drfrag Posted September 30, 2018 (edited) Fixes/features since 3.87c Add pistol start option for Doom. Controlled by the pistolstart CVAR but it only works when not in a hub. Fix vid_showcurrentscaling, vid_scaletowidth and vid_scaletoheight. Increase default resolution. Use the gamma shader in fullscreen mode as well, controlled by d3d_nogammaramp. Make the double spawn check more generic. Fixed: ActorMover was not changing its tracer's flags. Fixed: a render radius of 0 did not restrict rendering to the source sector in software. Fixed crash calling ChangeSky() with an invalid texture in software. Fix abort with dir command and empty string on Windows. Implemented 'block land monsters' line flag. (from GZDoom) Added 'NoPerPixelLighting' flag to models to force it to not use per-pixel lighting. (from GZDoom) PreTravelled virtual for player and inventory. (from GZDoom) More fixes for ancient bugs from GZDoom. Extend the changemap command to allow warping to next and nextsecret with + and +$ Don't show the IWAD selection box when it's selected by a PWAD. Menu adjustments for compatibility. Added missing null pointer check in S_GetSoundClass. Skip CSV LANGUAGE lumps. Add missing model option to the software renderer menu. Add double spawn skill property and DM flag. Restore Unholy Massacre and 1K Deaths but now they can be hidden in menu. UM graphic by JNechaevsky Add fallback for console sheet fonts. Fixed crash calling ChangeSky() with an invalid texture. Adjustments for defcvars. Add the d3d_nogammaramp CVAR to play fullscreen with blue light filters, restore the old gamma table method. Don't reset the old random index upon loading savegames. Add COMPATF2_OLD_RANDOM_GENERATOR to Doom compatibility mode. Prevent potential crash with fog and software light modes. Fixed crash with voodoo dolls in MP after players quit the game. Fix crash with wind effect on special water sectors. More fixes and features from GZDoom. Download Windows 64 bit Windows 32 bit Source code Fixes/features since 3.87b Fixed graphic glitches with the partial invisibility effect. Revert "Multi-intermission waits for all players" and "Added wi_autoadvance". Include game_widescreen_gfx.pk3 by Nash. Fixed: Monster reaction time was always zero with fast monsters and not just on nightmare. Prevent damagecount overflow. Add autodetection for GOG's releases of Heretic and Hexen. Fixed: dynamic lights ticked even when disabled. Fix missing null pointer check (Nashgore crash). Fix for the "GC can't keep up while the game is paused" issue. Fixed wrong ChangeLevel export to ZScript. Fixed config file being overriden when it's blocked by another application. More fixes and a few features from GZDoom. Fixes/features since 3.86a Fixed sound limiting not working for full volume monster sounds. Better widescreen support, now Nash's wide graphics are autoloaded. Fixed an infinite loop which caused a hang after the libADLMIDI and libOPNMIDI update. Add some missing functions to menus. converted level global variable into real pointer. Hacked a level member into thinkers. Added the compat_oldrandom compatibility option for enhanced vanilla play and included it in the Doom (Strict) mode. Fixed: NetServerInfo was not being saved after the exit cleanup. fixed sounds not being serialized for hub travel. Update SIGIL support. Fixed -glversion 3 was not being promoted to 3.3. add support for the (as of now) newest version of the Unity re-releases Add the DF2_NO_COOP_THING_SPAWNDM flag to prevent spawning MP things in coop. Add game load message. Disable chat for single player, controlled by the chat_self CVAR. Fixed division by zero when damageinterval was not specified from ZScript. A lot of stuff from GZDoom. Fixes/features since 3.85 Add missing DrawTextureTags. DTA_FlipY, DTA_SrcX, DTA_SrcY, DTA_SrcWidth and DTA_SrcHeight. Add fake missing DTA_Desaturate DrawTexture tag. Fixed number of DrawTextureTags didn't match in ZScript. Present the iwad selection box also with only one iwad. Don't show the iwad selection box with -iwad. Fixed crash printing weapon name tags. Fixed crash on maps with out of range sidedef and sector numbers, adapted from PRBoom. Fixed: check for bad sidedefs was not taking into account unused sides. Reload fake fonts, people keep doing it and that made some mods incompatible. Replace the "IJKL" keyboard preset with "OKL;". Fixed jump key in Hexen for the modern keyboard presets. Change default key bindings: add arrow keys to the left-handed preset and set mouse3 to activate items for the modern presets. Restored original colors for player setup icon backdrop. fixed erroneous removal of property flag members. Fixes