GZDoom 2.0.05 and 1.8.10 released

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by darius_dan » Mon Jul 27, 2015 0:45

Is this 2.0.05 a stable version? Sorry to ask. I'm really confused about what release is the latest and if it is beta or not.

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Rachael » Mon Jul 27, 2015 8:24

Any build posted in this section of the forums is considered by the author to be stable, until proven otherwise (which is always followed by a follow-up release such as this).

Given that this has been the latest officially released version of GZDoom for 7 months now, then yes, 2.0.05 is pretty stable.
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Re: GZDoom 2.0.05 and 1.8.10 released

Post by darius_dan » Tue Jul 28, 2015 0:56

Eruanna wrote:Any build posted in this section of the forums is considered by the author to be stable, until proven otherwise (which is always followed by a follow-up release such as this).

Given that this has been the latest officially released version of GZDoom for 7 months now, then yes, 2.0.05 is pretty stable.
Thanks.

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Rex Claussen » Tue Oct 06, 2015 15:51

I tried running 2.0.05, and, as expected, it wouldn't run because I don't have OpenGL 3.0 or higher. I have looked into how to download and install it, but it is confusing as heck for a relative novice.

I tried running 1.8.10, and got an unexpected "glew32.dll missing from your computer" error. Again, I looked into getting glew32.dll, but it is another freaking maze of copying & pasting relevant files into different system folders. Fixed.

This is no reflection on the efforts to update the engine, but I am going back to v1.8.5
Last edited by Rex Claussen on Wed Oct 07, 2015 12:52, edited 1 time in total.

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Kappes Buur » Wed Oct 07, 2015 3:36

Rex Claussen wrote: I tried running 1.8.10, and got an unexpected "glew32.dll missing from your computer" error. Again, I looked into getting glew32.dll, but it is another freaking maze of copying & pasting relevant files into different system folders.
That is very strange since glew32.dll is included in the gzdoom-bin-1-8-10.zip download.

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Graf Zahl » Wed Oct 07, 2015 7:45

Rex Claussen wrote:I tried running 2.0.05, and, as expected, it wouldn't run because I don't have OpenGL 3.0 or higher. I have looked into how to download and install it, but it is confusing as heck for a relative novice.

You cannot 'download and install' it. Either your graphics driver supports it or not. What kind of graphics hardware do you have anyway?

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Rex Claussen » Wed Oct 07, 2015 12:46

Graf Zahl wrote:You cannot 'download and install' it. Either your graphics driver supports it or not. What kind of graphics hardware do you have anyway?
These are the specs of my computer in question:

Processor: Intel Core 2 Duo E8500 @ 3.16 GHz
RAM: 4 GB
OS: Windows 7 Professional, 64-bit
DirectX: 11.0
Chipset: Intel 4 Express (Internal)
Dedicated video memory: 64 MB

My other computer has these specs (although I haven't tried to run the newer GZDooM versions on it):

Processor: Intel Core 2 4400 @ 2 GHz
RAM: 2 GB
OS: Windows 7 Home Premium, 32-bit
DirectX: 11.0
Graphics Card: NVIDIA GeForce GT 240
Dedicated video memory: 1024 MB GDDR5
Kappes Buur wrote:That is very strange since glew32.dll is included in the gzdoom-bin-1-8-10.zip download.
My apologies. I checked, and you are, indeed, correct. I copied glew32.dll to my GZDooM folder and v1.8.10 runs fine.

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Gez » Fri Oct 23, 2015 22:05

Should it be a bug report, or is it not worth it because it only concerns the old 1.8 branch?

Voxels combined with vertex buffers cause crash on some hardware limited to OpenGL 3.3.
http://zandronum.com/tracker/view.php?id=2412
https://bitbucket.org/Torr_Samaho/zandr ... d42f3f50d0


I figure if there's a 1.8.11 release one day it might be worth it to address the issue.

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Graf Zahl » Sat Oct 24, 2015 21:15

No idea, but if they 'seem' to require GL 4.0 there's a bug in there that should be fixed, not just slapping another check around it. But since I do not have any hardware to test it with, I can't really investigate.

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Tiger » Fri Feb 05, 2016 23:30

Any chance for the release of GZDoom 2.1 or is it delayed until Randi posts an official topic for ZDoom 2.8.0? I ask as I noticed 2.2pre in the GitHub pages
Nicholas "Tiger" Gautier

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Graf Zahl » Sat Feb 06, 2016 0:31

I wanted to wait for Randi's news post. The builds are ready for deployment. If tomorrow morning noting has happened i'll post them anyway.

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Tiger » Sat Feb 06, 2016 0:35

Thank you for the reply, I'll be waiting.
Nicholas "Tiger" Gautier

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Rex Claussen » Sat Feb 06, 2016 13:01

Graf Zahl wrote:The builds are ready for deployment.
Excellent news.

I only have one computer with a dedicated graphics card, so I'll need to run v2.1 only on that machine. Sadly, I'll need to continue to use v1.8.10 on my other 2 computers, as they only have integrated graphics chips.

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Gez » Sat Feb 06, 2016 15:54

You can replace 1.8.10 by 1.9!

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Re: GZDoom 2.0.05 and 1.8.10 released

Post by Rachael » Sat Feb 06, 2016 19:40

Gez wrote:You can replace 1.8.10 by 1.9!
Exactly.

V1.9 and V2.1 are exactly feature compatible - but V1.9 is a continuation with V1.8.10's graphics engine (and bugs that affect one or the other, may not be in both).

In fact, I think V1.9 and V2.1 might even be netplay compatible - I think the only thing that's different between them is the renderer. (Just tested - they are)
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