News

GZDoom 4.13.0 Released

Posted by on at 19:54
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Notice: The survey is currently CLOSED. GZDoom 4.13.0 contains no survey code. This version will not prompt you to submit your hardware info.



Please do not post bugs or issues in release threads! Click here

Download (OpenGLES 2.0 and higher)


(note: Linux AppImage is not being published, for now, due to issues, same with Linux Portable)



Highlights:

  • Added pistol start gameplay option

  • A few ID24 spec implementations, adds support for new Bethesda DOOM + DOOM II re-release and Legacy of Rust

  • Several multiplayer network fixes, especially with prediction

  • some savegame fixes, should now be able to delete them on windows

  • add Extra Parameters to iwad selection box

  • iwad selection box now always shows unless one of the following is true: it is disabled, -iwad is used from command line, or you load in a gameinfo that suggests an iwad

  • add mbf21 and mbf21 (strict) compatibility presets

  • particles and rollsprites are now square

  • ZMusic update, allows selecting a new module player

  • forced-perspective sprite clipping (limited ability for sprites to render under the floor)

  • support for Orthographic projection

  • decoupled animation fixes

  • able to now pass optional parameters in any order



Details

Full Changelog: https://github.com/ZDoom/gzdoom/compare ... ...g4.13.0
Spoiler: This is long
Comments

GZDoom 4.12.2 released

Posted by on at 14:02
46 Comments
Notice: The survey is currently CLOSED. GZDoom 4.12.2 contains no survey code. This version will not prompt you to submit your hardware info.



Please do not post bugs or issues in release threads! Click here

Download (OpenGLES 2.0 and higher)


(note: Linux AppImage is not being published, for now, due to issues - use the portable build instead, or flathub when it becomes available)



Highlights:

  • Linux fixes, network fixes, ZMusic update



Details

Full Changelog: https://github.com/ZDoom/gzdoom/compare ... ...g4.12.2
Comments

Raze 1.10.2 Released

Posted by on at 09:16
2 Comments
Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)


fixes:

  • Update ZMusicLite on Windows

  • Fix SDL_WaitEvent aborts on Linux

  • Built with MoltenVK 1.2.6 instead of the latest version

Comments

Raze 1.10.1 Released

Posted by on at 14:39
1 Comment
Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)



  • Patch release to restore Windows 7 support



Comments

GZDoom 4.12.1 released

Posted by on at 14:35
2 Comments
Notice: The survey is currently CLOSED. GZDoom 4.12.1 contains no survey code. This version will not prompt you to submit your hardware info.



Please do not post bugs or issues in release threads! Click here

Download (OpenGLES 2.0 and higher)


(note: Linux AppImage is not being published, for now, due to issues - use the portable build instead, or flathub when it becomes available)



Highlights:

  • Patch release to restore Windows 7 support, and a few fixes.



Details
Comments

GZDoom 4.12.0 released

Posted by on at 08:13
14 Comments
Notice: The survey is currently CLOSED. GZDoom 4.12.0 contains no survey code. This version will not prompt you to submit your hardware info.



Please do not post bugs or issues in release threads! Click here



Download (OpenGLES 2.0 and higher)


Due to recent changes in the widgets code, newer versions of GZDoom will probably no longer run on Windows 7 natively. If you cannot run GZDoom on Windows 7, you can try VxKex to see if it fixes the problem for you.



Highlights:

  • New launcher screen with custom widgets

  • VisualThinkers

  • Reworked Morph System

  • Many DSDA/MBF21 compatibility fixes

  • mapinfo and cvarsearch ccmds

  • better joystick handling in Linux (particularly for the Steam Deck)

  • Support for VP9 codec

  • Lots of bug fixes



Spoiler: Details (really long)
Comments

Raze 1.10.0 Released

Posted by on at 09:19
0 Comments
Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)


Due to recent changes in the widgets code, newer versions of Raze will probably no longer run on Windows 7 natively. If you cannot run Raze on Windows 7, you can try VxKex to see if it fixes the problem for you.


Comments

Raze 1.9.1 released

Posted by on at 07:11
5 Comments
Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)







  • account for resorted directories when accessing the local file path array in file_directory.cpp

  • fixed autoaiming. The WW2GI pistol check was completely wrong. :(

  • perform music volume lookup by lump number instead of name. This way any setting will work for both short and long file names.

  • do music volume adjustment by modifying the raw waveform data to get around the clamping of AL_GAIN.

  • fixed: The generic sound loader for SNDINFO must use S_LookupSound to match the feature set of the game specific code.

  • added missing null check in clipmove. This only very rarely triggered for Blood's projectiles, no other things use this code path.

  • Duke: Fixed statnum for the geisha statues.

  • RR: fixed bad destination name for one Route66 sound

  • Blood: fixed cutscene sound not playing when starting a map from the console.

  • RR: Set Route66's Gator's size explicitly. The CON code for this sets its correct size with 'sizeto' which is an animating instruction so it is clearly visible when they shrink to their proper size.

  • internal FileSystem rewrite.

