Zandronum 3.0-alpha-160229-1221

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Torr Samaho
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Zandronum 3.0-alpha-160229-1221

#1

Post by Torr Samaho » Tue Mar 01, 2016 7:51 pm

In anticipation of the next Weekend Workshop, we have a new 3.0 beta release. It mostly contains fixes and consistency changes, but also some ACS additions backported from ZDoom.

As usual, happy testing!

Here is the full Mercurial changelog:

Code: Select all

changeset:   9448:58a878de1d74
user:        Torr Samaho
Fixed: "compat_skulltagjumping 0" didn't activate the jumping behavior change from ZDoom SVN revision 2238 (addresses 171).

changeset:   9449:a59e783b4cf6
user:        Teemu Piippo <crimsondusk64@gmail.com>
The maximum of the menu_textsizescalar slider now updates properly.

changeset:   9450:8120df9e279d
user:        Teemu Piippo <crimsondusk64@gmail.com>
con_virtualwidth and con_virtualheight now default to 640 and 480, respectively, addresses 2615.

changeset:   9451:04d043735a09
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed compiler warning in the CCMD menu_join_selected_server

changeset:   9452:5b4f8a5f84a4
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed logical regression in M_JoinMenu, addresses 2609

changeset:   9453:f15db48386bd
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed: the client could open the save game menu in multiplayer, addresses 2611

changeset:   9454:8e7408249707
user:        Teemu Piippo <crimsondusk64@gmail.com>
Made the 'special' cheat work online, fixes 2620

changeset:   9455:0f9e04e5b6fd
user:        Christoph Oelckers <coelckers@zdoom.fake>
- BlueShadow's GetArmorInfo submission.

changeset:   9456:9e1b2cfce2c3
user:        MajorCooke <paul.growney22@gmail.com>
- Added Blue Shadow's DropInventory ACS function.

changeset:   9457:4dc0c914d697
user:        Torr Samaho
added the struct "Origin" as preparation to transplant a change from ZDoom

changeset:   9458:e8ce66023623
user:        GitExl <dennis.meuwissen@gmail.com>
Add PickActor ACS function.

changeset:   9459:d8a68f04fe72
user:        John Palomo Jr <palomo.john@hotmail.com>
Using PickActor will only set the TID if the picked actor doesn't have a TID already. An optional 8th parameter (bool forceTID) was added to revert to the old behavior.

changeset:   9460:f3fddf5fc034
user:        John Palomo Jr <palomo.john@hotmail.com>
Backport RETURNTID and FORCETID flags for PickActor from GLOOME. Renamed prefix to avoid confusion with Pain Attack flags. Fixed broken enum.

changeset:   9461:51a26468c1f0
user:        MajorCooke <paul.growney22@gmail.com>
- Added FDARI's A_JumpIf CheckClass submission.
- bool CheckClass(string classname, int ptr_select = aaptr_default, bool
match_superclass = false)

changeset:   9462:988a4de6c93d
user:        fdari <aron@riktor.no>
IsPointerEqual (ACS and Decorate)
Decorate: IsPointerEqual(int aaptr_selector1, int aaptr_selector2)
ACS: IsPointerEqual(int aaptr_selector1, int aaptr_selector2, int tid1 = 0, int tid2 = 0)
Compare the pointers values returned by two pointer select operations. Returns true if they both resolve to the same value. Null values can be explicitly tested using IsPointerEqual(AAPTR_NULL, ...)
ACS: IsPointerEqual(int aaptr1, int aaptr2, int tid1 = 0, int tid2 = 0)
This function lets you compare pointers from other actors than the activator, using tids. Tid1 determines the actor used to resolve aaptr1, Tid2 does the same for aaptr2. If tid1 and tid2 are equal, the same actor will be used for resolving both pointers (that could always happen randomly; this way you know it will happen).

changeset:   9463:7316e4cdd4f1
parent:      9457:4dc0c914d697
user:        GitExl <dennis.meuwissen@gmail.com>
Add PickActor ACS function.

