GZDoom 4.14.2 Released

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Rachael
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GZDoom 4.14.2 Released

Post by Rachael »

Notice: The survey is currently CLOSED. GZDoom 4.14.2 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:
  • Ortho + OOB fixes and improvements
  • Revert clipper to older code path when not in Ortho/OOB (speed improvement)
  • Fix to some crashes and memory leaks
  • Exposed DDoor to ZScript, Exposed DPlat to ZScript, Exposed more of the Ceiling thinker, Exposed more of the Floor thinker, Exposed DElevator to ZScript.
  • Exported: • GetLumpContainer • GetContainerName • GetLumpFullPath for WADS struct, useful for debugging custom-made parsers and identifying where problems may arise.
  • Added autoSwitch parameter to A_ReFire
  • add a few commonly-used gzdoom-specific properties to the dehacked parser
  • many more fixes and improvements
Details
Spoiler: This is long
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Enjay
 
 
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Re: GZDoom 4.14.2 Released

Post by Enjay »

Thank you kindly. As ever, the work of the devs is greatly appreciated.
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Xaser
 
 
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Re: GZDoom 4.14.2 Released

Post by Xaser »

Thanks for the super-quick release after the recent DEHACKED-related PRs (probably just good timing, but it's hella welcome for a couple of folks working on mods).

That said, I did notice an oopsie right off the bat: the gzdoom.pk3 in the release looks like it was built from an out-of-date wadsrc tree; e.g. I noticed the SelfObituary property (which was just added in February this year) is missing from zscript/actors/actor.zs, but it's definitely present in the latest commits on Git. Maybe the PK3 from an older release got pulled in?

I'm maybe running afoul of the "don't post bugs in the release thread" rule, but I dunno if this is a "bug" per se or just a distribution thing that needs a zip reupload. Lemme know if I should move this to the Bugs forum instead. :P



[EDIT] NVM, false alarm -- I didn't realize that the 4.14.2 branch was a stable release that was branched from master a while back, and the pk3 does match the branch (as expected). The DEHACKED commits got cherry-picked but SelfObituary didn't, but that's just a case of the feature itself not yet existing. All is well, carry on. :P
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Rachael
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Re: GZDoom 4.14.2 Released

Post by Rachael »

The main purpose of the release was to address some compile errors with the arm .deb package, but while we were at it we pulled in some cherry-picks and I also managed to fix the bug that was causing my Windows build environment to erroneously pull in a bz2.dll dependence that should not have been pulled in. So yeah, it's effectively 4.14.1 with a few changes.
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Graf Zahl
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Re: GZDoom 4.14.2 Released

Post by Graf Zahl »

Rachael wrote: Sun May 04, 2025 7:41 am I also managed to fix the bug that was causing my Windows build environment to erroneously pull in a bz2.dll dependence that should not have been pulled in.

What was causing that?
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Rachael
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Re: GZDoom 4.14.2 Released

Post by Rachael »

Graf Zahl wrote: Mon May 05, 2025 1:05 pm What was causing that?
Either CMake or Visual Studio were erroneously pulling from a very old copy of vcpkg that I had, I located it by looking up the strings in that extra .dll that it was pulling in. After I did I renamed it and then re-ran cmake and it stopped pulling it in.
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Zhs2
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Re: GZDoom 4.14.2 Released

Post by Zhs2 »

Rip in textured automap displaying properly. Oh well, it'll be fixed in the next update.
Nathonius
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Re: GZDoom 4.14.2 Released

Post by Nathonius »

Rachael wrote:
> (note: Linux AppImage is not being published, for now, due to issues, same with Linux
> Portable)

So what's the deal with this? I was able to just extract the .deb package on my Steam Deck and GZdoom 4.14.2 *seems* to run fine as is. Is this bug tracked somewhere? Is this the one? https://github.com/ZDoom/gzdoom/issues/2362
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Rachael
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Re: GZDoom 4.14.2 Released

Post by Rachael »

If you get that working, that's perfectly fine. :)

The deal is there's no reliable way to figure out exactly what libraries are required to make the executable completely portable. GZDoom has way too many dynamic object dependencies and the problem is made infinitely worse by distro maintainers insisting that GZDoom compile with more system libraries than we as hobby developers have time to hawk over to ensure there is no breakage.

If ever there was a way to pull GZDoom together as a completely self-contained binary we'd really rather go that route.

I stopped publishing .AppImage because the script broke, and regular Windows-style .tar.gz elf bundles because the script I use to gather the loose libraries doesn't work reliably, either, and I don't have the time to constantly keep that up to date.

So if you can extract the .deb and get it working - great. If that crashes though, I would recommend just using a Windows executable on the Steam Deck, everything actually works great out-of-the-box via Proton.

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