GZDoom 3.2.1 Released

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GZDoom 3.2.1 Released

Postby Rachael » Sun Oct 22, 2017 10:26 am

Downloads:


The main reason for this release is because texture uniforms were uploaded to shaders incorrectly in 3.2.0. However, the rest of master was just bugfixes and minor improvements, so it was merged for this release. (I got permission from Graf to do this release)

Changes from 3.2.0:
  • Fixed applying of height argument in A_Fire() function
  • Removed all code needed to support macOS earlier than 10.7 Lion
  • Fixed crash on attempt to register IDs for undefined class
  • added vid_cropaspect. This cvar turns vid_aspect into a letterboxing function that will crop the unused sides of the screen away, instead of stretching it. Requires one of the non-legacy OpenGL framebuffers to work.
  • remove vid_tft and vid_nowidescreen and associated menu option. Their functionality was supersceded and extended by vid_aspect==3 (which has the same effect as setting both to true anyhow), and it was mostly just redundant.
  • Fixed: don't interpolate view movements if a key press didn't result in any changes.
  • If *nix, add default gzdoom.pk3 directory to File.Search paths
  • fixed: inverted color order for post-process textures to BGRA to correctly match the internal texture standard in GZDoom
  • added ability to change slider color using mapinfo's gameinfo
  • added 'startuptype' to iwadinfo, allowing to change the game startup screen with custom iwads
  • Fixed applying of compatibility settings for IWADs
  • Fixed a few cases when IWAD was checked by hardcoded index
  • Fixed arch-vile bleeding when damaging target

(Note to OpenBSD users: Please compile or cherry-pick commit b871b1898 - sorry I was remiss in including this one, since it does not affect the currently officially supported systems)
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Re: GZDoom 3.2.1 Released

Postby Rachael » Mon Oct 23, 2017 3:43 am

Linux versions added.
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Re: GZDoom 3.2.1 Released

Postby Rachael » Mon Oct 23, 2017 6:41 pm

Mac OS X version now available.
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Re: GZDoom 3.2.1 Released

Postby Siberian Tiger » Sat Oct 28, 2017 12:13 am

I know I am extremely late, but thanks for the updates!
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Re: GZDoom 3.2.1 Released

Postby Enjay » Sun Oct 29, 2017 12:28 pm

More than a bit late myself, and also thank you kindly for the update.

I am intrigued by this one:

Rachael wrote:
  • added 'startuptype' to iwadinfo, allowing to change the game startup screen with custom iwads


How do I make this happen? Does the IWAD itself need to contain an IWADINFO lump and (presumably) all the lumps necessary for the startup to work? I take it that it doesn't work via gameinfo in MAPINFO?
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Re: GZDoom 3.2.1 Released

Postby Xaser » Sun Oct 29, 2017 12:40 pm

@Enjay: The gist of the system is that GZDoom now checks your wad directories for any files that end with ".ipk3" or ".iwad" and then looks for the presence of an IWADINFO lump inside them. The lump detection stuff is only used for GZDoom's internal list, so there's no need to worry about it for your own IWAD.

Presumably this means "aspects.ipk3" is gonna be a thing on the Enjay-drive soon. ;P
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Re: GZDoom 3.2.1 Released

Postby Enjay » Sun Oct 29, 2017 12:43 pm

Thanks. I was just picking my way through other posts and I had just about got to that understanding but I really appreciate the clarification. I'll have to give it a go now.

Not Aspects though. To be honest, I left that behind as a project some time ago - read years - though I still use resources I created for it etc., obviously. I wanted to know more just for general messing around with stuff and trying to catch up with what I've missed and custom IWADs/games have always intrigued me right from the earliest days of modding.

[edit]
And I've just worked my way through the post announcing 3.2.0. That's an impressive change list. Once again, thank you to all concerned.
[/edit]
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Re: GZDoom 3.2.1 Released

Postby Ed the Bat » Sun Oct 29, 2017 2:15 pm

Paranoid now uses this method, Enjay, so feel free to examine it there.
Enjay wrote:Not Aspects though. To be honest, I left that behind as a project some time ago - read years...

We still could, yknow. I'm terribly sorry I haven't produced new work for so many months...
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Re: GZDoom 3.2.1 Released

Postby Boingo_the_Clown » Mon Oct 30, 2017 4:46 pm

I just played 3.2.1, and I am thrilled to see that one of the bugs that were affecting my mod have been fixed. I am very pleased.
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Re: GZDoom 3.2.1 Released

Postby wolfmanfp » Tue Oct 31, 2017 12:44 pm

Ed the Bat wrote:Paranoid now uses this method, Enjay, so feel free to examine it there.


So this means there will be a Paranoid/Paranoiac IPK3? That would be cool. :)
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Re: GZDoom 3.2.1 Released

Postby Enjay » Tue Oct 31, 2017 3:43 pm

Ed the Bat wrote:We still could, yknow. I'm terribly sorry I haven't produced new work for so many months...

Don't worry. I wasn't including your work on Burghead in my sweeping statement and it certainly wasn't a dig. I merely meant that the central project is a thing of the past now and that the collected bits and pieces are not much more than an editing resource for me.

I did not mean that the fixed and improved Burghead shouldn't go ahead as and when you/we have the time to look at it again. I'd still really like for it to happen actually. :D
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Re: GZDoom 3.2.1 Released

Postby Glaice » Wed Nov 08, 2017 10:15 pm

I overlooked this, nice!
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