  • RR: fixed typo in spawn list.

  • RR: fixed secret trigger reporting.

  • fixed: Resource IDs for sounds must be unique. If an ID gets used it must be taken off any other sound that has it.

  • SW: fix vertical spread for the Uzi

  • fixed case mapping for Georgian script.

  • Duke: fixed keycard colors on alt. HUD.

  • Exhumed: fix crash on bad player animation sequence.

  • Duke: remove setting the xflip flag for sprites rendered in a mirror. The new renderer handles this internally so this flag will just un-flip the sprite again.

  • fix ChangeLevel when called for ending the game.

  • reverted some unstable changes from 1.8.x.





Comments

Raze 1.8.1 released

Posted by on at 17:28
2 Comments
Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)







  • Exhumed: do raw serialization of FreeListArray.

  • SW: fixed coolie death animation.

  • Blood: fix ammo count for 2 items.

  • Don't inline `M_Calloc()` calls because GCC is shit.

  • Duke/RR: fixed player dying when falling from great heights while god mode being on.

  • Duke: Remove `incur_damage()` from dispatcher.

  • Duke: Use `checkp()` in `ParseState::parse()` to remove some duplicated code.

  • gave translations a dedicated scripted type.

  • Exhumed: Return early in `movesprite()` if the actor's sector is null.

  • Exhumed: fix handling of angles for the queen's eggs when colliding with a wall.

  • Exhumed: Clean up push factor in `runlist_CheckRadialDamage()` for players.

  • Exhumed: Always perform a range check on a sequence's length.

  • Exhumed: fixed radial damage push factor.

  • Exhumed: sanitize stupid implementation of UpdateEnemy and fixed bad use of it for the queen's eggs.

  • Consolidate Exhumed's `nCamerapos` and SW's `DSWPlayer::si` into something inside `DCorePlayer`.

  • bumped minimum OS version to 10.13 in .plist file

  • Blood: draw the powerup overlay on the alt HUD as well.

  • Duke: fixed breakable ceilings.

  • renamed $conreserve to $resourceid.

  • added some awful hackery to handle the different offsetting of Blood's native voxels vs. those imported via .DEF.

  • Make some utilities in `vectors.h` available as constexpr.

  • Duke: fixed bad loop index in gamevar init code.

  • cleaner handling of SW's panel sprites

  • Base all player structs on a common base class.

  • initial script exports for Blood, including some static data tables

  • retrieve time in fillSummary.

  • move kill/secret management into the shared code

  • moved all Is***Sprite function to animatesprite.cpp because that's the only place they still get used from.

  • Blood: get rid of the mirror struct and related data. This is a relic of Polymost.

  • renamed atfields in gib.cpp

  • took a hint from Blood-RE and replaced that awful reconstructed sorting function with the qsort call it most likely originally was.

  • consider swvoxfil.txt a known name for SW mods.

  • Duke: Fixed WT fallback for classic sounds in cases the user data does not exist.

  • fixed clipping range of artificially split sectors.

  • Exhumed: fixed sprite positioning issues

  • Vulkan backend updated.

  • zlib replaced with miniz.

  • FileReader is now 64 bit capable.

  • jpeg replaced with stb-image.

  • fix incomplete palette generation for paletted rendering.

  • added new Zoom variants of DukeDC and Vacation add ons.

  • added WebP and QUI image support

  • added missing cyrillic у (small U) for Blood's SmallFont

  • fixed broken character fallback for cyrillic T.

  • consolidated the 4 ReadSound functions.

  • controller handling improvements

  • use stb_sprintf.

  • cleanup on the sound init code.

  • macOS version detection overhaul.

  • SW: remove redundant ; in sector object serializer.

  • RRRA: Mama Jackalope's poison cloud did no damage

  • -fixed: tilenum 0 is a valid image for flat and wall sprites.

  • Blood: fixed bad scaling in viewBurnTime.

  • RR: spawn the correct player class.

  • remove lots of unneeded SAVE_CODE and SAVE_DATA declarations.

  • SW: migrate state functions to the VM.

  • give SW's sounds proper names and move their definition out of the EXE.

  • fix crash in RR when dying with an item-less weapon.

  • NOSHADOW flag.

  • fixed missing handling for BADGUYSTAYPUT flag.

  • fixed: The MVE player ignored the initial sound playing state.

  • Duke: for camera textures, set `display_mirror` to 2, not 1.

  • Blood: clear gHitInfo when starting a level.

  • Duke: clear resource ID when setting up the original sounds for World Tour.

  • Duke/RR: Use the exact same trajectory for autoaiming and the actual attack hitscan for the pistol.

  • Duke: Allow view tilting for RRRA vehicles on separate CVAR.

  • Duke: Convert RRRA's vehicle HUD tilting to a DAngle.

  • Allow roll input through the packet system, giving us 6DOF for VR usage, etc.

  • check for NOGRAVITY in 'fall'.

  • only declare the weapon gamevars for WW2GI.

  • made fallspecial game independent and eliminated all the wrapping and callback weirdness with fall.

