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GZDoom 2.3.2 released

Posted: Wed Jan 11, 2017 1:42
by Graf Zahl
This is a bugfix release addressing a few critical issues in 2.3.1:

Critical issues fixed:

- turbo stairs in Doom 2 were broken
- potential crash with stair building in Hexen
- The Heresiarch in Hexen did not call its death script.
- several Heretic weapons behaved incorrectly.
- The last two were caused by an incorrect script compiler check that failed to detect a bad function definition. This may induce a breaking change to some ZScript based user mods, too, which made the same mistake!

Other fixes:
- fixed a problem with drawing decals with the software renderer.
- 'stat music' could crash on OpenAL
- fixed a rare crash condition with killing monsters from the console.
- the spiral for railgun shots wasn't drawn.
- switching from windowed to fullscreen could set bad screen sizes not covering the entire screen.
- fixed sight checks through portals.

New features:
- mods can define items globally for precaching in addition to per-map definitions

Re: GZDoom 2.3.2 released

Posted: Wed Jan 11, 2017 2:12
by Rachael
I probably won't release a corresponding QZDoom for this until tomorrow. But - thank you for this, as always. :)

Re: GZDoom 2.3.2 released

Posted: Wed Jan 11, 2017 10:30
by Enjay
Indeed, thank you very much for keeping on top of these bug-fix point releases at a time when a major new feature has been released. It's much appreciated.

Re: GZDoom 2.3.2 released

Posted: Thu Jan 12, 2017 9:53
by _mental_
macOS version is available as well.

Re: GZDoom 2.3.2 released

Posted: Thu Jan 12, 2017 15:38
by Major Cooke
I think a 2.3.3 might be in order. When you attempted to fix this issue, Graf, it did nothing to alleviate the problem. 2.3.2 doesn't contain Mental's fix.

Re: GZDoom 2.3.2 released

Posted: Thu Jan 12, 2017 16:18
by Graf Zahl
The initial change to this code isn't even in 2.3.2, it's only in master. I am using the maint branch as it's supposed to be used: Work happens in master and critical fixes get cherry-picked, but unstable in-development code does not. This was how ZDoom was supposed to work but never did because Randi wouldn't do any releases anyway, screw the bugfixes that piled up.

I think a blog entry to describe how I imagine this to work is in order, I'll do this on the weekend.

Re: GZDoom 2.3.2 released

Posted: Thu Jan 12, 2017 16:49
by Zhadoom
Thank you very much, Mr Graf! :-)

Good work! Runs fine! :-)

Uhm, where can one find information on the new features like precaching and portals?

Thanks in advance!
zhd

Re: GZDoom 2.3.2 released

Posted: Fri Jan 13, 2017 9:37
by _mental_
As an experiment I made build for PowerPC Macs.
It's a custom version based on 2.3.2 release, requires 10.4 Tiger running on G4 (PPC7400).
Only FMOD Ex sound backend is enabled.

Hardware renderer wasn't tested but software one works for me.
Need a volunteer owning PPC Mac with OpenGL 2.0 support.

Where are the sprites?

Posted: Sun Jan 15, 2017 7:29
by Boingo the Clown
I just downloaded and installed the 64 bit version of 2.3.2, and gave it a spin to see how it looks, and noticed something important was missing.

It is not rendering sprites.

None of the sprites are appearing--no monsters, no pickups, no weapons, not even the player's hands.

At first I thought it might be a conflict with my mod, but then I went back and played DooM and Heretic, and they were missing all of their sprites as well.

Re: Where are the sprites?

Posted: Sun Jan 15, 2017 8:23
by NeoHippo
Boingo the Clown wrote:I just downloaded and installed the 64 bit version of 2.3.2, and gave it a spin to see how it looks, and noticed something important was missing.

It is not rendering sprites.

None of the sprites are appearing--no monsters, no pickups, no weapons, not even the player's hands.

At first I thought it might be a conflict with my mod, but then I went back and played DooM and Heretic, and they were missing all of their sprites as well.
Works for me™
Spoiler:

Re: Where are the sprites?

Posted: Sun Jan 15, 2017 8:47
by _mental_
Boingo the Clown wrote:It is not rendering sprites.
If you have AMD graphics hardware then update your drivers. Same for Intel actually.
Please post hardware spec, it will help to give more detailed answers.

Re: GZDoom 2.3.2 released

Posted: Sun Jan 15, 2017 9:33
by Graf Zahl
Some buggy ATI drivers of older vintage like to eat them. Normally a driver update will fix it.

Re: GZDoom 2.3.2 released

Posted: Tue Jan 17, 2017 19:19
by inferno999
Is it just me or does GL_LIGHT_AMBIENT not do anything now (as of 2.3.0, possibly 2.2.0). Doesn't matter if it's 20 or 255, the minimum brightness is never changed.
Anyone?

Re: GZDoom 2.3.2 released

Posted: Tue Jan 17, 2017 20:11
by Graf Zahl
Yes, it has been removed after the low level lighting algorithm has been changed to work better.

Re: GZDoom 2.3.2 released

Posted: Tue Jan 17, 2017 20:34
by inferno999
Ah, Thank you for the reply.

Is there something in can use in instead? (Other than gamma of course)
Thanks!