GZDoom 2.2.0 released

News about GZDoom.

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5thdefender
Posts: 9
Joined: Wed Jun 24, 2015 10:20

Re: GZDoom 2.2.0 released

Post by 5thdefender »

Hello, I noticed that the melt screen transition doesn't work properly, and the console looks very large compared to the previous official build. The former can be worked around by setting the transition to crossfade, but can I do something to the other problem? And is this going to have a problem with an integrated intel graphics card unlike the previous version?
_mental_
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Re: GZDoom 2.2.0 released

Post by _mental_ »

Post your spec, graphics hardware in particular.
Set con_scale CVAR to 1 to bring back old console font size.
Major Cooke
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Re: GZDoom 2.2.0 released

Post by Major Cooke »

Nightfall wrote:I'm calling it now: he's going to just get everyone to use the previous GZDoom version. Just like how he's been telling people to put Brutal Doom in the skins/ directory in Zandronum where it most definitely should not be in (and people actually do that all the time).
He actually addressed it on his facebook. He said he didn't mean for it to happen but he's updating brutal doom to fix the issue. But yes, he did say he wasn't sure if he wanted to release v20c just to fix that... lazy bum.

@Graf: Pointless unfortunately. He supplies the GZDoom version which works with it.

Here's a nice fat list of things that have been added:

Orange - needs clarifying/verification
  • Roll Sprites
  • Flat Sprites
  • Sprites Facing Camera
  • Bloom
  • Multisampling
  • Stereo 3D VR
  • Quad Stereo
  • Tonemap Setting
  • Lens Distortion Effect
  • Wall Portals
  • Infinity Stretching Skies(?)
  • Improved Eternity mapset compatibility(?)
  • DECORATE Anonymous Functions
  • Lots of new ZDoom development features
Phobos

Re: GZDoom 2.2.0 released

Post by Phobos »

Hello people. Sorry for my english, I just want to point out that a lot of new features (like tonemaps, bloom, multisample, 3d vision etc) are no longer working here. On older versions like g2.2pre-2067-g2f893af (for example) it was ok, but after some new releases (I don't know exactly which was the first) the effect simply stopped showing after switch them. BTW, I can't find the "software" sector light mode too, don't know if it was removed.

I tested both versions (32x and 64x).
Dynamic lightning (on the other hand) is ok.
SPECS:
Windows 7 Home Premium 64 bits (6.1, comp 7601)
Inter(R) Core(TM) i5-2310 CPU @ 2.90GHz (4 CPUs), ~2.9GHz
Memory: 6144MB RAM
DirectX 11
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Nash
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Re: GZDoom 2.2.0 released

Post by Nash »

The framebuffer rendering architecture deserves a big mention, IMO. :D
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Rachael
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Re: GZDoom 2.2.0 released

Post by Rachael »

Phobos wrote:Hello people. Sorry for my english, I just want to point out that a lot of new features (like tonemaps, bloom, multisample, 3d vision etc) are no longer working here. On older versions like g2.2pre-2067-g2f893af (for example) it was ok, but after some new releases (I don't know exactly which was the first) the effect simply stopped showing after switch them. BTW, I can't find the "software" sector light mode too, don't know if it was removed.

I tested both versions (32x and 64x).
Dynamic lightning (on the other hand) is ok.
SPECS:
Windows 7 Home Premium 64 bits (6.1, comp 7601)
Inter(R) Core(TM) i5-2310 CPU @ 2.90GHz (4 CPUs), ~2.9GHz
Memory: 6144MB RAM
DirectX 11
Try this:

Code: Select all

gzdoom -glversion 3.3 +gl_renderbuffers true
Does it still work then?
Phobos

Re: GZDoom 2.2.0 released

Post by Phobos »

Eruanna wrote: Try this:

Code: Select all

gzdoom -glversion 3.3 +gl_renderbuffers true
Does it still work then?
Nope :-(

This is really strange.
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Rachael
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Re: GZDoom 2.2.0 released

Post by Rachael »

What is your hardware, what driver do you have installed, and what is your operating system?
5thdefender
Posts: 9
Joined: Wed Jun 24, 2015 10:20

Re: GZDoom 2.2.0 released

Post by 5thdefender »

_mental_ wrote:Post your spec, graphics hardware in particular.

Ram: 2.00 gb
Intel Core 2 E8400 Duo
GPU: Intel Q45/Q43 express chipset
OS: Windows 7 64 bit
fr1dd
Posts: 18
Joined: Thu Jul 28, 2011 15:23
Location: Sweden

Re: GZDoom 2.2.0 released

Post by fr1dd »

Has the following been removed completely and can no longer be controlled as a global setting?

gl_lights_size=
gl_lights_intensity=
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Rachael
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Re: GZDoom 2.2.0 released

Post by Rachael »

fr1dd wrote:Has the following been removed completely and can no longer be controlled as a global setting?

gl_lights_size=
gl_lights_intensity=
Yes, it has.
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Graf Zahl
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Re: GZDoom 2.2.0 released

Post by Graf Zahl »

5thdefender wrote:
_mental_ wrote:Post your spec, graphics hardware in particular.

Ram: 2.00 gb
Intel Core 2 E8400 Duo
GPU: Intel Q45/Q43 express chipset
OS: Windows 7 64 bit

That hardware is too old and does not support any of the postprocessing options.
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Graf Zahl
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Re: GZDoom 2.2.0 released

Post by Graf Zahl »

Major Cooke wrote: Orange - needs clarifying/verification
  • Roll Sprites
  • Flat Sprites
  • Sprites Facing Camera
  • Bloom
  • Multisampling
  • Stereo 3D VR
  • Quad Stereo
  • Tonemap Setting
  • Lens Distortion Effect
  • Wall Portals
  • Infinity Stretching Skies(?)
  • Improved Eternity mapset compatibility(?)
  • DECORATE Anonymous Functions
  • Lots of new ZDoom development features

Instead of mentioning Eternity, let's better highlight the biggest feature in here: Fully functional interactive portals, both of the line and sector variety.
Phobos

Re: GZDoom 2.2.0 released

Post by Phobos »

Eruanna wrote:What is your hardware, what driver do you have installed, and what is your operating system?
From OpenGL Extensions Viewer:

Renderer: Inter(R) HD Graphics Family
Adapter RAM: 2833 MB
OS: Windows 7 Home Premium 64 bits (6.1, comp 7601)
Processor: Inter(R) Core(TM) i5-2310 CPU @ 2.90GHz (4 CPUs), ~2.9GHz, Sandy Bridge, Family 6h, Model: 2ah, Stepping: 7h
Memory: 6144MB RAM
Display: 1366x768x32 bpp (60 Hz)

OpenGL:
Version: 3.0
Driver version: 8.15.10.2246 (12-nov-10)

DirectX:
Version 9.0c - June 2010, 10.1
Shader model: vs_4_1, ps_4_1
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Rachael
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Re: GZDoom 2.2.0 released

Post by Rachael »

Your card supports OpenGL 3.0. It should perfectly support the render buffer features just fine. I don't know - I'll leave this to one of the main programmers, or another techie, to figure that one out, because from what I can see there's no reason this shouldn't work.
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