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drfrag

ZDoom32

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I've just released a new project, ZDoom32.

 

https://github.com/drfrag666/gzdoom/releases

 

I've released ZDoom32 2.8.5b (GL 1.9.3) JAN 26 2019 but i don't feel like writing a changelog anymore. See last post for some details.
 

https://github.com/drfrag666/gzdoom/releases/download/2.8.5b/ZDoom32_2.8.5b.zip

 

--------------------------------------------
ZDoom32 2.8.4a (GL 1.9.1b) APR 16 2018
--------------------------------------------

 

 ZDoom32 is a fork of truecolor ZDoom by dpJudas and Rachael and ZDoom 2.9pre (https://github.com/rheit/zdoom).
 It's a merge of dpJudas old truecolor branch (SEP 08 2016) and ZDoom master as of DEC 03 2016.
 Later merged with the GZDoom g1.x branch (APR 24 2016).

 

Changes/features since 2.8.4:

- Fixed wrong alpha blending, this broke 3D floors in truecolor
- Several bugfixes.

- Restored XInput support.

 

Changes/features since 2.8.3:
- Fixed generalized BOOM crushers not crushing.
- Fixed wrong weapon vertical position.
- Fixed security issues (execution of unsafe commands and ACS stack checking).
- Lots of official bugfixes.
- More compatibility fixes.

 

Changes/features since 2.8.2b:
- Fixed crashes on some old CPUs in software due to a broken asm routine.
- Fixed Doom turbo stairs not working anymore.
- Changed savegame list order, now they are sorted by slot number instead of alphabetically.
- Added free space margin aka safe frame for automap.
- Several bugfixes from GZDoom.

 

 Changes/features since 2.8.2a:
- Fixed savegame bug on maps with dynamic lights.
- Don't hide the console when killing specific monster classes.
- Several minor bugfixes.

 

 Changes/features since 2.8.2 GL:
 - Added truecolor capped sky drawers.
 - Added new 3x2 and 4x4 low detail modes.
 - Increased size of the savegame comment area.
 - Fall back to software renderer with unsupported OpenGL version.
 - Fixed crash with voxels for the SSE2 executable (BD v21).
 - Fixed crash with textures larger than those supported by the hardware in D3D and OGL (BD v21).
 - Fixed crash with capped sky mode and very wide skies (Castlevania).
 - Added four text colors: ice, fire, sapphire, teal.

 

 Changes/features since 2.8.2:
 - Included old OpenGL renderer from GZDoom 1.9.1 (off by default). Supports shaders on GL2 hardware.
 - Added xBRZ to the GL renderer.
 - Autoloading of brightmaps.pk3 and lights.pk3.
 - Added MF7_NOINFIGHTSPECIES flag.
 - added new Stairs_BuildUpDoomCrush special from Eternity.
 - Switched to FMOD Ex 4.36 for sound.
 - Fixed wrong weapon scale in savegame pic for low detail modes.
 - Some recent GZDoom bug fixes.

 

 Changes/features since 2.8.1:
 - Old C++ truecolor renderer by dpJudas.
 - Mostly up to date with the last ZDoom SVN and includes some later fixes and features (from QZDoom).
 - Compiled with Pentium II architecture optimizations.
 - Still has the assembly routines and SSE2 is not a requirement.
 - Two executables, the one using SSE2 instructions requires a Pentium 4 or Pentium M CPU.
 - Sprite and wall distance culling to increase performance.
 - Low detail modes have been restored (from ZDoom LE) but are disabled for truecolor.
 - Added video menu options to switch between d3d and ddraw and set ddraw display bits (ZDoom LE).
 - Startup console fixed for Win98 (ZDoom LE) with a slightly different look.
 - More modern default keyboard layout.
 - Command versions of the original Doom cheats.
 - Uses FmodEx 4.28 for sound.(*)
 - Capped skies have been disabled for truecolor since there are no drawers. No support for truecolor textures either.
 - Multithreading is disabled by default.
 - No xinput joystick support.

 

 Minimum estimated system requirements are: Pentium II 233, 32 mb of ram, 1 mb svga card and Windows 98.
 For OpenGL mode a graphics card with GL 2.0 support is required.

 

(*) For modern windows i recommend CoolSoft VirtualMIDISynth with the following soundfonts: Roland SC-55, Yamaha DX50XG and AWE64 Gold from https://www.vogons.org/viewtopic.php?f=9&t=45600.
 A good alternative is the Yamaha S-YXG50 Portable VSTi software synth at http://veg.by/en/projects/syxg50/.