changeset:   9464:6abb8d6977f2
parent:      9457:4dc0c914d697
user:        Torr Samaho
added a comment to help with merging ZDoom changes

changeset:   9465:6bd98f178713
parent:      9457:4dc0c914d697
user:        Torr Samaho
moved the default label in the ACSF switch to facilitate merging with ZDoom

changeset:   9466:84c46708676b
user:        GitExl <dennis.meuwissen@gmail.com>
Add PickActor ACS function.

changeset:   9467:340e819e86cb
parent:      9454:8e7408249707
user:        Teemu Piippo <crimsondusk64@gmail.com>
Replaced the CLIENT_WARNING_MESSAGES #ifdef stuff with a CVAR, cl_showwarnings, addresses 2561.
This way we avoid the inherent problems of conditional compilation (namely, the code inside breaking without the compiler ever getting to warn us), and makes enabling these warning messages much easier to do. A couple of other warning messages are now also subject to this CVAR for consistency, and a warning message was added for SetThingState.

changeset:   9468:3a6c7f8a660c
user:        Teemu Piippo <crimsondusk64@gmail.com>
- added udmf key midtex3dimpassible which causes the midtex to behave like a finite-height impassible line; practically this means the mid texture lets projectiles pass through it.

changeset:   9469:7423d45e8b2e
user:        Christoph Oelckers <coelckers@zdoom.fake>
- BlueShadow's GetArmorInfo submission.

changeset:   9470:b16e9c746ba3
user:        MajorCooke <paul.growney22@gmail.com>
- Added Blue Shadow's DropInventory ACS function.

changeset:   9471:046f61e68c91
user:        Leonard2 <hobbax3@gmail.com>
+MTHRUSPECIES on puffs

changeset:   9472:2cbbac273eaf
user:        Leonard2 <hobbax3@gmail.com>
MTHRUSPECIES on puffs
You were right it's cleaner that way

changeset:   9473:4205c053e1a8
user:        GitExl <dennis.meuwissen@gmail.com>
Add PickActor ACS function.

changeset:   9474:ebfec2ff92b2
user:        John Palomo Jr <palomo.john@hotmail.com>
Using PickActor will only set the TID if the picked actor doesn't have a TID already. An optional 8th parameter (bool forceTID) was added to revert to the old behavior.

changeset:   9475:f818398d49a6
user:        John Palomo Jr <palomo.john@hotmail.com>
Backport RETURNTID and FORCETID flags for PickActor from GLOOME. Renamed prefix to avoid confusion with Pain Attack flags. Fixed broken enum.

changeset:   9476:72fd087aab48
user:        MajorCooke <paul.growney22@gmail.com>
- Added FDARI's A_JumpIf CheckClass submission.
- bool CheckClass(string classname, int ptr_select = aaptr_default, bool
match_superclass = false)

changeset:   9477:168c541b0343
user:        fdari <aron@riktor.no>
IsPointerEqual (ACS and Decorate)
Decorate: IsPointerEqual(int aaptr_selector1, int aaptr_selector2)
ACS: IsPointerEqual(int aaptr_selector1, int aaptr_selector2, int tid1 = 0, int tid2 = 0)
Compare the pointers values returned by two pointer select operations. Returns true if they both resolve to the same value. Null values can be explicitly tested using IsPointerEqual(AAPTR_NULL, ...)
ACS: IsPointerEqual(int aaptr1, int aaptr2, int tid1 = 0, int tid2 = 0)
This function lets you compare pointers from other actors than the activator, using tids. Tid1 determines the actor used to resolve aaptr1, Tid2 does the same for aaptr2. If tid1 and tid2 are equal, the same actor will be used for resolving both pointers (that could always happen randomly; this way you know it will happen).

changeset:   9478:2ffec15117e5
user:        GitExl <dennis.meuwissen@gmail.com>
Add CanRaiseActor ACS function.

changeset:   9479:e5e5dd3a6dfd
user:        Teemu Piippo <crimsondusk64@gmail.com>
Renamed kickfromgame and friends to forcespec for consistency, with compatibility aliases, addresses 1912

changeset:   9480:dea01914ff4f
user:        Teemu Piippo <crimsondusk64@gmail.com>
Clean up SERVER_ForceToSpectate and CCMD forcespec

changeset:   9481:d040179df2b8
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed: the server did not parse MAPINFO endgame sections correctly, fixes 2632

changeset:   9482:4da35534b410
user:        Teemu Piippo <crimsondusk64@gmail.com>
Using a bad player index for the various index-based console commands such as ban_idx now raises an error instead of assuming player 0, fixes 1209

changeset:   9483:27bae13dbc6c
user:        Teemu Piippo <crimsondusk64@gmail.com>
Take cheat now works online, fixes 2459

changeset:   9484:a2d1bd36a43d
user:        Teemu Piippo <crimsondusk64@gmail.com>
The 'Join the game' command key used by spectators is now customizable in the 'Customize Controls' menu (addresses 495).

