GZDoom 3.2.4 Released

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GZDoom 3.2.4 Released

Postby Rachael » Sat Dec 16, 2017 9:16 pm

This is yet another point release for GZDoom, which addresses a serious flaw that has appeared since version 3.0.0. Everyone is urged to upgrade ASAP, and no support will be provided for any version prior to this once the binaries for all platforms are available.

Notable features since 3.2.3:
  • Added DMG_NO_PAIN for DamageMobj.
  • Fixed bright sprites in sectors with Doom 64 lighting
  • Added free space margin aka safe frame for automap
  • Rotating Sky & Model smoothness fixes
  • implemented win_borderless for fake fullscreen in Windows


More-complete changelog since 3.2.3:
  • Unified implementation of ’directory as resource file' for POSIX targets
  • Fixed: Sky scrolling is now stored in a higher precision data structure; is now smoother than in 3.2.3.
  • Fixed: Model rotating is now calculated in a higher precision data structure; is now smoother than in 3.2.3.
  • Fixed directory creation for POSIX targets
  • fix backslashes in MD3 skin names.
  • Fixed overbright screenshots with hardware gamma off
  • changed ttl in particle_t from short to int32_t for longer lifespan.
  • fixed: screen->FrameTime should use an adjusted frame start time
  • implemented win_borderless for fake fullscreen in Windows
  • Fixed loading of external DeHackEd patches
  • Fixed inconsistent angle of spawned leaves
  • Fixed English localization issues
  • Added free space margin aka safe frame for automap - limit for automap empty space margin set to 90%
  • repaired the video scaling code in OpenGL for vid_scalemode 0 and vid_scalefactor != 1.0
  • Fixed crash when loading saved game with missing ACS module
  • Added null check for probe in SectorAction.OnDestroy()
  • Fixed error check when saving GL nodes
  • fixed: AActor::UnlinkFromWorld must also destroy all portal link nodes for the calling actor.
  • do not allow outside access to the variable storing the CCMD for OptionMenuItemCommand.
  • use a whitelist for DoCommand zscript command
  • Stop demo recording after ending game with menu_endgame CCMD
  • Fixed bright sprites in sectors with Doom 64 lighting
  • Added DMG_NO_PAIN for DamageMobj.

Download links:
- This list was pilfered by leprechauns. -
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Re: GZDoom 3.2.4 Released

Postby Xaser » Sun Dec 17, 2017 1:23 am

The Downloads page on the website is still listing 3.2.3, as a heads up.

Thanks for the release, BTW! Some pretty important fixes here.
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Re: GZDoom 3.2.4 Released

Postby khanair » Sun Dec 17, 2017 1:29 am

Im fully expecting to get the "dumb noob" comment award tonight... When i click on the download link for x64, it kicks me back to the forurms with a message saying 'You are not authorized to read this forum."

is it me or something else?
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Re: GZDoom 3.2.4 Released

Postby Rachael » Sun Dec 17, 2017 3:14 am

For now you can only click on the download links in this topic. That will be fixed when all platform binaries are available. I'll have more information when that happens - for now, just use the links in this thread. :)
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Re: GZDoom 3.2.4 Released

Postby zrakbz » Sun Dec 17, 2017 6:08 am

So what "serious flaw from 3.0.0" is that?
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Re: GZDoom 3.2.4 Released

Postby Rachael » Sun Dec 17, 2017 6:36 am

I compiled a Raspberry Pi build and posted it. As usual, it's experimental and not strictly supported (may still have issues).

zrakbz wrote:So what "serious flaw from 3.0.0" is that?

This will be discussed soon, don't worry. :)
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Re: GZDoom 3.2.4 Released

Postby Gez » Sun Dec 17, 2017 7:53 am

All these items in the changelog sound like potential customers for the "serious flaw" award:

Fixed crash when loading saved game with missing ACS module
Added null check for probe in SectorAction.OnDestroy()
Fixed error check when saving GL nodes
fixed: AActor::UnlinkFromWorld must also destroy all portal link nodes for the calling actor.
do not allow outside access to the variable storing the CCMD for OptionMenuItemCommand.
use a whitelist for DoCommand zscript command
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Re: GZDoom 3.2.4 Released

Postby RedoLane » Sun Dec 17, 2017 11:42 am

BORDERLESS, BABYYYYYYYY
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Re: GZDoom 3.2.4 Released

Postby Angry_Cat » Sun Dec 17, 2017 12:11 pm

Will try to get this as soon as i can, thanks.
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Re: GZDoom 3.2.4 Released

Postby Gollgagh » Sun Dec 17, 2017 12:13 pm

RedoLane wrote:BORDERLESS, BABYYYYYYYY

Well I'm fuckin' sold.
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Re: GZDoom 3.2.4 Released

Postby guineu » Sun Dec 17, 2017 1:39 pm

Thanks a lot for the borderless feature.

No more disappearing mouse pointer when alt-tabbing!

I wonder what the "serious flaw" was, some security hole that would allow a malicious mod to cause harm?
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Re: GZDoom 3.2.4 Released

Postby Rachael » Sun Dec 17, 2017 1:45 pm

It's this.
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Re: GZDoom 3.2.4 Released

Postby Rachael » Sun Dec 17, 2017 3:50 pm

Ubuntu and Mac builds posted.

Thanks, as usual, to Blzut3 and _mental_!
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Re: GZDoom 3.2.4 Released

Postby aivar242 » Sat Dec 23, 2017 2:55 am

I do not understand why the site and this forum are called ZDoom? The ZDoom port will no longer be released. Can I still name the site (G)ZDoom? So it will be correct.
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Re: GZDoom 3.2.4 Released

Postby Gez » Sat Dec 23, 2017 10:50 am

Changing the URL wouldn't serve any purpose.
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