unknown flag errors. Fixed compatibility flags not working in scripting. Add updated Brazilian Portuguese translation by Daniel Lemos. Bump LASTRUNVERSION for defcvars. Missed this. Missed a bit for stat screens (fixes Guncaster Vindicated). Add fake vid_rendermode CVAR. Prevent crash on exit trying to load the unsupported sheet fonts. Blind attempt at fixing wrong mouse position in OpenGLFrameBuffer and OpenGLSWFrameBuffer. A lot of stuff from GZDoom. Fixes/features since 3.84 Added native support for 4 XInput controllers for fake splitscreen. Added support for several default control layouts. Minor things here and there too esoteric to mention. A lot of stuff from GZDoom: sound refactor, ZMusic, exit cleanup... Fixes/features since 3.83a Fixed taking screenshots in menus with Space when Sys_Rq is set as screenshot key (randi). Bumped ZScript version to be the same as in GZDoom. Fixed stretching for 256 and 240 pixels tall skies in software. Removed and replaced the following LevelCompatibility functions: FlipLine, GetNumMapThings, GetMapThingPos, GetMapThingAngle, SetMapThingAngle. Fixed lighting problems with weapon models. Replaced the useless 160x200 scale preset with widescreen 356x200. Remove UM skill from the menu now that i've added the real thing with 2xmonsters in RUDE, still works with skill 5. Add option to reset controls to defaults. A lot of stuff from GZDoom. Fixes/features since 3.82 Added missing null pointer checks to fix a crash with PB. Added the 'quickunsetslot' command to unset the quicksave slot. Fixed capped tall skies not working (Heretic and Hexen). Fixed sky stretching for the new freelook limit. Implement the following functions under LevelCompatibility: FlipLine, GetNumMapThings, GetMapThingPos, GetMapThingAngle, SetMapThingAngle. Wall and sprite render cull options for the GL renderer. Added support for up to 4 DirectInput joysticks with 32 button each at the same time for fake splitscreen. Added low detail mode (160x200) to the preset scale modes. UI looks horizontally stretched tough. Implement taking screen shots in menus (m8f). Added support for PrtSc. Use signal handler to invoke call_terms() before exit when possible (Conn O'Griofa) Fixed crash drawing fog boundaries in the software renderer. Fixed another crash in the software renderer now with transparent sprites (Stronghold STR12). Fixed ancient ZDoom savegame slot selection bug. Changed how the old quicksave works. Now you select the slot using quicksave like in original Doom. Models are for now disabled by default for the classic software renderer with the new r_models_carmack CVAR for better performance on some maps and to avoid an issue with dissapearing sprites. Allow disabling mirrors for the GL renderer with gl_mirrors as some maps abuse them and portals are much slower in the old renderer. Also reduce the number of default recursions. Fixed vanilla light mode being available for GL2 when it's not supported without shaders. Block scaling for the classic software renderer (D3D), it didn't work and caused some serious glitches. Fall back to D3D for software on systems without GL2 support. Tweaked the 1K Deaths skill setting for Heretic. Fixed fuzz style fallback not working in GL legacy mode. Changed default since software style was too expensive on old cards. A lot of stuff from GZDoom. Bumped ZScript to 3.9.0. Fixes/features since 3.61b4 Fake splitscreen support: you need to enable the 'vid_activeinbackground', 'i_soundinbackground' and the new 'joy_background' cvars. Start two copies of LZDoom from different folders (e.g. with ZDL), one with -host 2 and another one with '-join 127.0.0.1'. You need a dual core CPU, you'll probably get the best results using software D3D and setting 'r_multithreaded' to 0. Set player two to use the gamepad (left stick to move, right one to look around) and give the focus to player one, works for DInput and SDL. Gives a warning instead of error out on unsupported ZScript version (3.8.3), hacked to run most mods with the original fonts. Support for SIGIL and NERVE as iwads. More DOOM2 compatibility fixes. Auto level compatibility is now optional by Enjay's request: 'sv_njnoautolevelcompat' cvar. Gives a warning on level load. Fixed crash with Eviternity on level end. Huge update with tons of stuff from GZDoom such as the JIT compiler for 64 bit. Reminder: savegames in LZDoom are sorted by filename (slot), to restore the old order use the 'oldsaveorder' cvar. Original post From the creators of GZDoom Vintage, ZDoom LE, ZDoom32, ZDoom CL, RUDE and probably even more i can't remember right now comes LZDoom. This is the old ill-fated legacy build. Yes, D3D