GZDoom 4.8.1 released

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

Moderator: GZDoom Developers

User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49184
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

GZDoom 4.8.1 released

Post by Graf Zahl »

Notice: The survey is currently CLOSED. GZDoom 4.8.1 contains no survey code.

Please do not post bugs or issues in release threads! Click here

Download (OpenGLES 2.0 and higher for hardware rendering, Direct3D 9 or later for software rendering) Highlights:
  • Update of the Vulkan backend.
  • several bugfixes

Details
  • let the "abort" button on the network pane of the startup screen do a hard exit on Windows.
  • Bugfix for software mode mirrors not working
  • make sure ticdup is initialized.
  • Add +ONLYVISIBLEINMIRRORS and +INVISIBLEINMIRRORS actor flags. The former makes the actor only visible in reflections, while the latter makes the actor not cast reflections in mirrors.
  • Vulkan backend update
  • validate fountaincolor before using it.
  • ZScript: don't allow multiple assignment syntax with only one element.
  • fixed type of third argument of MBF21's MonsterMeleeAttack function.
  • added an override for NOTAUTOAIMED flag when using P_AimLineAttack for informative CCMDs.
  • allow taking screenshots in cutscenes.
  • fixed JIT target function for GetTimeFrac.
  • fixed: For cutscenes the alternative clean scaling factors need to be activated.
  • fixed setup of ready state with Dehacked. This needs to emulate the hard coded chainsaw sound when weapon states get reassigned.
  • Fix the discolored sky bug on Vulkan
  • check point pushers/pullers by inheritance, not absiolute match
  • Implement FVector ZScript for Actor Scale
  • added FailSound property to PuzzleItem
  • add `i_pauseinbackground` to the menu. note: please pull the language file for this
  • set `i_pauseinbackground` to match `!(i_soundinbackground)` for all configs before this commit.
  • fixed division by zero with unvalidated ticdup values.
  • reinstated con_scale.
  • make sure the last notch on the start screen is rendered.
  • fix relative include path when loading folders
  • avoid storing texture pointers in longer lived data
User avatar
Rachael
Posts: 13797
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: GZDoom 4.8.1 released

Post by Rachael »

This is missing the i_pauseinbackground language update that would have been needed since it was added to the menu.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49184
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 4.8.1 released

Post by Graf Zahl »

Oops. I wanted to update the text file, but must have missed it. :(
_mental_
 
 
Posts: 3819
Joined: Sun Aug 07, 2011 4:32 am

Re: GZDoom 4.8.1 released

Post by _mental_ »

This commit is missing from the release branch, so targets without JIT cannot be compiled.
User avatar
SPZ1
Posts: 365
Joined: Wed Aug 02, 2017 3:01 pm
Location: Illinois

Re: GZDoom 4.8.1 released

Post by SPZ1 »

Downloaded! :thumb:

Boroda
Posts: 1
Joined: Tue Jun 28, 2022 12:38 pm

Re: GZDoom 4.8.1 released

Post by Boroda »

Is it possible to make 32-bit windows build for 4.8.1?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49184
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 4.8.1 released

Post by Graf Zahl »

We stopped supporting 32 bit for good because some problems started to surface.

For more reading: viewtopic.php?f=4&t=75747
User avatar
PandaDoomer
Posts: 107
Joined: Sun Apr 12, 2015 9:05 pm
Location: USA

Re: GZDoom 4.8.1 released

Post by PandaDoomer »

Is if(scale ~== (0, 0)) supposed to broken now?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49184
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 4.8.1 released

Post by Graf Zahl »

You need to provide a bit more context. What happens?
User avatar
PandaDoomer
Posts: 107
Joined: Sun Apr 12, 2015 9:05 pm
Location: USA

Re: GZDoom 4.8.1 released

Post by PandaDoomer »

Graf Zahl wrote:You need to provide a bit more context. What happens?
Any instance of it in my mod gives me a "Incompatible operands for == comparison" error.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49184
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 4.8.1 released

Post by Graf Zahl »

This was fixed after the 4.8.1 release. For now, get a devbuild from devbuilds.drdteam.com I'll try to get a 4.8.2 hotfix version out ASAP.
User avatar
PandaDoomer
Posts: 107
Joined: Sun Apr 12, 2015 9:05 pm
Location: USA

Re: GZDoom 4.8.1 released

Post by PandaDoomer »

Graf Zahl wrote:This was fixed after the 4.8.1 release. For now, get a devbuild from devbuilds.drdteam.com I'll try to get a 4.8.2 hotfix version out ASAP.
Awesome, thank you!
User avatar
theleo_ua
Posts: 165
Joined: Sun Feb 07, 2016 11:38 am
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Ukraine

Re: GZDoom 4.8.1 released

Post by theleo_ua »

Graf Zahl wrote:This was fixed after the 4.8.1 release. For now, get a devbuild from devbuilds.drdteam.com I'll try to get a 4.8.2 hotfix version out ASAP.
you are the best, big thanks!

Return to “ZDoom (and related) News”