GZDoom 2.1.1 and 1.9.1 released

News about GZDoom.

Moderator: Graf Zahl

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7123
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

GZDoom 2.1.1 and 1.9.1 released

Post by Graf Zahl » Tue Feb 23, 2016 12:12

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.
Last edited by Graf Zahl on Tue Feb 23, 2016 14:59, edited 2 times in total.

User avatar
Rachael
Developer
Developer
Posts: 3573
Joined: Sat May 13, 2006 10:30

Re: GZDoom 2.1.1 and 1.9.1 released

Post by Rachael » Tue Feb 23, 2016 12:18

Thank you! :)
Spoiler: Zen Sarcasm

User avatar
Blue Shadow
Global Moderator
Global Moderator
Posts: 297
Joined: Sun Aug 29, 2010 6:09

Re: GZDoom 2.1.1 and 1.9.1 released

Post by Blue Shadow » Tue Feb 23, 2016 13:31

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.

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7123
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom 2.1.1 and 1.9.1 released

Post by Graf Zahl » Tue Feb 23, 2016 14:59

The package has been replaced.

User avatar
Tiger
Developer
Developer
Posts: 855
Joined: Thu Feb 25, 2010 3:44
Location: United States

Re: GZDoom 2.1.1 and 1.9.1 released

Post by Tiger » Tue Feb 23, 2016 17:11

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?
Nicholas "Tiger" Gautier

"Don't Dream It, Be it" - Tim Curry, Rocky Horror the Picture Show

User avatar
Rachael
Developer
Developer
Posts: 3573
Joined: Sat May 13, 2006 10:30

Re: GZDoom 2.1.1 and 1.9.1 released

Post by Rachael » Tue Feb 23, 2016 17:34

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.
Spoiler: Zen Sarcasm

User avatar
Tiger
Developer
Developer
Posts: 855
Joined: Thu Feb 25, 2010 3:44
Location: United States

Re: GZDoom 2.1.1 and 1.9.1 released

Post by Tiger » Tue Feb 23, 2016 17:47

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
Nicholas "Tiger" Gautier

"Don't Dream It, Be it" - Tim Curry, Rocky Horror the Picture Show

User avatar
Rachael
Developer
Developer
Posts: 3573
Joined: Sat May 13, 2006 10:30

Re: GZDoom 2.1.1 and 1.9.1 released

Post by Rachael » Tue Feb 23, 2016 17:50

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. ;)
Spoiler: Zen Sarcasm

User avatar
Tiger
Developer
Developer
Posts: 855
Joined: Thu Feb 25, 2010 3:44
Location: United States

Re: GZDoom 2.1.1 and 1.9.1 released

Post by Tiger » Tue Feb 23, 2016 18:05

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]
Nicholas "Tiger" Gautier

"Don't Dream It, Be it" - Tim Curry, Rocky Horror the Picture Show

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7123
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom 2.1.1 and 1.9.1 released

Post by Graf Zahl » Tue Feb 23, 2016 18:28

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.

Cubly

Re: GZDoom 2.1.1 and 1.9.1 released

Post by Cubly » Wed Feb 24, 2016 0:49

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.

User avatar
Gez
Developer
Developer
Posts: 1389
Joined: Mon Oct 22, 2007 16:47

Re: GZDoom 2.1.1 and 1.9.1 released

Post by Gez » Wed Feb 24, 2016 12:43

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.

Blzut3
Developer
Developer
Posts: 353
Joined: Sun Jan 24, 2010 22:21

Re: GZDoom 2.1.1 and 1.9.1 released

Post by Blzut3 » Thu Feb 25, 2016 2:36

Git tags?

User avatar
spamzilla
Posts: 3
Joined: Sat Jan 16, 2016 3:17
Contact:

Re: GZDoom 2.1.1 and 1.9.1 released

Post by spamzilla » Thu Feb 25, 2016 4:28

64-bit? Nice! Here is a tank!
Attachments
Screenshot_Doom_20160224_212717.png
Screenshot_Doom_20160224_212717.png (425.01 KiB) Viewed 21927 times
OS: Windows 10 Home x64 Edition
CPU: AMD 64-bit 2.1Ghz 4-Core A8-5550M APU
VRAM: 768 MB
RAM: 8 GB DDR3

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7123
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom 2.1.1 and 1.9.1 released

Post by Graf Zahl » Thu Feb 25, 2016 9:43

Blzut3 wrote:Git tags?

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

Post Reply

Return to “News”

Who is online

Users browsing this forum: No registered users and 1 guest