GZDoom 3.4.1 Released

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GZDoom 3.4.1 Released

Postby Graf Zahl » Wed Jun 13, 2018 7:05 pm

Download

If you have issues running this version, please create a thread here. You do not need a ZDoom.org account for this. Thanks.

Release Notes
  • fixed: redirect script access to the compatflags CVARs to their internal shadow variables. This is needed so that MAPINFO settings for these flags don't get ignored.
  • fixed: flag CVars in ZScript referenced wrong addresses
  • fixed: ZScript used the wrong variable for compatflags2.
  • fixed: remove ARM specific gl_es definition since it's not even really much different from the main line definition, anyhow
  • fixed generation of brightmaps for sprites. This forgot to take the added empty border for filtering improvement into account.
  • fixed ADynamicLight's shadowmap index must be reset when loading a savegame.
  • fixed portal restoration on revisiting level in hub. - Added function to FLevelLocals to test if map is being reentered
  • fixed crash with GL 3.x and fixed colormap active.
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Re: GZDoom 3.4.1 Released

Postby hoover1979 » Wed Jun 13, 2018 7:44 pm

Thanks.
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Making 2k Texture Pack for Doom.
 
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Re: GZDoom 3.4.1 Released

Postby Talon1024 » Wed Jun 13, 2018 8:52 pm

Can you please tag the commit from which 3.4.1 was built? Thank you.
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Re: GZDoom 3.4.1 Released

Postby Rachael » Wed Jun 13, 2018 9:15 pm

It was already tagged. You have to do this:
Code: Select allExpand view
git fetch --tags
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Re: GZDoom 3.4.1 Released

Postby Rachael » Thu Jun 14, 2018 6:58 am

Raspberry Pi build uploaded.
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Re: GZDoom 3.4.1 Released

Postby irontusk341 » Thu Jun 14, 2018 10:19 am

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Re: GZDoom 3.4.1 Released

Postby invictius » Thu Jun 14, 2018 1:23 pm



Epic 2 in the first pic? Nah, that can't be it, the stair texture is way too high res.
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Re: GZDoom 3.4.1 Released

Postby Rachael » Thu Jun 14, 2018 3:16 pm

If anyone needs a Linux binary set, I can compile it but I don't feel right dpkg'ing it in Blzut3's place. Also, my libraries will have a higher dependency than his, which is why I prefer to wait for him to become available. If you aren't running the latest Debian/Ubuntu/Mint/Arch/SUSE/Fedora, my binary probably won't work. Probably won't work at all on Slackware (but you typically compile from source on that distro, anyway). ;)
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Re: GZDoom 3.4.1 Released

Postby Rachael » Sat Jun 16, 2018 7:07 pm

Ubuntu and Mac builds updated.
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Re: GZDoom 3.4.1 Released

Postby Enjay » Sun Jun 17, 2018 4:30 am

Thanks for this. Working very nicely with everything I've tried it with over the last couple of days (Win64 build).
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Re: GZDoom 3.4.1 Released

Postby otalrj1972 » Sun Jun 17, 2018 10:39 am

stereo 3d vr dont work....
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Re: GZDoom 3.4.1 Released

Postby Blue Shadow » Sun Jun 17, 2018 2:31 pm

otalrj1972 wrote:stereo 3d vr dont work....

Bug reports go here: viewforum.php?f=2
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Re: GZDoom 3.4.1 Released

Postby Rachael » Wed Jun 20, 2018 2:56 am

Blue Shadow wrote:Bug reports go here: viewforum.php?f=2

I'm not going to keep repeating this, and I am astonished how often it has to be said.

So I'm just going to lock the topic.

Please read.
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Re: GZDoom 3.4.1 Released

Postby Rachael » Wed Aug 01, 2018 7:35 pm

Post-mortem download stats:


Better late than never I suppose. XD
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Re: GZDoom 3.4.1 Released

Postby Cacodemon345 » Thu Aug 02, 2018 12:41 am

Why would people go and download 32-bit GZDoom?
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