GZDoom 3.5.1 Released

News about ZDoom, its child ports, or any closely related projects.
[ZDoom Home] [Documentation (Wiki)] [Official News] [Downloads] [Discord]

[Tap Here for Mobile-Friendly Forums]

Moderator: Developers

GZDoom 3.5.1 Released

Postby Graf Zahl » Sat Aug 25, 2018 3:19 pm

Notice: This release has been split into two. There is now a "modern" version and a "vintage" version, for older hardware. The reason for this is that some recent changes to improve performance on modern hardware resulted in quite severe slowdowns on Intel's OpenGL 2 hardware. So in order to give these users the best possible experience it was decided to provide this vintage build which adds all new non-renderer-related features with the latest state of the renderer from before the abovementioned change. The vintage version is provided thanks to the efforts of drfrag.

Please note that this solution is only a temporary measure. User share of OpenGL 2 hardware had already been low when we ran our survey with GZDoom 3.3 and once this drops any further the vintage build will be discontinued. If you cannot run the main (modern) build we strongly recommend to upgrade your hardware.

Please note that the survey is now closed. GZDoom 3.5.1 does not include the survey code that 3.5.0 did.


Download (Modern, OpenGL 3.3 and higher)

Download (Vintage, OpenGL 2.x)

Highlights
  • Implemented "resolution mode selector"
  • add post processing support to the software renderer and softpoly
  • add vid_hdr cvar that enables higher than 8bpc output for monitors that support it
  • fix: softpoly TEXTURES sprites with scale of 2 are tiled
  • add dithering support to emulate higher BPC displays than your real one. this should allow smoother gradients for light fades and such.
  • Make various getter and pure-math Actor methods clearscope.


Details
  • add vid_hdr cvar that enables higher than 8bpc output for monitors that support it
  • fix: softpoly TEXTURES sprites with scale of 2 are tiled
  • Implemented "resolution mode selector"
  • add post processing support to the software renderer and softpoly
  • Fix model rendering only using interpolated yaw. Pitch and roll are now also interpolated.
  • add dithering support to emulate higher BPC displays than your real one. this should allow smoother gradients for light fades and such.
  • clear GLWF_TRANSLUCENT at the end of PutWall.
  • fixed FraggleScript's moving camera.
  • Make various getter and pure-math Actor methods clearscope.
  • disable runtime buffer security check in release build.
  • prohibit assignment of dynamic arrays
  • Avoid overriding vr eye-specific buffer binding during 2D rendering.
  • only render visual portals if they are front facing in softpoly
  • disable survey code, 3.5.0's is over
  • got rid of FNameNoInit and made the default constructor of FName non-initializing.
  • Add the "RightIndexOf" method to FString, which works like String.lastIndexOf from JavaScript
  • Deprecate the LastIndexOf method of StringStruct
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDoom 3.5.1 Released

Postby Brendini » Sat Aug 25, 2018 3:40 pm

Awesome!
Brendini
 
Joined: 16 Aug 2018
Discord: #3243

Re: GZDoom 3.5.1 Released

Postby Rachael » Sat Aug 25, 2018 4:12 pm

Windows and Linux builds are posted, and this post is a bump to show that the changelog is now posted.

Mac builds will be coming soon, the archive needs to be built and signed. Also, the Vintage builds will be done soon, once drfrag has a chance. Sorry for the inconvenience, if you are waiting! Thank you. :)
User avatar
Rachael
QZDoom + Webmaster
 
Joined: 13 Jan 2004

Re: GZDoom 3.5.1 Released

Postby Rachael » Sat Aug 25, 2018 9:11 pm

Windows Vintage build uploaded, with source.
User avatar
Rachael
QZDoom + Webmaster
 
Joined: 13 Jan 2004

Re: GZDoom 3.5.1 Released

Postby Enjay » Sun Aug 26, 2018 4:18 am

Thank you very much for the update. As always, it's great to see GZDoom getting better and better. :thumb:

I was going to do some stuff with the bots today. So the inability to add them in this release is an unfortunate coincidence but I can see it's already being looked at, so I can just use a temporary 3.5.0 install for what I was going to do.

Thanks again.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: GZDoom 3.5.1 Released

Postby Rachael » Sun Aug 26, 2018 9:40 am

Linux and Mac builds now completely posted.
User avatar
Rachael
QZDoom + Webmaster
 
Joined: 13 Jan 2004

Re: GZDoom 3.5.1 Released

Postby MakelYT » Sun Aug 26, 2018 9:53 am

The new resolutuon selector allows me to play in 10K lel
MakelYT
 
Joined: 23 Jun 2017
Location: United States of Stalinland

Re: GZDoom 3.5.1 Released

Postby Rachael » Sun Aug 26, 2018 10:07 am

Except, it really doesn't, because the linear scaling will not go up that far. So you're really just straining your GPU.
User avatar
Rachael
QZDoom + Webmaster
 
Joined: 13 Jan 2004

Re: GZDoom 3.5.1 Released

Postby Glaice » Sun Aug 26, 2018 10:37 am

Oh nice, perhaps I can play in 1080p now with the resolution selector.

When can we start seeing rudimentary work for Vulkan being added into GZDoom?
User avatar
Glaice
Maps of Chaos/RDND/DVV Overseer
 
Joined: 13 Mar 2009
Location: North Babylon, NY
Discord: Glaice#8512

Re: GZDoom 3.5.1 Released

Postby Graf Zahl » Sun Aug 26, 2018 12:58 pm

This isn't something quick. I am currently doing some heavy refactoring of the renderer so that it can be driven in a Vulkan compatible way. I wouldn't expect any usable results this year, to be honest.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDoom 3.5.1 Released

Postby Glaice » Sun Aug 26, 2018 1:31 pm

Got it. It'l take a while for something major like that. Best of luck for you on that transitioning when you do go onto that.
User avatar
Glaice
Maps of Chaos/RDND/DVV Overseer
 
Joined: 13 Mar 2009
Location: North Babylon, NY
Discord: Glaice#8512

Re: GZDoom 3.5.1 Released

Postby De-M-oN » Sun Aug 26, 2018 4:59 pm

Now my NEC PA302W Monitor can give me some eyecandy with GZDoom HDR support. Thank you :)

It looks awesome!
But its quite a bit darker now. I have to use Lighting Mode Doom instead of Software now. At least it was in g3.5pre-301-g08aecfd like this. If that makes a difference.

My monitor supports 10bit color with a 14bit LUT.
User avatar
De-M-oN
 
Joined: 26 May 2008

Re: GZDoom 3.5.1 Released

Postby raikosen » Tue Aug 28, 2018 6:29 pm

will a 64-bit windows version be released at some point? or just a 32-bit one?
raikosen
 
Joined: 15 Oct 2017

Re: GZDoom 3.5.1 Released

Postby Blue Shadow » Tue Aug 28, 2018 6:49 pm

There is already a 64-bit version.
User avatar
Blue Shadow
 
 
 
Joined: 14 Nov 2010

Re: GZDoom 3.5.1 Released

Postby De-M-oN » Tue Aug 28, 2018 6:55 pm

I assume he means the vintage version, because there is only 32bit posted.
User avatar
De-M-oN
 
Joined: 26 May 2008

Next

Return to ZDoom (and related) News

Who is online

Users browsing this forum: No registered users and 2 guests