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GZDoom 2.1.1 and 1.9.1 released

Posted: Tue Feb 23, 2016 12:12
by Graf Zahl
These releases coincide with ZDoom 2.8.1 and bring the same fixes. In addition 2.1.1 also fixes the broken fake contrast feature in 2.1.0.

2.1.1 will be the first official release that also comes as a 64 bit version.

Re: GZDoom 2.1.1 and 1.9.1 released

Posted: Tue Feb 23, 2016 12:18
by Rachael
Thank you! :)

Re: GZDoom 2.1.1 and 1.9.1 released

Posted: Tue Feb 23, 2016 13:31
by Blue Shadow
Graf, 2.1.1 appears to be packed with the wrong version of fmodex.dll file. I got this on startup:

Code: Select all

I_InitSound: Initializing FMOD
 Error! You are using an old version of FMOD (4.26.27).
 This program was built for version 4.44.61
FMod Ex Sound init failed. Trying OpenAL.
It should use the same version of the file as the one in 1.9.1.

Re: GZDoom 2.1.1 and 1.9.1 released

Posted: Tue Feb 23, 2016 14:59
by Graf Zahl
The package has been replaced.

Re: GZDoom 2.1.1 and 1.9.1 released

Posted: Tue Feb 23, 2016 17:11
by Tiger
This is great!

Is there any benefits to using the 64bit build? I remember some time ago, you made a remark on the 64bit version of GZDoom caused performance issues or essentially a performance downgrade. Is this still true?

Re: GZDoom 2.1.1 and 1.9.1 released

Posted: Tue Feb 23, 2016 17:34
by Rachael
64-bit builds have huge benefits, but not for running plain vanilla Doom.

The biggest advantage is improved memory management - 32-bit builds can only access 4 GB of RAM at a time. A 64-bit build gets a little more space to crawl around in your RAM and can cache resources better - this would be helpful on major resource-hogging mods or anything that uses the 7-zip archive format. Basically, if GZDoom ever feels the need to use more than 4GB of RAM, this reduces disk thrashing, if your system has the RAM to spare.

Re: GZDoom 2.1.1 and 1.9.1 released

Posted: Tue Feb 23, 2016 17:47
by Tiger
Eruanna wrote:64-bit builds have huge benefits, but not for running plain vanilla Doom.

The biggest advantage is improved memory management - 32-bit builds can only access 4 GB of RAM at a time. A 64-bit build gets a little more space to crawl around in your RAM and can cache resources better - this would be helpful on major resource-hogging mods or anything that uses the 7-zip archive format. Basically, if GZDoom ever feels the need to use more than 4GB of RAM, this reduces disk thrashing, if your system has the RAM to spare.
Ja, that is a given, but I was refering to this post. I was lucky enough to find the post

Re: GZDoom 2.1.1 and 1.9.1 released

Posted: Tue Feb 23, 2016 17:50
by Rachael
I guess it's a toss-up, really.

I have never seen a GZDoom mod go above 200 mb. With mods that size, 64-bit will indeed offer no real benefit.

Then again, I haven't seen anyone try to port Fallout 4 to the GZDoom engine yet, either. Should any such attempt be made, I would never use the 32-bit version for it. ;)

Re: GZDoom 2.1.1 and 1.9.1 released

Posted: Tue Feb 23, 2016 18:05
by Tiger
Eruanna wrote:Then again, I haven't seen anyone try to port Fallout 4 to the GZDoom engine yet, either. Should any such attempt be made, I would never use the 32-bit version for it. ;)
Lets make it happen! But first, lets port over Crysis to GZDoom 8)[/ReallyBadIdeas]

Re: GZDoom 2.1.1 and 1.9.1 released

Posted: Tue Feb 23, 2016 18:28
by Graf Zahl
Tiger wrote:This is great!

Is there any benefits to using the 64bit build? I remember some time ago, you made a remark on the 64bit version of GZDoom caused performance issues or essentially a performance downgrade. Is this still true?

I do not experience that performance downgrade anymore with current graphics drivers.

Re: GZDoom 2.1.1 and 1.9.1 released

Posted: Wed Feb 24, 2016 0:49
by Cubly
I can't get this to work on Steam Link, the game runs but the controller is in mouse mode.
There should be support for XInput and DirectInput to fix this :)

Great mod though and makes the games playable instead of shitty DosBox, keep up the good work guys.

Re: GZDoom 2.1.1 and 1.9.1 released

Posted: Wed Feb 24, 2016 12:43
by Gez
I'm pretty sure XInput and DirectInput are already supported; Randi did a lot of work on this around v2.4 of ZDoom so it's been in for a while. Look into the joystick options menu.

Re: GZDoom 2.1.1 and 1.9.1 released

Posted: Thu Feb 25, 2016 2:36
by Blzut3
Git tags?

Re: GZDoom 2.1.1 and 1.9.1 released

Posted: Thu Feb 25, 2016 4:28
by spamzilla
64-bit? Nice! Here is a tank!

Re: GZDoom 2.1.1 and 1.9.1 released

Posted: Thu Feb 25, 2016 9:43
by Graf Zahl
Blzut3 wrote:Git tags?

Damn TortoiseGit. It only pushes taga when explicitly checking the option - which I always forget.