off chance Bethesda continues to change them, or this is someone's first and only copy of doom and want to use a different source port, or someone's just a collector, this tool helps with that.
SanyaWaffles
Posts: 822 Joined: Thu Apr 25, 2013 12:21 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Windows 11 for the Motorola Powerstack II
Graphics Processor: nVidia with Vulkan support
Location: The Corn Fields
Post
by SanyaWaffles » Sun Jan 12, 2020 8:19 pm
Another release! Thanks to all who have contributed.
Redneckerz
Spotlight Team
Posts: 1098 Joined: Mon Nov 25, 2019 8:54 am
Graphics Processor: Intel (Modern GZDoom)
Post
by Redneckerz » Mon Jan 13, 2020 4:34 am
Great,i just updated the DoomWiki article for the previous update
Another edit forthcoming.
Thank you once more for the endless amount of work you put in this, Graf.
EDIT: And it is edited.
zhadoom
Posts: 39 Joined: Mon Feb 04, 2019 10:06 am
Post
by zhadoom » Mon Jan 13, 2020 10:01 am
Hello
Thanks a lot!
Kind regards
zhd
Eonfge
Posts: 32 Joined: Tue Sep 10, 2019 10:47 am
Graphics Processor: nVidia (Modern GZDoom)
Post
by Eonfge » Mon Jan 13, 2020 11:16 am
The Flathub build is now also coming your way!
https://flathub.org/apps/details/org.zdoom.GZDoom
Since last release, merely a week ago, 200 new people have downloaded GZDoom!
Not bad for a week if you ask me.
Graf Zahl
Lead GZDoom+Raze Developer
Posts: 49193 Joined: Sat Jul 19, 2003 10:19 am
Location: Germany
Post
by Graf Zahl » Tue Jan 14, 2020 1:21 pm
I put the Flathub link right in the main post to give this a bit more visibility
Eonfge
Posts: 32 Joined: Tue Sep 10, 2019 10:47 am
Graphics Processor: nVidia (Modern GZDoom)
Post
by Eonfge » Wed Jan 15, 2020 10:51 am
Graf Zahl wrote: I put the Flathub link right in the main post to give this a bit more visibility
Aw, that's cool
Flathub is of cause aiming for world domination, so this is a good omen.
I have a small question btw, do we have any vector version of the GZDoom logo? On some 4k monitors, the logo looks a bit chubby because I only have a .png bitmap.
Rachael
Posts: 13853 Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Post
by Rachael » Wed Jan 15, 2020 11:15 am
You'll have to ask Tormentor667. He's the one who designed the current one we use.
If you're talking about the forum one - that one was designed by Randi (i think?) a loooooong time ago.
Torchere
Posts: 4 Joined: Tue Jan 14, 2020 6:01 am
Graphics Processor: nVidia (Modern GZDoom)
Location: 45 Maydwell House
Post
by Torchere » Wed Jan 15, 2020 12:38 pm
Thank you for the new version! I'll be happy to check it out now!
Eonfge
Posts: 32 Joined: Tue Sep 10, 2019 10:47 am
Graphics Processor: nVidia (Modern GZDoom)
Post
by Eonfge » Fri Jan 17, 2020 1:43 am
Rachael wrote: You'll have to ask Tormentor667. He's the one who designed the current one we use.
I send him a PM. It has no terrible haste, but it would be nice to add in the future.
Redneckerz
Spotlight Team
Posts: 1098 Joined: Mon Nov 25, 2019 8:54 am
Graphics Processor: Intel (Modern GZDoom)
Post
by Redneckerz » Mon Jan 20, 2020 6:23 am
Gotta have to nitpick here (Or have a sharp eye) but the releasedate on the frontpage still refers to version 4.3.1 of January 5, instead of January 12 for this current release.
sinisterseed
Posts: 1349 Joined: Tue Nov 05, 2019 6:48 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Post
by sinisterseed » Mon Jan 20, 2020 6:39 am
Redneckerz wrote: Gotta have to nitpick here (Or have a sharp eye) but the releasedate on the frontpage still refers to version 4.3.1 of January 5, instead of January 12 for this current release.
It won't even matter anymore very soon, since 4.3.3 is on the way
.