GZDoom 4.10.0 released

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HorseJockey
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Re: GZDoom 4.10.0 released

Post by HorseJockey »

Marisa the Magician wrote: Mon Dec 05, 2022 1:22 pm Actually it's Frame 0000 A 0 "name:frame"
Thanks Marisa, appreciate it.
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theleo_ua
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Re: GZDoom 4.10.0 released

Post by theleo_ua »

Make the new scaled angle changes at frame rate opt-in behind new flag `SPF_SCALEDNOLERP`.
Could you please explain, how to use this and what exactly this mean? As I understand, I should give actor in decorate or zscript definition a flag +SPF_SCALEDNOLERP, so this actor will rotate with more than 35 fps framerate?
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mjr4077au
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Re: GZDoom 4.10.0 released

Post by mjr4077au »

theleo_ua wrote: Wed Dec 07, 2022 10:07 am
Make the new scaled angle changes at frame rate opt-in behind new flag `SPF_SCALEDNOLERP`.
Could you please explain, how to use this and what exactly this mean? As I understand, I should give actor in decorate or zscript definition a flag +SPF_SCALEDNOLERP, so this actor will rotate with more than 35 fps framerate?
If you're calling SetPitch/SetAngle/SetRoll against an actor and (currently) are only doing it once per tic, using this flag will scale the adjustment you request within the renderer without forcing the engine into full interpolation mode for that tic. When the entire tic is interpolating, instead of having your mouse polled at 144 fps or whatever you might be capping the fps at, it polls at 35 fps which can be noticable to those sensitive to input lag.

I will be submitting a change to the underlying implementation so that it doesn't matter if you change an actor's pitch/yaw/roll multiple times within a tic, but it still needs to be behind this new flag because there's mods out there doing very weird shit that can't be grandfathered in.

This is similar to how Raze does input adjustments. The only time synchronised input is ever forced upon a player in Raze is when mouse input is to be locked by the game, or you're using one of Shadow Warrior's sector object vehicles, such as the boat or tank (but I will be looking at those at some point in the future).
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Redneckerz
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Re: GZDoom 4.10.0 released

Post by Redneckerz »

A heartfelt thanks as always to the entire team for pushing a new entry of GZ into the realm. :)
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Re: GZDoom 4.10.0 released

Post by Deybar_TECH »

Quaternion support + A_ChangeModel

this is very interesting.........
Bobby
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Re: GZDoom 4.10.0 released

Post by Bobby »

I'm not sure where to post this, but I need help. Deleting the GZdoom saves in the documents folder doesn't actually get rid of them, when I open the app.
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mjr4077au
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Re: GZDoom 4.10.0 released

Post by mjr4077au »

Bobby wrote: Wed Jan 11, 2023 1:06 pm I'm not sure where to post this, but I need help. Deleting the GZdoom saves in the documents folder doesn't actually get rid of them, when I open the app.
viewforum.php?f=50
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Re: GZDoom 4.10.0 released

Post by Rachael »

ARM64 build was redone from scratch, with an updated version of ZMusic and libjpeg-turbo.

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