GZDoom 2.3.2 released

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Graf Zahl
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GZDoom 2.3.2 released

Post by Graf Zahl » Wed Jan 11, 2017 1:42

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

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Rachael
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Re: GZDoom 2.3.2 released

Post by Rachael » Wed Jan 11, 2017 2:12

I probably won't release a corresponding QZDoom for this until tomorrow. But - thank you for this, as always. :)
Spoiler: Zen Sarcasm

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Enjay
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Re: GZDoom 2.3.2 released

Post by Enjay » Wed Jan 11, 2017 10:30

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.

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Re: GZDoom 2.3.2 released

Post by _mental_ » Thu Jan 12, 2017 9:53

macOS version is available as well.

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Re: GZDoom 2.3.2 released

Post by Major Cooke » Thu Jan 12, 2017 15:38

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.

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Re: GZDoom 2.3.2 released

Post by Graf Zahl » Thu Jan 12, 2017 16:18

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.

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Re: GZDoom 2.3.2 released

Post by Zhadoom » Thu Jan 12, 2017 16:49

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

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Re: GZDoom 2.3.2 released

Post by _mental_ » Fri Jan 13, 2017 9:37

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.

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Where are the sprites?

Post by Boingo the Clown » Sun Jan 15, 2017 7:29

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.

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Re: Where are the sprites?

Post by NeoHippo » Sun Jan 15, 2017 8:23

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:

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Re: Where are the sprites?

Post by _mental_ » Sun Jan 15, 2017 8:47

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.

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Re: GZDoom 2.3.2 released

Post by Graf Zahl » Sun Jan 15, 2017 9:33

Some buggy ATI drivers of older vintage like to eat them. Normally a driver update will fix it.

inferno999

Re: GZDoom 2.3.2 released

Post by inferno999 » Tue Jan 17, 2017 19:19

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?

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Re: GZDoom 2.3.2 released

Post by Graf Zahl » Tue Jan 17, 2017 20:11

Yes, it has been removed after the low level lighting algorithm has been changed to work better.

inferno999

Re: GZDoom 2.3.2 released

Post by inferno999 » Tue Jan 17, 2017 20:34

Ah, Thank you for the reply.

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

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