changeset:   9485:fc4fd2a5148d
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed: SpawnDecal did not work online, fixes 1575

changeset:   9486:4d54271ef893
user:        Teemu Piippo <crimsondusk64@gmail.com>
Corrected ampersand filtering logic in v_IsCharAcceptableInNames, addresses 2631

changeset:   9487:fa6a07ad4251
parent:      9440:9b42fb72d71c
user:        Teemu Piippo <crimsondusk64@gmail.com>
Removed unused bogus header file statistics.h.

changeset:   9488:d31777cc56b1
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed: sv_limitcommands wasn't CVAR_SERVERINFO which allowed the client to change its value locally, addresses 2528

changeset:   9489:0f718f260358
user:        Teemu Piippo <crimsondusk64@gmail.com>
Dropping is now allowed by default even in non-cooperative gamemodes, also addresses 2528

changeset:   9490:a7ce4c7049fe
parent:      9486:4d54271ef893
parent:      9489:0f718f260358
user:        Torr Samaho
Merged with stable repository.

changeset:   9491:d391edda0001
user:        Teemu Piippo <crimsondusk64@gmail.com>
- Added NETWORK_Printf and used it to eliminate some code duplication
- Added overloads to SERVER_Printf and SERVER_PrintfPlayer to make the print level optional.

changeset:   9492:e7f7d7dedb4f
parent:      9489:0f718f260358
user:        Teemu Piippo <crimsondusk64@gmail.com>
Fixed: newly connecting clients were not informed of player TIDs, fixes 2648

changeset:   9493:7dc4ae4263bc
parent:      9491:d391edda0001
parent:      9492:e7f7d7dedb4f
user:        Torr Samaho
Merged with stable repository.

changeset:   9494:7251af91de07
parent:      9492:e7f7d7dedb4f
user:        Randy Heit <rheit@zdoom.fake>
- Patch to allow compilation by clang.
SVN r3589 (trunk)

changeset:   9495:1b5c69e6fb54
user:        Randy Heit <rheit@zdoom.fake>
- Fixed one line erroneously removed from readmod.c in r3589.
SVN r3591 (trunk)

changeset:   9496:d77c57eb7264
parent:      9493:7dc4ae4263bc
parent:      9495:1b5c69e6fb54
user:        Torr Samaho
Merged with stable repository.

changeset:   9497:06a1e56b4b7b
parent:      9495:1b5c69e6fb54
user:        Hypnotoad <hypnospace@gmail.com>
Lock the player's yaw movement if their speed is above sr40 (and disregard angle changes), addresses 1444.

changeset:   9498:2aa6824d544c
parent:      9496:d77c57eb7264
parent:      9497:06a1e56b4b7b
user:        Torr Samaho
Merged with stable repository.

changeset:   9499:5fc7cd2b35ea
parent:      9497:06a1e56b4b7b
user:        Teemu Piippo <crimsondusk64@gmail.com>
Restrict sv_limitcommands to debug builds, addresses 2633

changeset:   9500:218676693833
parent:      9498:2aa6824d544c
parent:      9499:5fc7cd2b35ea
user:        Torr Samaho
Merged with stable repository.

changeset:   9501:2057098ceb6f
user:        Edoardo Prezioso <edo88@email.it>
- Fixed: the 'take inventory' server command informed the clients by using the inventory class string instead of the much cheaper network id.
Thanks to Siferah for noticing it.

changeset:   9502:955f29369108
user:        Edoardo Prezioso <edo88@email.it>
Replace old network CM_MOM flags with more consistent CM_VEL.
Part 1 of 'replace old Mom with Vel' patch series.