and DDRAW are back with a vengeance. Just kidding. This will help some people experiencing crashes with the vintage build on some old intel and ati "cards". Of course it will run on older hardware. I could release a non SSE2 build if there's enough demand but for XP minimum. Same for Linux. It's based on GZDoom 3.3.2 so it's the new old GL renderer with most of the later stuff added. AFAIR a couple of important things are missing: 2D shape and thick line drawers, i added fake drawers so it won't crash. Also you can expect a few extra silly features. Of course this is unofficial . It's here: https://github.com/drfrag666/gzdoom/commits/g3.3mgw Copyright © 1993-1996 id Software, 1998-2016 Randi Heit, 2002-2020 Christoph Oelckers, et al. Copyright © 2016-2021 Magnus Norddahl, Rachael Alexanderson and Alexey Lysiuk. Icon and logo Copyright © 2019 Daniel Gimmer Edited February 26, 2022 by drfrag 20 Quote Share this post Link to post
siteod Posted October 1, 2018 Nice, I had had to drop back to 3.3.2 on my old crap ass computer just a couple days ago cuz I ran into a crash entering Plutonia level 8 that I just could not figure out. Thanks for this, I'll be following 0 Quote Share this post Link to post
drfrag Posted October 1, 2018 You're welcome. I forgot to add the link to the source code, it's fixed now. 0 Quote Share this post Link to post
siteod Posted October 4, 2018 So I just realized that the Unholy Massacre difficulty wasn't a part of the wad I was playing and is something added to LZ. What's the gimmick there? 0 Quote Share this post Link to post
drfrag Posted October 5, 2018 That's one of the silly features i mentioned. Another obvious one is the mugshot in the HUD. It's a standard difficulty setting, you take double damage and get half the ammo, it's the opposite as ITYTD. There's a new one for Heretic too and i added respawning to Black Plague. I now all this is Heresy. :lol: 0 Quote Share this post Link to post
siteod Posted October 5, 2018 What did you do to doomguys face? I have to cop to not spending much time at his pain faces while I'm playing 0 Quote Share this post Link to post
drfrag Posted October 6, 2018 Nothing. It's exactly the same as in the status bar. For me everything is normal. 0 Quote Share this post Link to post
DynamiteKaitorn Posted October 6, 2018 i decided to play Unholy Massacre with Map 32: Go2It.... After over 100 deaths, an insane amount of saving and reloading spam, I did complete the map, albeit without 100% kills, items and secrets 0 Quote Share this post Link to post
siteod Posted October 6, 2018 3 hours ago, drfrag said: Nothing. It's exactly the same as in the status bar. For me everything is normal. Oh sorry, you said the mugshot in the hud, I thought you were referring to the doomguy face 0 Quote Share this post Link to post
drfrag Posted November 4, 2018 I've just released a new beta, i planned to do it a few days ago but i was busy with other stuff. It's the beta 2 from OCT 31 aka Helloween Edition. The dither shader is a half-assed feature in LZDoom and needs testing on Intel cards, it should be fast with it disabled and i expect it to be slow when enabled. Also the softpoly renderer crashed at high resolutions, it's fixed now. Have fun! 2 Quote Share this post Link to post
drfrag Posted November 12, 2018 I've tried the beta myself on intel (i've been fixing office 365 on my sister in law's laptop with an i3 6006u, it's systematically screwed after every win 10 upgrade) and... WOW! Severe performance regression with that GL dither half-assed feature. The matrix is being created on every frame even when it's not used and i get one third of the performance, disabling gl_dither has no effect. On nvidia there's only a slight performance penalty when enabled. I've released a fixed beta for intel with a simplified present shader, of course dither won't work in the intel version. I will revert that thing for the next release. Sorry but if you're on intel it's time to re-redownload, see links in the first post. 3 Quote Share this post Link to post
drfrag Posted December 5, 2018 I've released a new beta (see first post). Of course the dither shader had to go so no more intel fixed versions (not needed anymore). This delayed beta is in sync (is that term even correct?) with GZDoom master as of 11/29 to clarify things. 2 Quote Share this post Link to post
drfrag Posted December 11, 2018 I released beta 4 yesterday just to fix the glowing flats bug, GL 2 cards were not affected. 2 Quote Share this post Link to post
Snakebreak Posted January 9, 2019 thx for this build, i can finally play mods that only works on gzdoom 3.6.0 0 Quote Share this post Link to post
