GZDoom 1.4.8 released

News about GZDoom.

Moderator: Graf Zahl

Locked
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

GZDoom 1.4.8 released

Post by Graf Zahl » Sat Mar 27, 2010 9:39

A new version is out.

Important new fixes include a critical level transition bug in Strife that made it impossible to get to the Abandoned Front Base and could cause the game to abort if you tried.

It also fixes an issue with item placement in maps at an angle that is not a multiple of 45°.


UPDATE: 1.4.7 has been released. This version fixes 2 semi-critical bugs:

- animations for menu textures using the original graphics names did not work
- Strife conversations could only be initiated with shootable actors.

UPDATE again: 1.4.8 has been released due to another bug introduced by recent ZDoom changes

- picking up an invulnerability sphere while being invulnerable caused a crash.
Last edited by Graf Zahl on Mon Mar 29, 2010 7:51, edited 2 times in total.

User avatar
Enjay
There is no dark side in the moon, really...
Developer
Developer
Posts: 4564
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: GZDoom 1.4.6 released

Post by Enjay » Sat Mar 27, 2010 13:31

Thank you. :)

This also includes the improvement to jumping when going down steps and slopes which, for me, has been an issue for years.

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom 1.4.6 released

Post by Graf Zahl » Sat Mar 27, 2010 15:54

Yeah, for me, too.

Deathlike2
Strife Sigil for teh win!
Posts: 233
Joined: Sat Oct 29, 2005 0:40

Re: GZDoom 1.4.7 released

Post by Deathlike2 » Sun Mar 28, 2010 23:38

The new updated release shows that GZDoom is using r760 and ZDoom r2149... is the ZDoom numbering simply a cosmetic error?

User avatar
Enjay
There is no dark side in the moon, really...
Developer
Developer
Posts: 4564
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: GZDoom 1.4.7 released

Post by Enjay » Sun Mar 28, 2010 23:49

My INI wrote:# This file was generated by GZDoom 1.4.7 (r760) / ZDoom 2.4.1 (r2249) on Sun Mar 28 23:47:45 2010
:dunno:

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom 1.4.7 released

Post by Graf Zahl » Mon Mar 29, 2010 0:00

Seems I forgot to update the ZDoom revision. That happens when I make changes in GZDoom first and port them to ZDoom later. I sure won't make another version just for that.

User avatar
Enjay
There is no dark side in the moon, really...
Developer
Developer
Posts: 4564
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: GZDoom 1.4.7 released

Post by Enjay » Mon Mar 29, 2010 0:09

Are you sure? It seems correct to me. I have checked, even doing a fresh install of the file that I downloaded from the GZdoom downloads page and it has always reported itself as 2249, not 2149.

Here's another one from a completely new install in a brand new directory:

Code: Select all

# This file was generated by GZDoom 1.4.7 (r760) / ZDoom 2.4.1 (r2249) on Mon Mar 29 00:06:52 2010
And the console agrees with that too.

[edit]Ah, forget it. the 2149 in the original report sent me down the wrong path. Of course GZdoom should have been reporting 2253 right?[/edit]

Deathlike2
Strife Sigil for teh win!
Posts: 233
Joined: Sat Oct 29, 2005 0:40

Re: GZDoom 1.4.7 released

Post by Deathlike2 » Mon Mar 29, 2010 0:18

My bad, I meant to say r2249. That's fine anyways.

I do have a related question.

I don't believe the SVN builds are made by Graf, so I find that the SVN build and the official builds have different compile times, which is fine for the most part. I have a slight concern where the pk3 files are not the same, specifically the gzdoom.pk3 file. They have different sizes. Shouldn't these be consistently be the same or are these files generated when compiling?

As an aside, the same could be said for the ZDoom builds (when the SVN+official builds are differing in the zdoom.pk3 file).

User avatar
Enjay
There is no dark side in the moon, really...
Developer
Developer
Posts: 4564
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: GZDoom 1.4.7 released

Post by Enjay » Mon Mar 29, 2010 0:44

I make most of the GZdoom and Zdoom SVN builds and, yes, the PK3s are built via the compiler when building the whole project.

User avatar
Alter
A very lazy man with ambitions.
Posts: 851
Joined: Wed Oct 05, 2005 8:55
Location: Poland, Lodz

Re: GZDoom 1.4.8 released

Post by Alter » Tue Mar 30, 2010 22:28

Excellent work as always Graf. Keep it up! :D

Lord Corynthus
Posts: 4
Joined: Fri May 01, 2009 21:31

Re: GZDoom 1.4.8 released

Post by Lord Corynthus » Tue Aug 03, 2010 8:17

Am going to try it RIGHT now :)

Edward-san
Developer
Developer
Posts: 197
Joined: Sun Nov 29, 2009 16:36

Re: GZDoom 1.4.8 released

Post by Edward-san » Tue Aug 03, 2010 9:25

Lord Corynthus wrote:Am going to try it RIGHT now :)
Not this version, I suggest you to use a more recent build here.

User avatar
Rachael
Developer
Developer
Posts: 3604
Joined: Sat May 13, 2006 10:30

Re: GZDoom 1.4.8 released

Post by Rachael » Tue Aug 03, 2010 11:38

Lord Corynthus wrote:Am going to try it RIGHT now :)
Please note the date difference between your post and the post right above it. Since this is a news thread, I'll let this slide, but in any other subforum please be mindful of necroposting, as it tends to upset people.
Spoiler: Zen Sarcasm

Locked

Return to “News”

Who is online

Users browsing this forum: No registered users and 1 guest