 

 NOTE: On Windows 8 and above trying to go fullscreen on some systems when using ddraw you may get a black screen, a batch file (RUNME_SAFE.cmd) is included for convenience.
 Some letterboxed modes don't display properly and they might even crash on ddraw.
 With old graphic drivers on win9x d3d might crash, update your drivers or set 'vid_forceddraw' to true.
 3D floors are not properly rendered in truecolor (missing textures).

 

 The source code can be downloaded from https://github.com/drfrag666/gzdoom/commits/gzdoom32.

 

 Compiles with CMake 2.8.12, CodeBlocks 16.01 (TDM-GCC 4.9.2) and NASM 2.10.09. You'll need the following libraries:
dx9mgw.zip, fmodapi43623win-installer.exe and fluidsynth.7z (optional).
 Run CMake to generate a CodeBlocks makefile, you can link directly against the dlls but not for DX (dinput).

 

 Copyright © 1993-1996 id Software, 1998-2016 Randi Heit, 2002-2017 Christoph Oelckers, et al.
 Copyright © 2016-2017 Magnus Norddahl and Rachael Alexanderson.

 Copyright © 2014-2017 Alexey Lysiuk.

 

 This version maintained by drfrag from zdoom.org. Includes patches by Blzut3 and hail-to-the-ryzen.

 

 More stuff from drfrag:
 ZDoom LE 2.8.3a, a fork of the ZDoom 2.8.1 maintenance branch for Windows 9x and old machines.
https://github.com/drfrag666/gzdoom/releases
 ZDoom CLASSIC 2.1.4a, a fork of ZDoom 2.1.4 for Windows 9x and pentium machines.
https://github.com/drfrag666/gzdoom/releases
 Romero's Heresy II, an universal ZDoom mod to play Heretic levels with Doom and Heretic modified weapons and monsters.
http://www.moddb.com/mods/romeros-heresy-ii
 Romero's Heresy 0.15, a conversion of all the Heretic levels to Doom II.
http://www.moddb.com/mods/romeros-heresy
 My Brutal Doom v20c unofficial patch.
https://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-v20-legacy-edition

Edited by drfrag

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 Thanks very much! But the merit is mostly yours and dpJudas' (and Graf's of course), i mainly did the merge and applied and ported patches. I did the dirty work. :)

 Hope you won't find anything strange. I replied to the 'Add more source port links' thread @zdoom.org but it was moved.

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What's in my gzdoom repo ( https://github.com/drfrag666/gzdoom ), copied from README.md:

Some ZDoom based legacy ports with lower system requirements for Windows 9x or later and older hardware.
Some branches are discontinued from now on (SEP 04 2017).

- gzdoom32 branch:
ZDoom32 is a fork of truecolor ZDoom by dpJudas and Rachael and a later ZDoom (https://github.com/rheit/zdoom).
It's a merge of dpJudas old truecolor branch (SEP 08 2016) and ZDoom master as of DEC 03 2016.
Now merged with the GZDoom g1.x branch (APR 24 2016).

- glzdoom32 branch:
A merge of ZDoom32 with a later GZDoom master (roughly 2.2) from NOV 17 2016 with later fixes. Discontinued.

- zdoom32 branch:
Old ZDoom32 2.8.2 branch without the GL renderer. Discontinued.

- gzdoomle branch:
ZDoom LE (Legacy Edition) is a fork of the ZDoom 2.8.1 maintenance branch (https://github.com/rheit/zdoom/tree/maint)
for Windows 98 and old machines. Now merged with GZDoom as of august 2013 (1.8.4a).

- zdoomle branch:
Old ZDoom LE 2.8.1a branch with OpenAL for win95 (released from the ZDOOM-LE repo). Discontinued.

- zdoomcl branch
ZDoom CLASSIC 2.1.4a is a fork of ZDoom 2.1.4 for Windows 9x and pentium machines.
Now merged with GZDoom 1.0.17 with later fixes and additions.

Edited by drfrag

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I've released a new ZDoom32 version with the OpenGL renderer from GZDoom 1.9.1 with later fixes and additions, has shaders for GL 2.0 cards. I've also switched to FMOD Ex 4.36 for sound.
I've also updated ZDoom LE for even older hardware. See first post for download and detailed info.

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 I've released a new version. This release mainly adds the truecolor capped sky drawers and a couple of new low detail modes and fixes some crashes (large textures on old cards and SSE2 executable with voxels). See first post.
I've changed version numbering as well (still it's very conservative). I've updated ZDoom LE and Classic as well.

