drfrag Posted November 8, 2020 I've released 3.87b. Mainly to fix sound limiting not working for full volume monster sounds and to add better widescreen support and autoload Nash's wide graphics. Copy the game_widescreen_gfx.pk3 file from GZDoom or download them from Nash's repository and rename the file. You can also copy Scuba Steve's conpics from the LZDoom 4.5 beta when it's released. There are other GZDoom fixes too. 8 Quote Share this post Link to post
drfrag Posted November 14, 2020 Thanks, unfortunately there's still another serious issue with weapon bob jittering with some mods and it was reported in GZDoom after the last release. https://github.com/drfrag666/gzdoom/commits/g3.3mgw 0 Quote Share this post Link to post
drfrag Posted November 24, 2020 I've found another serious bug and it's about graphic glitches with partial invisibility on the modern render path, it's also present in GZDoom since 4.1.0. It's surprising that nobody has noticed it, it happens with some gl_fuzztype values other than 0. So i'll have to do a 3.87c release and that sucks. I've also included a fix for the overriden ini problem, so check today's devbuild specially to see if you get a could not load config error, the bug only appeared from time to time tough. Also you could check loading of big mods. https://devbuilds.drdteam.org/lzdoom/ This is a bit embarrassing you know my financial situation is very bad and i want to take an online C++ programming course, that could help getting a job i think, there's a Black Friday special offer and i could purchase it for 15€ at Udemy these days. So if you want to help me (and LZDoom) you know i added a sponsors button to the repo and i could also accept help through paypal (i could pay the course with paypal too). Thanks. 6 Quote Share this post Link to post
drfrag Posted November 25, 2020 Thanks very much Nathan and James, i've got the money to pay the course. 5 Quote Share this post Link to post
BlueThunder Posted November 27, 2020 On 11/25/2020 at 5:41 PM, drfrag said: Thanks very much Nathan and James, i've got the money to pay the course. AWESOME 1 Quote Share this post Link to post
BerserkerNoir Posted December 23, 2020 I love this! I can finally play recent mods with my toaster lol Today The game crashed when the player or a monster is receiving damage from a Crusher Ceiling while using NashGore revengeance Edition. Here is the report I got.https://drive.google.com/file/d/1ndPjNIHdkAjf8FVTwZpap3BaSLFV9zAq/view?usp=sharing  1 Quote Share this post Link to post
drfrag Posted December 24, 2020 Yeah i know there are some bugs that's why i'll release 3.87c. That crash is fixed, try the latest devbuild. https://devbuilds.drdteam.org/lzdoom/ 1 Quote Share this post Link to post
BerserkerNoir Posted December 24, 2020 3 minutes ago, drfrag said: Yeah i know there are some bugs that's why i'll release 3.87c. That crash is fixed, try the latest devbuild. https://devbuilds.drdteam.org/lzdoom/ Thank you! 0 Quote Share this post Link to post
Breeder Posted December 31, 2020 Is there a step by step guide on how to compile this under Linux? I am running Twister OS on the Pi 400 and would love to have this up and running!!! 0 Quote Share this post Link to post
drfrag Posted January 24, 2021 I've released 3.87c to fix a few serious bugs (mainly the GL graphic glitches with the partial invisibility effect and weapon bob jittering) . I've included the widescreen graphics by Nash this time. And i've also replaced the included 32 bit OpenAL32.dll with a custom 1.20.1 build so to run LZDoom on Windows XP you'd need replace the dll with the older 1.19 version. BTW i've finished the C++ course, i'm afraid i'll need some help to pay next month's internet connection tough. 4 Quote Share this post Link to post
drfrag Posted January 31, 2021 And now i've released the 4.5 beta i announced some time ago: https://forum.zdoom.org/viewtopic.php?f=44&t=71353 Â A nice guy called Andrew has donated some money so i'll be able to pay my internet connection this month. Thanks! 4 Quote Share this post Link to post
P41R47 Posted February 20, 2021 Hey, Drfrag! How you doing? Â I really like your work in here, as its the only zdoom base port my pc can handle, aside from the old zdoom. I was wondering, is there a way to have a widescreen but with low resolutions? You know, like on the Doomnity port. It is 320x200 or 640x400, but with added optional wide screen. That would be cool as it could have the benefits of being on low resolution but playing at wide screen. Â Â 0 Quote Share this post Link to post
drfrag Posted February 21, 2021 (edited) There's the lowest possible scale mode or a custom low resolution scale. But scaling only works on GL 3.3 and above. Edited February 21, 2021 by drfrag 0 Quote Share this post Link to post
D1m3 Posted March 8, 2021 Don't know is it possible,but would be cool to have a option for sorting saves in alphabetical order like GZDoom,because it kinda annoying when it looks like this(moslty notable with DBP saves,I played them in order,but DBP2 is between DBP7 and DBP8 for no reason) 0 Quote Share this post Link to post
drfrag Posted March 8, 2021 It is and i mentioned it long ago, set oldsaveorder to true. The default is reverse filename order (slot), then the most recent ones will usually be above. 0 Quote Share this post Link to post
