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GZDoom 4.12.0 released

Posted: Sun Apr 21, 2024 2:13 am
by Rachael
Notice: The survey is currently CLOSED. GZDoom 4.12.0 contains no survey code. This version will not prompt you to submit your hardware info.

Please do not post bugs or issues in release threads! Click here

Download (OpenGLES 2.0 and higher) Due to recent changes in the widgets code, newer versions of GZDoom will probably no longer run on Windows 7 natively. If you cannot run GZDoom on Windows 7, you can try VxKex to see if it fixes the problem for you.

Highlights:
  • New launcher screen with custom widgets
  • VisualThinkers
  • Reworked Morph System
  • Many DSDA/MBF21 compatibility fixes
  • mapinfo and cvarsearch ccmds
  • better joystick handling in Linux (particularly for the Steam Deck)
  • Support for VP9 codec
  • Lots of bug fixes
Spoiler: Details (really long)

Re: GZDoom 4.12.0 released

Posted: Sun Apr 21, 2024 3:53 am
by Graf Zahl
Rachael wrote: Sun Apr 21, 2024 2:13 am Due to recent changes in the widgets code, newer versions of GZDoom will probably no longer run on Windows 7 natively. If you cannot run GZDoom on Windows 7, you can try VxKex to see if it fixes the problem for you.
Here's the link to the issue: viewtopic.php?p=1251557#p1251557

The AdjustWindowRectExForDpi function was added in Windows 10, so this will also affect Windows 8 users.
I think for the time being we should consider a workaround here, this isn't really something that's a make-or-break-deal like when we ditched XP support because the compiler stopped supporting it.

Truth be told, there are at least two other issues as well that won't work right on 7 and 8 anymore:
* when using -stdout it won't handle localized text anymore because allowing to set the console to UTF-8 was only added in Windows 10.
* the new startup window won't work with Japanese and Korean because the fonts being needed may not be there.

The writing is on the wall: Support for these old OSs will inevitably decline and eventually stop entirely, but IMO this issue here shouldn't be the cause.

Re: GZDoom 4.12.0 released

Posted: Sun Apr 21, 2024 4:13 am
by Rachael
In that case, the function in question will have to be dynamically imported because without it, support for high-DPI displays will break on 10/11 with the new widgets code.

Re: GZDoom 4.12.0 released

Posted: Sun Apr 21, 2024 4:15 am
by Graf Zahl
No need. The containing function is unused, so just commenting it out was enough to get rid of the two offending imports.

Re: GZDoom 4.12.0 released

Posted: Sun Apr 21, 2024 4:18 am
by Rachael
Ah, alright.

Re: GZDoom 4.12.0 released

Posted: Sun Apr 21, 2024 1:57 pm
by Major Cooke
This one's a big one, I'm happy to see it out now. :mrgreen:

Re: GZDoom 4.12.0 released

Posted: Mon Apr 22, 2024 12:42 am
by Kinsie
Feels like somebody forgot to swap out the placeholder header graphic before release:
Image

Which is odd, because the recent Raze release has a great one that's the proper size and all:
Image

EDIT: Here are some quick-n-dirty alternatives using website graphics that aren't exciting or clever, but won't get standalone gamedevs beaten with hammers for having Doom graphics attached to them.
https://i.imgur.com/AUexxlU.png
https://i.imgur.com/8UUPo7K.png

Re: GZDoom 4.12.0 released

Posted: Mon Apr 22, 2024 1:43 am
by Professor Hastig
Kinsie wrote: Mon Apr 22, 2024 12:42 am but won't get standalone gamedevs beaten with hammers for having Doom graphics attached to them.
A standalone gamedev should replace the banner graphic. It's just a normal PNG inside gzdoom.pk3.

Re: GZDoom 4.12.0 released

Posted: Mon Apr 22, 2024 8:51 am
by Doomguy 2000
How exactly are we supposed to check wads for console errors if we use the norun parameter, can't see the console for potential errors?

Edit: it will only show the console if the wad itself can't run properly, other than that when it comes to errors, the console won't show up.

Re: GZDoom 4.12.0 released

Posted: Thu Apr 25, 2024 2:40 pm
by Casualfan
Love the new launch menu!

Re: GZDoom 4.12.0 released

Posted: Sun May 19, 2024 4:42 am
by bLUEbYTE
Rachael wrote: Sun Apr 21, 2024 2:13 am [*] better joystick handling in Linux (particularly for the Steam Deck)
If that means gamepads are re-detected on disconnect / reconnect, that will make my day. the related feature request.

Thanks and congrats on the release!

Re: GZDoom 4.12.0 released

Posted: Sun May 19, 2024 5:43 am
by dpJudas
Doomguy 2000 wrote: Mon Apr 22, 2024 8:51 am How exactly are we supposed to check wads for console errors if we use the norun parameter, can't see the console for potential errors?

Edit: it will only show the console if the wad itself can't run properly, other than that when it comes to errors, the console won't show up.
Wouldn't it immediately close that window in earlier releases? In any case, it would probably only require one or two lines of code before the process exits for it to show the console window always to add support for this particular use case.

Re: GZDoom 4.12.0 released

Posted: Sun May 19, 2024 7:05 am
by Nash
bLUEbYTE wrote: Sun May 19, 2024 4:42 am
Rachael wrote: Sun Apr 21, 2024 2:13 am [*] better joystick handling in Linux (particularly for the Steam Deck)
If that means gamepads are re-detected on disconnect / reconnect, that will make my day. the related feature request.
No, all I did was ship GZDoom with better/ready-to-play default controls for the Steam Deck (most effective for first-time runs, or if you reset all controls to defaults), and fixed some wrong defaults that caused weird bugs on the Deck (like infinitely looking upwards), making the menus fully operatable with the Deck's controls, things like that.

Re: GZDoom 4.12.0 released

Posted: Tue May 21, 2024 8:00 pm
by Doomguy 2000
dpJudas wrote: Sun May 19, 2024 5:43 am
Doomguy 2000 wrote: Mon Apr 22, 2024 8:51 am How exactly are we supposed to check wads for console errors if we use the norun parameter, can't see the console for potential errors?

Edit: it will only show the console if the wad itself can't run properly, other than that when it comes to errors, the console won't show up.
Wouldn't it immediately close that window in earlier releases? In any case, it would probably only require one or two lines of code before the process exits for it to show the console window always to add support for this particular use case.
Yes, but this was addressed in 4.12.2 where it would show the console if you used the norun command parameter. However, the console window would only show up if a wad has failed to load with that specific version.

Re: GZDoom 4.12.0 released

Posted: Wed May 22, 2024 10:02 am
by merlin86
Or just use -stdout switch. It will show no matter what the console in a secondary window during startup and gameplay :)