GZDoom 4.13.1 Released

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Rachael
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GZDoom 4.13.1 Released

Post by Rachael »

Notice: The survey is currently CLOSED. GZDoom 4.13.1 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) (note: Linux AppImage is not being published, for now, due to issues, same with Linux Portable)

Highlights:
  • fixes a couple critical bugs introduced in 4.13.0
  • a couple of QOL improvements
Details
Full Changelog: https://github.com/ZDoom/gzdoom/compare ... ...g4.13.1
  • Fix OpenGL shader to work with Apple's buggy GLSL compiler
  • Resolve compiler warning about deconstructor syntax
  • Added (SPF_)STRETCHPIXELS - for actors, makes rollsprites levelstretched, for particles, puts them back to the original stretch math as before, optional opt-in flag
  • enable console subsystem for Windows with runtime detection - compiling GZDoom as a console app now shows printf's in the terminal that launched it like in Linux and Mac OS.
  • allow getting checksum for current map
  • add null check for canvas
  • fov scales ortho
  • sector damage code reverted due to some critical bugs, feature will be in next release
Last edited by Rachael on Mon Oct 21, 2024 1:17 am, edited 2 times in total.
Tekish
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Re: GZDoom 4.13.1 Released

Post by Tekish »

The Windows binary is missing the LAME MP3 DLL. I had to manually add it to get GZDoom to run.
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Enjay
 
 
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Re: GZDoom 4.13.1 Released

Post by Enjay »

Yep. Just posted a bug report about it: viewtopic.php?t=79690
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Rachael
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Re: GZDoom 4.13.1 Released

Post by Rachael »

Thank you, fixed.
forealdo
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Re: GZDoom 4.13.1 Released

Post by forealdo »

I just arrived here. Is the LAME MP3 DLL fix already available in the link above, or do I have to wait a bit for a new version of GZDoom to release.
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Enjay
 
 
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Re: GZDoom 4.13.1 Released

Post by Enjay »

It is fixed. The download file is gzdoom-4-13-1a-windows.zip. The "a" was not part of the original upload filename.
forealdo
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Re: GZDoom 4.13.1 Released

Post by forealdo »

Got it. Thanks.
Last edited by forealdo on Sun Oct 20, 2024 4:56 pm, edited 1 time in total.
Boondorl
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Re: GZDoom 4.13.1 Released

Post by Boondorl »

Was waiting for this to release before making a post, but I wanted to comment on the networking changes included in 4.13. Some critical bugs were fixed with how client movement prediction works (custom Tick()s were not being called at all) so if you find that mods that previously played fine online are suddenly desyncing, this is likely why. You'll need to make sure to prediction proof your player Tick() functions going into the future if multiplayer is a concern. A few other potential desyncs were also fixed between 4.12 and 4.13 so in general it should now be much more reliable.

Potentially more controversially, the ability to disable client prediction has been removed entirely. This was always a poor option to give clients access to as their experience will almost always be better with it on, especially now that an overwhelming majority of the bugs have been stomped out. An sv_noprediction cvar can be added in the future if there are too many problems with older mods causing desyncs. This should realistically be controlled by the server anyway as the only reason to disable it is in cases where desyncs occur, and in that case everyone will need to have it off anyway (which should make debugging random desyncs less chaotic).

There are some other nice QoL changes included like wait messages now displaying the actual username of stalled clients, and there are plans to expand predictive behaviors in the future to make playing in high latency situations feel less dreadful.
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SPZ1
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Re: GZDoom 4.13.1 Released

Post by SPZ1 »

Downloaded and verified to run the just released SPZ1 - Unspecified Evil :thumb:
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Enjay
 
 
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Re: GZDoom 4.13.1 Released

Post by Enjay »

It is possibly worth pointing out that the download has been updated again (Thanks Rachael).

It now points to a file called gzdoom-4-13-1b-windows.zip. This file contains fewer DLL files than the 4-13-1a version (same as 4.13.0).

So, if you were one of the 173 people who downloaded the "a" version, it might be an idea to delete all the files that it came with and install the "b" version.
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kalensar
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Re: GZDoom 4.13.1 Released

Post by kalensar »

Thanks for this update fix. 4.13.0 nuked my OpenGL API for some reason but this update fixed it. Good job!
forealdo
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Re: GZDoom 4.13.1 Released

Post by forealdo »

Enjay wrote:
> It is possibly worth pointing out that the download has been updated again
> (Thanks Rachael).
>
> It now points to a file called gzdoom-4-13-1b-windows.zip. This file
> contains fewer DLL files than the 4-13-1a version (same as 4.13.0).
>
> So, if you were one of the 173 people who downloaded the "a"
> version, it might be an idea to delete all the files that it came with and
> install the "b" version.

Thanks for the heads up.
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Korell
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Re: GZDoom 4.13.1 Released

Post by Korell »

I just downloaded the 4-13-1b and noticed that libsndfile-1.dll is now named sndfile.dll. Does this matter at all?
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Graf Zahl
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Re: GZDoom 4.13.1 Released

Post by Graf Zahl »

sndfile.dll is the official name now so it was changed to look for both and use the original one.

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