GZDoom 2.0.05 and 1.8.10 released

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Graf Zahl
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GZDoom 2.0.05 and 1.8.10 released

Post by Graf Zahl » Sun Dec 21, 2014 15:29

A new release is available!

2.0.04 fixes most of the issues in 2.0.03 and updates to the latest ZDoom, of course.

I also decided to make another update to the 1.8 branch because 1.8.07 contained at least one serious crash bug with polyobjects.


EDIT: Links have been removed because ZDoom introduced a breaking change shortly after this release by renaming the DECORATE function 'pick' to 'randompick'. So as a precaution these versions are no longer available. Replacements will be released on Saturday or Sunday.

EDIT: The replacement versions are online now. As a bonus they contain quite a few fixes that were made to ZDoom over the last few days.
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gzdoom-bin-2-0-05.zip
(2.94 MiB) Downloaded 91605 times
gzdoom-bin-1-8-10.zip
(3.03 MiB) Downloaded 20963 times
Last edited by Graf Zahl on Sat Dec 27, 2014 17:23, edited 2 times in total.

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Re: GZDoom 2.0.04 and 1.8.09 released

Post by Blue Shadow » Sun Dec 21, 2014 17:52

Graf Zahl wrote:I also decided to make another update to the 1.8 branch because 1.8.07 contained at least one serious crash bug with polyobjects.
That will make a lot of people happy (well, for the time being, at least :P ).

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Re: GZDoom 2.0.04 and 1.8.09 released

Post by Graf Zahl » Sun Dec 21, 2014 18:11

Yeah, I couldn't let 1.8.7 be the last version with such a serious problem, could I?
But don't expect this to become a permanent occurence.

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Re: GZDoom 2.0.04 and 1.8.09 released

Post by Tiger » Sun Dec 21, 2014 21:39

Great news! Thanks for continuing work on this!
Nicholas "Tiger" Gautier

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Re: GZDoom 2.0.04 and 1.8.09 released

Post by tomatopipps » Mon Dec 22, 2014 15:37

So, by "issues" you mean the whole ATI problem?
I'll use 1.8.09 then.

EDIT: I've tried 2.0.04 out of curiosity, and yeah, it loads everything fine, but dynamic lights simply don't show up. Even with the -gl3 argument and lights.pk3 and brightmaps.pk3 added to global.autoload.

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Re: GZDoom 2.0.04 and 1.8.09 released

Post by Enjay » Mon Dec 22, 2014 19:21

Thanks for the new release. As ever, it is much appreciated.

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Re: GZDoom 2.0.04 and 1.8.09 released

Post by Major Cooke » Thu Dec 25, 2014 17:23

Graf, this doesn't include Randy's renaming of Pick to RandomPick. That means any version after 2.0.04 is going to break if people use Pick. I strongly urge you to update GZDoom again and release a 2.0.05 or something.

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Re: GZDoom 2.0.04 and 1.8.09 released

Post by freezingalone » Sat Dec 27, 2014 4:55

Hey Graf, just wondering if v1.8.09 is going to work on WinXP? 1.8.07 didn't, and since these are being updated to keep old hardware up to date I thought I'd ask. Thanks again for working so hard on these.

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Re: GZDoom 2.0.04 and 1.8.09 released

Post by Graf Zahl » Sat Dec 27, 2014 9:49

I recreated the project in CMake with the XP compatible toolset so from now on all versions should work as intended.

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Rachael » Thu Jan 01, 2015 22:11

Thank you, Graf!
Spoiler: Zen Sarcasm

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Blue Shadow » Fri Jan 02, 2015 5:17

GZDoom reports the version as being "g1.8.09-78-g1db064b" for the 1.8.10 binary.

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Enjay » Fri Jan 02, 2015 12:25

A new year, a new GZDoom and some nice new fixes. Thanks very much Graf. Your continued work is much appreciated.

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Zhadoom » Thu Jan 08, 2015 17:39

Thank you! :cheers:

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by mdmenzel » Fri Jan 09, 2015 3:19

I was under the impression, from your previous posts, that the 1.8 branch of releases were to use the older versions of openGL and that new versions (and thus, the new rendering code) would be supported in the new 2.0 branch. Apparently only versions 1.8.7 and 1.8.10 require at least version 2.0 of openGL (1.8.6 seems to work with openGL 1.5). Why is this?

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Graf Zahl » Fri Jan 09, 2015 9:26

That change was made before starting work on 2.x.
The reason simply is that GL 1.5 is so limited that several things were not working correctly anymore so I simply ditched support for it because I can't test the implementation on such old hardware.

Now, seriously, do you really still use such a dinosaur system?

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