drfrag Posted January 10, 2019 You're welcome. That build was pretty stable right before the asmjit and weapon scriptification merge. Unfortunately i've suffered an accident and i don't know what will happen with the project and even with myself. :( 0 Quote Share this post Link to post
siteod Posted January 10, 2019 Oh no hope you feel better soon!! :) 1 Quote Share this post Link to post
D4NUK1 Posted January 11, 2019 Oh no, as a old user of some old versition of this fork of GZDoom, i thanks you for creating this a let my Potao play. I hope you feel better and nobody bad happens to you. 1 Quote Share this post Link to post
vadrig4r Posted January 11, 2019 Take care of yourself @drfrag, best wishes. 0 Quote Share this post Link to post
Arno Posted January 12, 2019 Good luck with recovering, drfrag. I hope you'll be fine soon. 1 Quote Share this post Link to post
drfrag Posted May 24, 2019 (edited) I'm going to release a huge update very soon, for the time being i've uploaded a couple of rogue test builds to the gzdoom-vintage folder at DRD Team so please report any problems you may find. Unfortunately i had an accident but thanks to the people at zdoom.org i've been able to continue working on my ports (both the GZDoom vintage build and LZDoom). I asked for help to pay last month's mortgage (i started a GoFundMe campaign) and i still need a bit more to pay some important bills this month, in return i were working on my ports nearly full time forcing myself to do it. Long story short i was trapped inside an elevator for half an hour near a fire alarm and my inner ear sustained some damage so now i suffer tinnitus (buzzing and hissing sounds and whistles inside my head). According to some tests it's severe and disabling but now seems it's getting better but very slowly (i guess also i'm starting to get used to it). This still makes me feel very depressed and desperate sometimes, due to the anguish i need to take pills to sleep (not all nights now thankfully but i need to sleep with a cushion to avoid laying on my left side). The've sent me to the psychiatrist for an evaluation (may be i haven't mentioned it but i even started considering killing myself, hope those terrible days won't come back). So if someone wants to help i'd be really grateful, i'm very close to meet the target for the campaign. Of course i attached some medical reports albeit in spanish. I also need suggestions to get a telework as i need to avoid noisy environments. Thanks guys! For more details please see the thread at zdoom.org. https://www.gofundme.com/help-to-pay-drfrag039s-mortgage-after-accidenthttps://forum.zdoom.org/viewtopic.php?f=12&t=63871 Edited May 24, 2019 by drfrag 7 Quote Share this post Link to post
siteod Posted May 27, 2019 oh jesus, that sounds awful. i'm sorry :( but i'm glad it sounds like you're getting better, i hope your recovery goes well! 0 Quote Share this post Link to post
drfrag Posted May 31, 2019 Thanks! I went to the psychiatrist a couple of days ago and he saw me in really bad shape so he has prescribed stronger medication. He even tought i was ten years older than my real age. I've received more donations. Thanks very much! I didn't expect this. Someone very generous has even donated another 300€, i feel really moved. Thanks, i'm really grateful. So the target has been met now. On LZDoom Tormentor667 has made a new great icon for the app. Expect a new release very soon. 4 Quote Share this post Link to post
drfrag Posted July 21, 2019 Finally i've released this. Thanks to all who made it possible, specially those who made some donations. I still suffer tinnitus, i think i'm getting better but recovery is very slow. Hope it's not permanent, getting used to it is very hard. 2 Quote Share this post Link to post
Danfun64 Posted July 22, 2019 (edited) Fake split-screen, eh? Does it support multiple controllers and/or more than two players? Granted, even if it doesn't, I'd argue that this is better than SSZDoom which despite having actual split screen has (IIRC) the "p1 is keyboard/mouse p2 is joystick" problem... not to mention being more out of date by being based off zdoom 2.8.1 edit: Nevermind. Can confirm that LZDoom doesn't allow choosing which controller goes to what player. Edited July 22, 2019 by Danfun64 0 Quote Share this post Link to post
drfrag Posted July 22, 2019 It doesn't work like that, it's not real splitscreen. There's only one player per instance. This also works with some modern games. I just ported the video active in background feature from GZDoom and allowed joystick input in the background as well. In theory four players should be possible on a quad core cpu with three controllers. You'd need to configure the controllers and the player controls accordingly to assign the right controller to each player, that means setting the axes for the other controllers to none. BTW now it's on the zdoom.org download page. :D 0 Quote Share this post Link to post