Linuxmaster1992 Posted March 8, 2021 I'm having trouble compiling this on Arch Linux. The compilation finishes without error. I can launch the program, and I can see the title screen and browse the options. However, when I start a game, the program freezes up. What could be causing this? 0 Quote Share this post Link to post
Linuxmaster1992 Posted March 8, 2021 7 hours ago, Commodore Forever! said: I'm having trouble compiling this on Arch Linux. The compilation finishes without error. I can launch the program, and I can see the title screen and browse the options. However, when I start a game, the program freezes up. What could be causing this? Nevermind, I figured it out, There is a weird issue with my fluidsynth. I switched to timidity and it works fine :) 0 Quote Share this post Link to post
EpicTyphlosion Posted March 19, 2021 Why did you drop XP support? Â And more importantly, why are you going to drop OGL 2? Doesn't that defeat the whole purpose of this port existing? 0 Quote Share this post Link to post
drfrag Posted March 19, 2021 (edited) The recent OpenAL versions didn't compile with the VS XP toolset. It will run on XP replacing OpenAL32.dll with the one included in previous releases or the latest OpenAL-soft official version. Don't forget to rename the file (the 32 bit one), that release come out after LZDoom 3.87c. https://openal-soft.org/openal-binaries/openal-soft-1.21.1-bin.zip Edited March 19, 2021 by drfrag 0 Quote Share this post Link to post
dmslr Posted March 19, 2021 @drfrag 1 hour ago, EpicTyphlosion said: And more importantly, why are you going to drop OGL 2? Doesn't that defeat the whole purpose of this port existing?  0 Quote Share this post Link to post
drfrag Posted July 31, 2021 (edited) I've released 3.88, see details on first page. It won't run on XP. Recent mods using the latest and greatest features from Raze won't run. I've uploaded a XP fix for 3.87c. https://github.com/drfrag666/gzdoom/releases/download/3.87c/LZDoom_3.87c_XP_fix.zip Edited August 8, 2021 by drfrag 2 Quote Share this post Link to post
drfrag Posted August 8, 2021 (edited) I've released 3.88a, mainly to fix the broken spotlights in 3.88. https://github.com/drfrag666/gzdoom/releases/tag/3.88a Edited August 8, 2021 by drfrag 2 Quote Share this post Link to post
OkDoomer174 Posted October 11, 2021 Do you think you could add a flag to prevent certain map things from doubly spawning? I've got a mod where the final boss doesn't spawn at all in UM because both spawns end up in the walls... 0 Quote Share this post Link to post
drfrag Posted October 11, 2021 (edited) No. May be it's blocked by another thing since i made it on the fly instead of doing two iterations thru all things. But you know you can clear the skills and even there's an option to hide it in the menu. That said where's the mod? May be the thing is big and i could prevent the double spawn in that case. Edited October 11, 2021 by drfrag 2 Quote Share this post Link to post
drfrag Posted October 13, 2021 (edited) @OkDoomer174What's the radius of da thing? Edit: never mind, i've changed it. Could be addressed or not but the feature is meant for the vanilla games. Edited October 13, 2021 by drfrag 2 Quote Share this post Link to post
OkDoomer174 Posted October 14, 2021 Sorry for never getting back to you, lol. It's Mother Brain in Metroid Doom, which, of course, sits in a doorway about its size to completely block it. How big is it? Don't remember (I'm not at my house rn), but I just checked the commit you made and I'm pretty sure that'll do. As of now, UM is cleared, but I'll have to bring support for it with Metroid Doom's next release. By the way, I think this is such a cool feature; I'd love to see this get pushed upstream sometime! :) 0 Quote Share this post Link to post
Doommarine_maxi Posted January 5, 2022 (edited) Hi, I love this source port and I was testing it with friends. We played some total conversions via online and it worked awesome! We loved the feature of spawn double the monsters, but we found a little bug. Sometimes if a monsters in a map it's in a very small space then the monster does not get duplicated (and it makes sense) but the problem is that sometimes the original monster gets removed, and that can lead to problems because sometimes that monster can be a boss or something and we couldn't finish some maps. Aside from that I love this source port! Edited January 5, 2022 by Doommarine_maxi 0 Quote Share this post Link to post
Redneckerz Posted January 5, 2022 43 minutes ago, Doommarine_maxi said: Hi, I love this source port and I was testing it with friends. We played some total conversions via online and it worked awesome! We loved the feature of spawn double the monsters, but we found a little bug. Sometimes if a monsters in a map it's in a very small space then the monster does not get duplicated (and it makes sense) but the problem is that sometimes the original monster gets removed, and that can lead to problems because sometimes that monster can be a boss or something and we couldn't finish some maps. Aside from that I love this source port! On which WAD's does this occur? 0 Quote Share this post Link to post
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