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Well, this is embarrassing. I've just released a new version since i've found a nasty bug with broken savegames on maps with dynamic lights (i've flagged it as critical). Somehow i missed a bugfix by Graf after porting his GZDoom adjustments for the new savegame code, i usually don't read the entire description for all commits. The problem was already in the previous release after the merge with the old GZDoom but it's not a bad merge. I know i said the last one was a solid release but hey this time is for real i promise. I know this comes after the gcc crash with voxels for the SSE2 version but it was also unfortunate and that doesn't mean this is not a solid product. Some testing would be welcome.

Edited by drfrag

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I released another version on december due to a couple of new critical bugs i found. Everyone is encouraged to upgrade ASAP. If you're interested on what happened i explain it at the project thread @zdoom.org. Also there are plans for a future 2.9.0 release, i'd need help with the broken 3D floors in software truecolor mode BTW.

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I've reuploaded the release due to the severe performance regression in gcc 4.9.2, the game mostly ran fine but was very slow in extreme cases with a lot of actors. Now it's compiled with gcc 5.1 and still runs on win98. Thanks to Graf, _mental_ and Rachael for helping with this re-release.

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Well you won't believe this but it has happened again. I cherry-picked something that apparently was safe but it wasn't and broke some maps, there was some refactoring at certain point and somehow there was an infinite loop somewhere and game hung. So i've re-released the last version again and by the way i've added some more fixes such as the unmorphing bugfix. The unexplored secret color is in as well. To clarify things this has never happened with LE, that re-release was only due to a minor compiler problem and was still the same code.
I didn't catch this since i've been testing LE lately. But now it's fixed and apparently everything is fine this time for real. With the exception of course of a couple of 3d floor problems. Certainly i'd need help with that broken drawer, that code looks like chinese to me.

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I've posted a new update to fix the broken 3D floors in truecolor, it was a wrong alpha blending problem. You won't believe this but dpJudas fixed it himself.
https://github.com/drfrag666/gzdoom/releases/download/2.8.4a/ZDoom32_2.8.4a.zip
Also i've updated the NO GL version for ZDoom purists.
As mentioned in the LE thread the GL renderer has broken portals and mirrors but it's mostly fine.

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@Brewtal_Legend:

The last version of ZDoom32 it's compiled with XInput support but i don't know if it actually works, i added the include from the full DX SDK and it compiled with MinGW. You could try and report back.

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Just checked it out and controller support seems to work just fine. Unfortunately can't use opengl renderer like I could with zdoomLE since I don't have  gl2.

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 So it works as a xinput controller and not just as a dinput one. Then i could try to do the same for LE.

 

 Portals and mirrors are only broken with MinGW, may be due to an undefined behavior in the old code. With VS 2017 they work but the release build crashes in gl_setup.cpp as soon as i start a new game (also the compiler crashed in zcc_expr.cpp). With VS 2015 it should work.

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 You're welcome!

 

 To clarify things i guess the problem with portals is in VS, some broken code in that version that worked by luck. I can't fix it unfortunately. May be an unitialized variable somewhere?

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I released ZDoom32 2.8.5 (GL 1.9.2) a couple of days ago. Both versions are in the same package now.
https://github.com/drfrag666/gzdoom/releases/download/2.8.5/ZDoom32_2.8.5.zip

I've changed the executables and their names in the package (for compatibility). Now there's a full version (VS 2015 build) with the GL renderer requiring SSE2 and without ASM for SAFESEH running on XP and later and a N version without the GL renderer and with ASM for old non SSE2 cpus. That one still runs on win98.
Changing the compiler fixes portals and mirrors in GL mode. Also i've fixed linux compilation, i missed a few things, i'm using gcc 5.4 on mint mate 18.2. Cocoa should work but i haven't tried.

So now what's new? Like i mentioned there's a major bugfix for an old ZDoom bug and a few minor ones. On the features there's that mugshot in the primary HUD thing and the new skill level and that new savegame list order (now optioned with the oldsaveorder CVAR). Also i've added the trilinear (none) filtering mode and made it the default for the GL renderer. And more stuff i don't remember right now.

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I forgot i released a new version mainly to fix a somewhat important bug which was already in the g1.x branch: dynamic lights did not affect certain walls, there was a missing adjustment after the renderer floatification. It was just something not easily noticeable (i noticed it playing Lizard Men 4 and with beamflashlight.pk3).
Also there are a few more fixes, including fragglescript cameras and the buffer overflow in the savegame comment. I've added stack protection for MinGW (N version) too BTW. And changed the executable name to zdoom32 again.
https://github.com/drfrag666/gzdoom/releases/download/2.8.5a/ZDoom32_2.8.5a.zip

 

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