siteod Posted July 24, 2019 Been playing other games for a bit so I missed this. Just wanted to say thank you for the continued development and support of this project, I very much appreciate it! 0 Quote Share this post Link to post
kb1 Posted July 25, 2019 On 5/31/2019 at 2:25 PM, drfrag said: Thanks! I went to the psychiatrist a couple of days ago and he saw me in really bad shape so he has prescribed stronger medication. He even tought i was ten years older than my real age. I really sorry for what you're going through, and I'm hoping and praying for a quick full recovery. Please let me offer a thought: Please trust your doctors, but also trust your instincts. Doctors usually mean well, and they're supposed to know exactly how to treat their patients. But, they don't...not completely. I lot of it is based on averages, and experience-driven educated guesses. What I mean is that, you, and you alone, know how you feel, and if treatment is working and helping you. Please be careful with stronger meds. I've seen doctors do great things, and I've also seen them when their patient's needs are over their heads, when they sometimes end up causing harm, when their patients trusted them completely. Those meds can work miracles at first, but become huge burdens later. Always take as prescribed, never more. And remember: In a perfect world, the meds should only be needed temporarily. I am not trying to frighten you - instead I'm hoping to encourage a safe, speedy, physical and mental recovery. Best wishes! 0 Quote Share this post Link to post
P41R47 Posted August 7, 2019 (edited) On 5/31/2019 at 3:25 PM, drfrag said: i'm really glad that you released this fork, Drfrag. Now my low end PC can run every mod i have without framedrop. I hope you get better from your condition. Your efforts in this fork are really appreciated! I realiced that the .ini file in LZdoom, as in the last releases of GZdoom, shows like a simple text when opened with notepad, making a hassle to find the autoload section a add the differents mod. Any way to solve this so it comes ordered like the .ini file in gzdoom 3.3.2? Edited August 7, 2019 by P41R47 0 Quote Share this post Link to post
drfrag Posted August 8, 2019 Thanks guys! Sorry i've lost my internet connection again so i must be brief now. The problem is Notepad itself, you need to use a real editor such as Notepad++. 1 Quote Share this post Link to post
P41R47 Posted August 17, 2019 (edited) As of now, i changes my beloved GZdoom 3.3.2 to LZddom 3.82 as my port of choice. I hope you had the time to properly recover from your condition and to continue working on this fork, Drfrag. i haven't found any bug or problem. Only thing i found is the same as any other GZdoom release until now, but that surely is my potato pc running monster wads with a lot of effects like Winter's Fury (totally lagged from first map) and Eviternity (lags in the winter levels). So, after that i concluded that the particle effect used to simulated the snow is a major lagger for my PC. But i suppose it is also for every mid-low end computer. Taking this in consideration, and hoping that differents map developers read this message, i suggest to, instead of the particle effect, use an animated texture like Thomas van der Velden do to simulate the rain in Revolution! Map02. That effect is unintrusive and, properly made, totally resembles rain. I tried using that texture in some test maps to see when it lags and, to my surprise, it needed a lot (really lot) of them to make it lag a little, while the particle effect, althought better looking, when bodies start to pile, it start to lag greatly. 09/11/19 EDIT: I was recently testing LZDoom with different iwads, and i found a little glitch in the software mode while playing Hexen. Check this screenshot: I was playing in 320x240 vid resolution for a retro feel... I tried it in hardware mode and it just play as normal. As of now, Hexen is the only one that offer this graphical glitch; Harmony, Heretic, Chex, Chex3, Strife and Hacx all play pretty good with no problem at all, even both Woolball games, Adventures of Square and Rekker as iwad plays perfectly in software mode. This glitch appears in all resolutions of software mode. Edited September 12, 2019 by P41R47 1 Quote Share this post Link to post
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