I like the idea of an options to toggle the intermission screen to show how much it is instead of by percentage. I also like the support of ENDOOM too. Really nice touch.
GZDoom 4.5.0 released
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Trimint123
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Re: GZDoom 4.5.0 released
Still no true support for 21:9 yet, but I'm impressed with this update so far. 
I like the idea of an options to toggle the intermission screen to show how much it is instead of by percentage. I also like the support of ENDOOM too. Really nice touch.
I like the idea of an options to toggle the intermission screen to show how much it is instead of by percentage. I also like the support of ENDOOM too. Really nice touch.
Last edited by Trimint123 on Sun Nov 01, 2020 9:47 pm, edited 1 time in total.
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SPZ1
- Posts: 397
- Joined: Wed Aug 02, 2017 3:01 pm
- Location: Illinois
Re: GZDoom 4.5.0 released
Excellent! This does still work for me!Enjay wrote:Creating a copy of the TITLEPIC called CONBACK should do it because CONBACK is still supported.
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theleo_ua
- Posts: 170
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- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Ukraine
Re: GZDoom 4.5.0 released
How to turn off the file game_widescreen_gfx.pk3 without renaming or deleting it? Because I have 4:3 hires textures, and they are look weird in gzdoom 4.5.0, until I rename or delete game_widescreen_gfx.pk3Graf Zahl wrote:Precisely that. Like the lights and brightmaps they need to be optional in case some mod does not work with them present (or someone simply prefers 4:3)
Does it really matter? 11 or 12 files hardly makes a difference.
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_mental_
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- Posts: 3820
- Joined: Sun Aug 07, 2011 4:32 am
Re: GZDoom 4.5.0 released
Set autoloadwidescreen CVAR to false.
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BunnyWithBeans
- Posts: 20
- Joined: Thu Jun 11, 2020 6:34 pm
- Graphics Processor: Intel (Modern GZDoom)
Re: GZDoom 4.5.0 released
The excellent and fabled giant menu screen release. Excellent.
(Also, genuine thank you to GZDOOM devs for the minimal menu. Now I don't have to use option search to remember where some of the menu scaling is!)
(Also, genuine thank you to GZDOOM devs for the minimal menu. Now I don't have to use option search to remember where some of the menu scaling is!)
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Grizzly
- Posts: 49
- Joined: Thu Sep 06, 2018 7:12 am
Re: GZDoom 4.5.0 released
If there's absolutely one thing I would change, it's to add the texture scaling options to the scaling menu.
Solid release though! Gratz
I'm not sure why it took this long to implement WASD controls by default, but I'm very glad they are here now. The new options menu is quick and to the point too. All in all a big step forwards in terms of usability.
now it just needs a "classic doom" mode that turns off mouselook again, sets texture filtering to "none" and okay okay I'll shut up
Solid release though! Gratz
now it just needs a "classic doom" mode that turns off mouselook again, sets texture filtering to "none" and okay okay I'll shut up
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Caligari87
- Admin
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Re: GZDoom 4.5.0 released
@Grizzly: The "Vanilla Essence" mod is what you should be looking at. It's every vanilla-style setting all collected in one place and toggled with a single button.
(now GZDoom could theoretically include an official version of this, but honestly the mod does it so well it's not necessary).

(now GZDoom could theoretically include an official version of this, but honestly the mod does it so well it's not necessary).
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bLUEbYTE
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Re: GZDoom 4.5.0 released
I remember reading somewhere that Graf & Nash (and possibly others) were looking into integrating build engine-style sprite shadows directly into the engine. I was kinda hopeful to see it in the changelog of this release but no such luck... Is this still being considered? Just curious.
Great work as always!
Great work as always!
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Nash
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- Posts: 17512
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: GZDoom 4.5.0 released
I didn't have enough time to finish the feature for 4.5.0. Will be worked on for sure, for a future version, though I can't promise which version exactly. When It's Done(tm), I suppose.bLUEbYTE wrote:I remember reading somewhere that Graf & Nash (and possibly others) were looking into integrating build engine-style sprite shadows directly into the engine. I was kinda hopeful to see it in the changelog of this release but no such luck... Is this still being considered? Just curious.
Great work as always!
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Rachael
- Posts: 13980
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Re: GZDoom 4.5.0 released
Because I've had to split this thread a couple times now...
Please do not post bugs or issues in release threads! Click here
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sirudoom
- Posts: 78
- Joined: Thu Sep 26, 2019 5:03 pm
Re: GZDoom 4.5.0 released
i was wondering if doom 64 had these upgrades, it came to steam a year ago and in the comments someone said its not a good port. i decided to just play doom 1 again and i forgot how good it is. if you dont use unity edition is it pretty much the same?
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nayoz
- Posts: 3
- Joined: Fri Dec 18, 2020 5:44 am
Re: GZDoom 4.5.0 released
hi there, i remember that when i started a new level... the name of the level was shown the first few seconds
now it doesn't show any longer, i can only read it when i load a savegame...
any idea how i can restore the level name being shown at the start of a new map ?
now it doesn't show any longer, i can only read it when i load a savegame...
any idea how i can restore the level name being shown at the start of a new map ?
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Rachael
- Posts: 13980
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Re: GZDoom 4.5.0 released
The level name was never shown this way, at least not with any official code.nayoz wrote:hi there, i remember that when i started a new level... the name of the level was shown the first few seconds
now it doesn't show any longer, i can only read it when i load a savegame...
any idea how i can restore the level name being shown at the start of a new map ?
You likely were using an addon at the time you got the level name at the start of a map.
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Gez
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- Posts: 17946
- Joined: Fri Jul 06, 2007 3:22 pm
Re: GZDoom 4.5.0 released
Some mods do have code to show level and author. I think ZPack did this?
I've also seen that as a port feature in, IIRC, Doomsday. But it was never directly in ZDoom or GZDoom.
I've also seen that as a port feature in, IIRC, Doomsday. But it was never directly in ZDoom or GZDoom.
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Josko
- Posts: 92
- Joined: Fri Sep 22, 2017 2:30 am
Re: GZDoom 4.5.0 released
Please bring back the " Overall Mouse Sensetivity " Option rather than Horizontal and Vertical sensitivity.
I'm having huge problems with the mouse with GZDoom 4.5.0.
Either its too fast or its too slow, I can never get it to be how I had it on 4.2.0 for example.
I'm having huge problems with the mouse with GZDoom 4.5.0.
Either its too fast or its too slow, I can never get it to be how I had it on 4.2.0 for example.