Does this mean that every old mod that replaces the content of these menus is still going to work?Graf Zahl wrote:It means that the internal content of those menus is protected - it cannot be removed or redefined, any attempt to do so will only add the unknown items to the end of the menu.
GZDoom 3.2.0 Released
Moderator: GZDoom Developers
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Re: GZDoom 3.2.0 Released
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Re: GZDoom 3.2.0 Released
That's the entire point of this change.Doom Grey wrote:Does this mean that every old mod that replaces the content of these menus is still going to work?Graf Zahl wrote:It means that the internal content of those menus is protected - it cannot be removed or redefined, any attempt to do so will only add the unknown items to the end of the menu.
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Re: GZDoom 3.2.0 Released
The Doomwiki should be updated as it still shows 3.1.0
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Re: GZDoom 3.2.0 Released
So for people who want to distribute their own games with 3.2.0, is it possible to instruct GZDoom to boot with specific settings enabled when an .ini file isn't present? Such as opening in native resolution, default bindings, and mouselook?
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Re: GZDoom 3.2.0 Released
You can distribute a gzdoom.ini file that will be used as a template to create the user's own ini file, IIRC.
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Re: GZDoom 3.2.0 Released
Sweet!
“gameversion” in the Win64 build's console claims that it was built from commit e0d4d9a0b369b62a68fe3abf1e401b3ca7f68310. The GitHub link points to 9e07babde58f4ac3de48213d07e69aa680e64eb4 instead. Is it normal for these to be different?
“gameversion” in the Win64 build's console claims that it was built from commit e0d4d9a0b369b62a68fe3abf1e401b3ca7f68310. The GitHub link points to 9e07babde58f4ac3de48213d07e69aa680e64eb4 instead. Is it normal for these to be different?
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Re: GZDoom 3.2.0 Released
Without the tags I did not know the correct commit number to pin.argv wrote:“gameversion” in the Win64 build's console claims that it was built from commit e0d4d9a0b369b62a68fe3abf1e401b3ca7f68310. The GitHub link points to 9e07babde58f4ac3de48213d07e69aa680e64eb4 instead. Is it normal for these to be different?
Thank you for pointing out the commit number, though, it does seem to be in the repository so I will update the post accordingly.
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Re: GZDoom 3.2.0 Released
Another release, with interesting new features : nice I will try this new version asap.
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Re: GZDoom 3.2.0 Released
Mac version available now - courtesy of _mental_
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Re: GZDoom 3.2.0 Released
what he saidLud wrote:New GZDoom version? Sign me right the fuck up.
Amazing work, folks. Thank you so much for this.
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Re: GZDoom 3.2.0 Released
Don't forget that the deb packages are also available.Rachael wrote:Mac version available now - courtesy of _mental_
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Re: GZDoom 3.2.0 Released
Thank you, Blzut3! ^_^
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Re: GZDoom 3.2.0 Released
It's available on all supported platforms.
- (Mac only?) Use multiple threads for xBRZ upscaling
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Re: GZDoom 3.2.0 Released
Nice, the changes are appreciated. Expecially the render scaling, IWAD support, Saturation options and of course the bugfixes.
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Re: GZDoom 3.2.0 Released
Just a little bit confused here, but if GZDoom 3.2.0 was released on 4th October, then why was gzdoom-g3.2pre-598-g4f35940 released on 7th October? Surely it should have been a 3.3 pre-build, the first of which actually released today (gzdoom-g3.3pre-1-g69abf09). What does gzdoom-g3.2pre-598-g4f35940 have that's not in the 3.2.0 release, or was that dev build just released a few days late?