LZDoom 3.88b 02/26 released
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Please read the full rules for more details.
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine are perfectly acceptable here too.
Please read the full rules for more details.
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Re: LZDoom 3.87b 11/08 released
I will test this in a few hours after I return! Thanks DrFrag!
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Re: LZDoom 3.87c 01/24 released
I've released 3.87c to fix a few serious bugs (mainly the GL graphic glitches with the partial invisibility effect and weapon bob jittering) . I've included the widescreen graphics by Nash this time. And i've also replaced the included 32 bit OpenAL32.dll with a custom 1.20.1 build so to run LZDoom on Windows XP you'd need replace the dll with the older 1.19 version.
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Re: LZDoom 3.87c 01/24 released
The Linux version hasn't been updated in the download page.
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Re: LZDoom 3.87c 01/24 released
I know, there are no linux versions yet. I don't build those but if they are posted i'll update the page.
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Re: LZDoom 3.87c 01/24 released
Hi!
Thanks @drfrag.
I could compile lzdoom (3.87c) on Linux Manjaro aarch64 and it works!!
I will follow this project closely, I knew only gzdoom (and zdoom) and used it for my desktop PC and now I have lzdoom for my Khadas VIM3.
Thanks @drfrag.
I could compile lzdoom (3.87c) on Linux Manjaro aarch64 and it works!!
I will follow this project closely, I knew only gzdoom (and zdoom) and used it for my desktop PC and now I have lzdoom for my Khadas VIM3.
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Re: LZDoom 3.87c 01/24 released
Can you update the AUR? Or at least post the instructions?FranjeGueje wrote:Hi!
Thanks @drfrag.
I could compile lzdoom (3.87c) on Linux Manjaro aarch64 and it works!!
I will follow this project closely, I knew only gzdoom (and zdoom) and used it for my desktop PC and now I have lzdoom for my Khadas VIM3.
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Re: LZDoom 3.87c 01/24 released
I compiled with the instructions from https://zdoom.org/wiki/Compile_GZDoom_on_Linux I used the Arch dependencies https://zdoom.org/wiki/Compile_GZDoom_o ... Arch_Linux
After that I also created a custom package with PKGBUILD:
After that I also created a custom package with PKGBUILD:
Spoiler:You can use whichever method you prefer.
Last edited by FranjeGueje on Sun Feb 07, 2021 6:30 am, edited 1 time in total.
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Re: LZDoom 3.87c 01/24 released
Cheers mate! Thanks for the instructions.
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Re: LZDoom 3.87c 01/24 released
I've merged some stuff that needs testing, the latest devbuild is here as always.
https://devbuilds.drdteam.org/lzdoom/
https://devbuilds.drdteam.org/lzdoom/
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Re: LZDoom 3.87c 01/24 released
Is there a way to bring back the old OpenGL 1 support that was left after GZDoom 1.8.03?
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Re: LZDoom 3.87c 01/24 released
Of course not. But i've brought back the old gamma table method with the d3d_nogammaramp cvar.
I need that becouse i can't play software otherwise, my screen is very bad and has a strong blueish tint and without a filter i can't stand even five minutes. Seems those filters also use SetGammaRamp so they don't work.
It will be in the next devbuild, for me it works but i'm not very sure of what i did. The table was also used in D3DPal::Update and i guess that's to keep the gamma when palette changes. Note that once you enable the ramp you need to switch to windowed to disable it else it gets stuck and both gammas add up. There's no workaround, that's how it works.
https://github.com/drfrag666/gzdoom/com ... c586f5aa59
https://github.com/drfrag666/gzdoom/com ... e2806ac2ab
I need that becouse i can't play software otherwise, my screen is very bad and has a strong blueish tint and without a filter i can't stand even five minutes. Seems those filters also use SetGammaRamp so they don't work.
It will be in the next devbuild, for me it works but i'm not very sure of what i did. The table was also used in D3DPal::Update and i guess that's to keep the gamma when palette changes. Note that once you enable the ramp you need to switch to windowed to disable it else it gets stuck and both gammas add up. There's no workaround, that's how it works.
https://github.com/drfrag666/gzdoom/com ... c586f5aa59
https://github.com/drfrag666/gzdoom/com ... e2806ac2ab
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Re: LZDoom 3.87c 01/24 released
Not with LZDoom, but there are alternatives; ZDoom LE (Slightly newer GZDoom build) and ZDoom CL.Aleasdf wrote:Is there a way to bring back the old OpenGL 1 support that was left after GZDoom 1.8.03?
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Re: LZDoom 3.87c 01/24 released
How do you get weapon names to display on the screen while changing weapons with mouse wheel ? Is there a setting for it ?
I'm running BDv21 with Tomtefar's Extension. Weapon names display fine on Zandronum but not with LZDoom
Best regards
I'm running BDv21 with Tomtefar's Extension. Weapon names display fine on Zandronum but not with LZDoom
Best regards
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Re: LZDoom 3.87c 01/24 released
No idea must be a Zandronum feature.
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