changeset:   9503:54af116b0cc0
user:        Edoardo Prezioso <edo88@email.it>
Replace some old Mom variables with more consistent Vel in client code.
Part 2 of 'replace old Mom with Vel' patch series.

changeset:   9504:f6c7c0e01a08
user:        Edoardo Prezioso <edo88@email.it>
Replace old Mom variables and functions with more consistent Vel in player code.
Part 3 of 'replace old Mom with Vel' patch series.

changeset:   9505:6759663a142f
user:        Edoardo Prezioso <edo88@email.it>
Replace old Mom variables with more consistent Vel in actor code.
Part 4 of 'replace old Mom with Vel' patch series.

changeset:   9506:275e16d76f72
user:        Edoardo Prezioso <edo88@email.it>
Replace old Momentum functions with more consistent Velocity in server code.
Part 5 of 'replace old Mom with Vel' patch series.

changeset:   9507:5ba1f6cdf673
user:        Edoardo Prezioso <edo88@email.it>
Replace last mom variables with more consistent vel.
Part 6 of 'replace old Mom with Vel' patch series.

changeset:   9508:0c1f6be0159a
user:        Edoardo Prezioso <edo88@email.it>
Replace old 'momentum' with 'velocity' in comments, part 1.
Part 7 of 'replace old Mom with Vel' patch series.

changeset:   9509:788443db89d4
user:        Edoardo Prezioso <edo88@email.it>
Replace old 'momentum' with 'velocity' in comments, part 2.
Part 8 of 'replace old Mom with Vel' patch series.

changeset:   9510:d0f76d982f08
user:        Edoardo Prezioso <edo88@email.it>
Replace old 'momentum' with 'velocity' in comments, part 3.
Part 9 of 'replace old Mom with Vel' patch series.

changeset:   9511:aff7517c21ef
tag:         tip
user:        Edoardo Prezioso <edo88@email.it>
Replace old 'momentum' with 'velocity' in comments, last part.
Last part of 'replace old Mom with Vel' patch series.
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RE: Zandronum 3.0-alpha-160229-1221

#2

Post by Kara Kurt » Tue Mar 01, 2016 7:57 pm

Aïe aïe aïe!
Great job, as usual.

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RE: Zandronum 3.0-alpha-160229-1221

#3

Post by fr blood » Tue Mar 01, 2016 8:31 pm

Torr Samaho wrote: +MTHRUSPECIES on puffs
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That alpha contains the some of the best things that I was expecting for Zand 3.0, this is awesome!

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RE: Zandronum 3.0-alpha-160229-1221

#4

Post by SwordGrunt » Wed Mar 02, 2016 1:19 am

Very good ZDoom backports there, among other fixes, fantastic job!

I really hope we can see some DECORATE flag backporting from ZDoom 2.8 in the future (such as HITTARGET, HITTRACER, HITMASTER which are very powerful flags for pointer manipulation), but I'm looking forward to testing what we have so far. Again, good job and keep it up!

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RE: Zandronum 3.0-alpha-160229-1221

#5

Post by Ultimate Freedoomer » Tue Mar 08, 2016 1:02 am

Now that both ZDoom 2.8 & GZDoom 2.1 are at a stable release, is there any chance that Zandronum 3.0 is gonna be brought up to speed with both of them feature-wise in the course of the next few alpha/beta releases?

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RE: Zandronum 3.0-alpha-160229-1221

#6

Post by Dusk » Tue Mar 08, 2016 1:14 am

No.

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RE: Zandronum 3.0-alpha-160229-1221

#7

Post by Ultimate Freedoomer » Tue Mar 08, 2016 2:25 am

Dare I ask why not? It's not like there's that many stable release features to add now, plus there are a few mods where you're basically stuck with 1 of those 2 ports due to the mod in question using a DECORATE variable that isn't supported by Zandronum (for instance, all the new MAPINFO subsets in Zdoom 2.8), thus preventing you from using multiplayer capability with that mod. Note that most of the mods where this is a problem are compatibility patches, weapon mods, or other things that don't include new levels but do somehow alter the gameplay.
Last edited by Ultimate Freedoomer on Tue Mar 08, 2016 2:26 am, edited 1 time in total.

