GZDoom 4.12.0 released

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Rachael
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GZDoom 4.12.0 released

Post by Rachael »

Notice: The survey is currently CLOSED. GZDoom 4.12.0 contains no survey code. This version will not prompt you to submit your hardware info.

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

Download (OpenGLES 2.0 and higher) Due to recent changes in the widgets code, newer versions of GZDoom will probably no longer run on Windows 7 natively. If you cannot run GZDoom on Windows 7, you can try VxKex to see if it fixes the problem for you.

Highlights:
  • New launcher screen with custom widgets
  • VisualThinkers
  • Reworked Morph System
  • Many DSDA/MBF21 compatibility fixes
  • mapinfo and cvarsearch ccmds
  • better joystick handling in Linux (particularly for the Steam Deck)
  • Support for VP9 codec
  • Lots of bug fixes
Spoiler: Details (really long)
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Graf Zahl
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Re: GZDoom 4.12.0 released

Post by Graf Zahl »

Rachael wrote: Sun Apr 21, 2024 2:13 am Due to recent changes in the widgets code, newer versions of GZDoom will probably no longer run on Windows 7 natively. If you cannot run GZDoom on Windows 7, you can try VxKex to see if it fixes the problem for you.
Here's the link to the issue: viewtopic.php?p=1251557#p1251557

The AdjustWindowRectExForDpi function was added in Windows 10, so this will also affect Windows 8 users.
I think for the time being we should consider a workaround here, this isn't really something that's a make-or-break-deal like when we ditched XP support because the compiler stopped supporting it.

Truth be told, there are at least two other issues as well that won't work right on 7 and 8 anymore:
* when using -stdout it won't handle localized text anymore because allowing to set the console to UTF-8 was only added in Windows 10.
* the new startup window won't work with Japanese and Korean because the fonts being needed may not be there.

The writing is on the wall: Support for these old OSs will inevitably decline and eventually stop entirely, but IMO this issue here shouldn't be the cause.
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Rachael
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Re: GZDoom 4.12.0 released

Post by Rachael »

In that case, the function in question will have to be dynamically imported because without it, support for high-DPI displays will break on 10/11 with the new widgets code.
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Graf Zahl
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Re: GZDoom 4.12.0 released

Post by Graf Zahl »

No need. The containing function is unused, so just commenting it out was enough to get rid of the two offending imports.
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Rachael
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Re: GZDoom 4.12.0 released

Post by Rachael »

Ah, alright.
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Major Cooke
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Re: GZDoom 4.12.0 released

Post by Major Cooke »

This one's a big one, I'm happy to see it out now. :mrgreen:
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Kinsie
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Re: GZDoom 4.12.0 released

Post by Kinsie »

Feels like somebody forgot to swap out the placeholder header graphic before release:
Image

Which is odd, because the recent Raze release has a great one that's the proper size and all:
Image

EDIT: Here are some quick-n-dirty alternatives using website graphics that aren't exciting or clever, but won't get standalone gamedevs beaten with hammers for having Doom graphics attached to them.
https://i.imgur.com/AUexxlU.png
https://i.imgur.com/8UUPo7K.png
Professor Hastig
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Re: GZDoom 4.12.0 released

Post by Professor Hastig »

Kinsie wrote: Mon Apr 22, 2024 12:42 am but won't get standalone gamedevs beaten with hammers for having Doom graphics attached to them.
A standalone gamedev should replace the banner graphic. It's just a normal PNG inside gzdoom.pk3.
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Doomguy 2000
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Re: GZDoom 4.12.0 released

Post by Doomguy 2000 »

How exactly are we supposed to check wads for console errors if we use the norun parameter, can't see the console for potential errors?

Edit: it will only show the console if the wad itself can't run properly, other than that when it comes to errors, the console won't show up.
Casualfan
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Re: GZDoom 4.12.0 released

Post by Casualfan »

Love the new launch menu!
bLUEbYTE
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Re: GZDoom 4.12.0 released

Post by bLUEbYTE »

Rachael wrote: Sun Apr 21, 2024 2:13 am [*] better joystick handling in Linux (particularly for the Steam Deck)
If that means gamepads are re-detected on disconnect / reconnect, that will make my day. the related feature request.

Thanks and congrats on the release!
dpJudas
 
 
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Re: GZDoom 4.12.0 released

Post by dpJudas »

Doomguy 2000 wrote: Mon Apr 22, 2024 8:51 am How exactly are we supposed to check wads for console errors if we use the norun parameter, can't see the console for potential errors?

Edit: it will only show the console if the wad itself can't run properly, other than that when it comes to errors, the console won't show up.
Wouldn't it immediately close that window in earlier releases? In any case, it would probably only require one or two lines of code before the process exits for it to show the console window always to add support for this particular use case.
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Nash
 
 
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Re: GZDoom 4.12.0 released

Post by Nash »

bLUEbYTE wrote: Sun May 19, 2024 4:42 am
Rachael wrote: Sun Apr 21, 2024 2:13 am [*] better joystick handling in Linux (particularly for the Steam Deck)
If that means gamepads are re-detected on disconnect / reconnect, that will make my day. the related feature request.
No, all I did was ship GZDoom with better/ready-to-play default controls for the Steam Deck (most effective for first-time runs, or if you reset all controls to defaults), and fixed some wrong defaults that caused weird bugs on the Deck (like infinitely looking upwards), making the menus fully operatable with the Deck's controls, things like that.

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