  • clean out RRRA move flags in the CON parser for the other games.

  • added map flags to enable RR's special sector types in Duke as well.

  • use the symbolic constants for ST_160 and ST_161 in the last remaining places where they hadn't been put before.

  • eliminated lots of direct tile references in spawn() calls.

  • Exhumed: Change formula for `cl_exviewtilting 2`.

  • Exhumed: Move `UpdateCreepySounds()` into `MoveThings()` so its processing time can be clocked.

  • Exhumed: Move `bobangle` global into Player struct.

  • Exhumed: Move `updatePlayerTarget()` call back to main ticker loop.

  • Exhumed: Setup detection for Steam version.

  • Exhumed: Sequence refactor

  • Duke: fixed hitscan spread for enemies

  • Add more GOG registry search paths

  • Blood: display the charge meter for the dynamite also on the alternative HUD.

  • renamed temp_data[0] to 'counter' and map temp_data[5] to the now free temp_data[0].

  • migrate all script related info to the data stored in the actor classes.

  • added the action, move and ai properties.

  • got rid of the g_t pointer in the CON interpreter.

  • moved actioncounter and curframe to a dedicated variable.

  • refactored AI storage as well to not use ScriptCode anymore.

  • moved 'move' data out of the ScriptCode array as well.

  • moved actions out of the ScriptCode array and gave them a dedicated struct with meaningful member names.

  • Exhumed: don't pass uninitialized data to the sound engine.

  • Duke: fixed pitch calculation for explosion sounds.

  • validate statnum before spawning an actor.

  • Blood: fixed bad damage scaling in ConcussSprite

  • cleaned up Duke's very broken kill count system.

  • fixed swapped language IDs for Norwegian and Dutch.

  • Allow disabling of level start/end cutscenes if a user desires.

  • Update player camera angles right before drawing a frame.

  • Move `invertmouse` CVARs into common code.

  • Blood: Fix missing input bit in `GameInteface::reapplyInputBits()`.

  • Duke/RRRA: Fix HUD tilting when reversing motorcycle backwards.

  • Ensure `GameInput::Clear()` clears the entire object.

  • Don't loop through all joystick axes and zero them in `I_GetAxes()`.

  • Only scale the mouse input in `GameInput::processMovement()`, where it's needed.

  • Remove `GameInterface::getConsoleAngles()`, it's not needed anymore.

  • Make `scaleAdjust` a float since it's what's needed anyway.

  • Internalise `InputPacket` used in movement functions.

  • Move all mouse handling into `GameInput` class.

  • Initial conversion of game input into class `GameInput`.

  • Relocate `processCrouchToggle()`.

  • Rearrange bools in `processVehicleInput()`.

  • Move `PlayerAngles` constants into the class.

  • make RR's ingame thunder effect not depend on having seen one specific texture.

  • Exported all of Duke's actors

  • Exhumed: Backup actor location in `BuildAnubis()`.

  • Exhumed: Rename last argument in `seq_MoveSequence()` to `nFrame`.

  • Duke: Ensure we backup player angles and not just pos when loading a save.

  • Blood: Fix potential null actor access in `gi->CanSave()`.

  • Duke: Fix potential null actor access in `gi->CanSave()`.

  • Remove backend crouch toggle solution redeploy with Duke/Exhumed/Blood using new `ESyncBit` bit.

  • Inline the remainder of `InputState` methods.

  • Move remaining mouse CVARs from `inputstate.cpp` to `gameinput.cpp`.

  • Move `HIDInput` struct from `inputstate.h` to `gameinput.h`.

  • Use an `FVector2` inside `HIDInput`.

  • Eliminate the duplicate mouse storage since we have things in the right spot now.

  • Move all mouse CVARs from `inputstate.cpp` to `gameinput.cpp`.

  • Move remaining CCMDs and non-inputstate related items to `gameinput.cpp`.

  • Stop passing `inputBuffer` around within gameinput.cpp since everything's local now.

  • Move `ApplyGlobalInput()` into `gameinput.cpp`.

  • Make the turbo turn functions static within `gameinput.cpp`.

  • Move Duke's vehicle input processor into `gameinput.cpp`.

  • Duke: Make vehicle input code work generically for possible reusage.

  • Duke: Merge vehicle input code into one function.

  • Duke: Move RRRA vehicle tilting out of the input code and into the playsim.

  • Remove the mouse input negation out of the event handler.

  • Remove now-unneeded inline wrapper `getHidInput()`.

  • Recover two `ESyncBit` values for other uses.



Comments

GZDoom 4.11.3

Posted by on at 20:26
14 Comments
Notice: The survey is currently CLOSED. GZDoom 4.11.3 contains no survey code. This version will not prompt you to submit your hardware info.



Please do not post bugs or issues in release threads! Click here



Download (OpenGLES 2.0 and higher)

(note: Linux AppImage is not being published, for now, due to issues - use the portable build instead, or flathub when it becomes available)



Highlights:

  • Fixes a critical savegame bug discovered in version 4.11.2



Bugfixes:


Details
Comments