GZDoom 2.3.2 released

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Expand view Topic review: GZDoom 2.3.2 released

Re: GZDoom 2.3.2 released

Post by Herculine » Sun Jan 22, 2017 8:37

A note of long overdue thanks to the creators of the ZDoom and GZDoom sourceports.

I recently had the opportunity to try the DOSBox versions of the original Doom games being offered by GoG.com. The experience made me realize that over the past few years I've forgotten what the original games are like without any enhancements and that I've become a bit complacent playing them with ZDoom and GZDoom, that I've taken the sourceports a bit for granted and never actually thanked their creators.

Thus I'm taking this opportunity to stop by the forums of both sourceports to say thank you to Randy Heit for ZDoom and to Graf Zahl for GZDoom, as well as to the DRD Team and everyone who has made these projects successful. Thank you all for all the work you've put into these sourceports that allow us to continue to enjoy Doom with functionality and visuals that keep the game a pleasure to play even on the newest of computers.

Thank you all!

Re: GZDoom 2.3.2 released

Post by Boingo the Clown » Sun Jan 22, 2017 6:11

It appears the sunken sprites are sprites using the same names as DooM.

For example, the plant in the pics above was using COL2A0, which is the short green pillar in DooM.

I suspect GZDooM is somehow using the sprite offsets from the original DooM sprites instead of the replacement sprites' offsets . I noticed in one animated sprite series that started with ELECA0 (the same as the tall tech column in DooM) had fouled up offsets for ELECA0 only, while the other two sprites in the animation were unaffected. Renaming the sprites eliminated the problem.

However ...

Because nearly all older mods reuse the same sprite names, I suspect this will be a major problem when playing older mods. Therefore this should definitely be considered a bug.

BTW: The good news is a friend of mine managed to figure out what was wrong with the weapons and the keys, and got them working again.

Re: GZDoom 2.3.2 released

Post by Graf Zahl » Wed Jan 18, 2017 22:49

Hard to say what's at fault without seeing the maps . Can you also check with 2.2.0, to see if the problems appeared before or after?

Re: GZDoom 2.3.2 released

Post by Boingo the Clown » Wed Jan 18, 2017 22:32

Sorry to be a pain, but I have already noticed some bugs. There are also some fixes I am happy to see.

The good news is the sprites reappeared after I updated my video driver. :)

More good news is the secret walls in DeiMWolf, which are controlled by fragglescript as a holdover from Legacy, work correctly again. Each of the sectors disappears instantly instead of lowering at turbo speed. :) Thank you for fixing that.

And now for the bad news ...

A number of my sprites in DeiMWolf are now mysteriously buried in the floor, something that has never happened before.

Image

The keys in T.U.C.Q. no longer work. The text message tells me I am picking them up, but the keys do not appear in my statusbar, and will not open the doors. The keys and locks are defined in DECORATE and LOCKDEF, so GZDooM might no be playing nice with them.

The weapons in T.U.C.Q. can be picked up and used, but I can no longer be switched between. The keys in DeiMWolf do appear to work however, so it may be something I can fix myself.

Since I updated my video drivers, some of my lights have disappeared. Strangely, others are not affected.

I hope most of these problems are simply bugs in my mods, rather than GZDooM, but I thought I would pass word of them on to you.

Re: GZDoom 2.3.2 released

Post by Graf Zahl » Tue Jan 17, 2017 22:57

It should be noted that the ambient level was pretty efficient at destroying a map's lighting setup. Essentially it cut off at a light level of 90. Everything below was the same level.

Re: GZDoom 2.3.2 released

Post by Eruanna » Tue Jan 17, 2017 22:11

There are two families of variables you can change:
1) vid_brightness, vid_contrast, gamma
2) gl_tonemap, gl_exposure_base, gl_exposure_min, gl_exposure_speed, gl_exposure_scale

Re: GZDoom 2.3.2 released

Post by Eruanna » Tue Jan 17, 2017 22:10

There are two families of variables you can change:
1) vid_brightness, vid_contrast, gamma
2) gl_tonemap, gl_exposure_base, gl_exposure_min, gl_exposure_speed, gl_exposure_scale

Re: GZDoom 2.3.2 released

Post by inferno999 » Tue Jan 17, 2017 20:34

Ah, Thank you for the reply.

Is there something in can use in instead? (Other than gamma of course)
Thanks!

Re: GZDoom 2.3.2 released

Post by Graf Zahl » Tue Jan 17, 2017 20:11

Yes, it has been removed after the low level lighting algorithm has been changed to work better.

Re: GZDoom 2.3.2 released

Post by inferno999 » Tue Jan 17, 2017 19:19

Is it just me or does GL_LIGHT_AMBIENT not do anything now (as of 2.3.0, possibly 2.2.0). Doesn't matter if it's 20 or 255, the minimum brightness is never changed.
Anyone?

Re: GZDoom 2.3.2 released

Post by Graf Zahl » Sun Jan 15, 2017 9:33

Some buggy ATI drivers of older vintage like to eat them. Normally a driver update will fix it.

Re: Where are the sprites?

Post by _mental_ » Sun Jan 15, 2017 8:47

Boingo the Clown wrote:It is not rendering sprites.

If you have AMD graphics hardware then update your drivers. Same for Intel actually.
Please post hardware spec, it will help to give more detailed answers.

Re: Where are the sprites?

Post by NeoHippo » Sun Jan 15, 2017 8:23

Boingo the Clown wrote:I just downloaded and installed the 64 bit version of 2.3.2, and gave it a spin to see how it looks, and noticed something important was missing.

It is not rendering sprites.

None of the sprites are appearing--no monsters, no pickups, no weapons, not even the player's hands.

At first I thought it might be a conflict with my mod, but then I went back and played DooM and Heretic, and they were missing all of their sprites as well.


Works for me™

 

Where are the sprites?

Post by Boingo the Clown » Sun Jan 15, 2017 7:29

I just downloaded and installed the 64 bit version of 2.3.2, and gave it a spin to see how it looks, and noticed something important was missing.

It is not rendering sprites.

None of the sprites are appearing--no monsters, no pickups, no weapons, not even the player's hands.

At first I thought it might be a conflict with my mod, but then I went back and played DooM and Heretic, and they were missing all of their sprites as well.

Re: GZDoom 2.3.2 released

Post by _mental_ » Fri Jan 13, 2017 9:37

As an experiment I made build for PowerPC Macs.
It's a custom version based on 2.3.2 release, requires 10.4 Tiger running on G4 (PPC7400).
Only FMOD Ex sound backend is enabled.

Hardware renderer wasn't tested but software one works for me.
Need a volunteer owning PPC Mac with OpenGL 2.0 support.

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