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RE: Zandronum 3.0-alpha-160229-1221

#8

Post by mifu » Tue Mar 08, 2016 2:39 am

Ultimate Freedoomer wrote: Dare I ask why not? It's not like there's that many stable release features to add now, plus there are a few mods where you're basically stuck with 1 of those 2 ports due to the mod in question using a DECORATE variable that isn't supported by Zandronum (for instance, all the new MAPINFO subsets in Zdoom 2.8), thus preventing you from using multiplayer capability with that mod. Note that most of the mods where this is a problem are compatibility patches, weapon mods, or other things that don't include new levels but do somehow alter the gameplay.
Well considering the target for 3.0 is zdoom 2.7 iirc it probably wont happen till 4.0 or whenever they decide to add it.

Gota realize that it does take heaps of work to even make the backports happen. If they did that, id expect that there will be a delay in releasing 3.0

This is not to say they will never do it though, I am sure they will get around to it .
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RE: Zandronum 3.0-alpha-160229-1221

#9

Post by Ultimate Freedoomer » Tue Mar 08, 2016 2:43 am

Fair enough. Although, if the target is Zdoom 2.7, why was the first Zandronum 3.0 alpha release based on a Zdoom 2.8 development release?

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RE: Zandronum 3.0-alpha-160229-1221

#10

Post by Torr Samaho » Tue Mar 08, 2016 7:02 am

Ultimate Freedoomer wrote: Fair enough. Although, if the target is Zdoom 2.7, why was the first Zandronum 3.0 alpha release based on a Zdoom 2.8 development release?
To clarify: The target of Zandronum 3.0 is GZDoom 1.8.6, which is newer than ZDoom 2.7.

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RE: Zandronum 3.0-alpha-160229-1221

#11

Post by mifu » Tue Mar 08, 2016 7:55 am

Torr Samaho wrote:
Ultimate Freedoomer wrote: Fair enough. Although, if the target is Zdoom 2.7, why was the first Zandronum 3.0 alpha release based on a Zdoom 2.8 development release?
To clarify: The target of Zandronum 3.0 is GZDoom 1.8.6, which is newer than ZDoom 2.7.
Just curious, I am just wondering if we will see GZDoom from the 2.x branch implemented in the future while we are on this topic. Though forgive me if this is derailing a bit.
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RE: Zandronum 3.0-alpha-160229-1221

#12

Post by Torr Samaho » Wed Mar 09, 2016 7:45 pm

mifu wrote: Just curious, I am just wondering if we will see GZDoom from the 2.x branch implemented in the future while we are on this topic.
Our zdoom sync branch is based on GZDoom 2.x (and pretty much on par with ZDoom 2.8), we haven't decided yet though whether we'll use GZDoom 2.x for Zandronum 4.0. We'll have to see how many people still have hardware that is too old for the new GZDoom renderer.

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RE: Zandronum 3.0-alpha-160229-1221

#13

Post by AlexMax » Thu Mar 10, 2016 1:05 am

Torr Samaho wrote: Our zdoom sync branch is based on GZDoom 2.x (and pretty much on par with ZDoom 2.8), we haven't decided yet though whether we'll use GZDoom 2.x for Zandronum 4.0. We'll have to see how many people still have hardware that is too old for the new GZDoom renderer.
Zandronum would lose OpenGL on the Mac platform if that happened, unless you figured out some cute way to get both the 1.x Mac branch and 2.x renderer working side by side.
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RE: Zandronum 3.0-alpha-160229-1221

#14

Post by darklord42 » Fri Mar 11, 2016 2:08 pm

Really? This guy has done a pretty good job maintaining osx support for GZDoom well into 2.x AFIK. His changes usually make it back into GZdoom. And his builds work just fine on my 5 year old laptop with El Capitan.

https://github.com/alexey-lysiuk/gzdoom
Last edited by darklord42 on Fri Mar 11, 2016 2:09 pm, edited 1 time in total.

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Re: Zandronum 3.0-alpha-160229-1221

#15

Post by AntonioQuirino » Sat Mar 12, 2016 10:32 pm

hey are you gonna add the looping music support on zandronum 3.0 for all the music files?(ex:MP3,OGG)

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Re: Zandronum 3.0-alpha-160229-1221

#16

Post by Sean » Sat Mar 12, 2016 11:08 pm

AntonioQuirino wrote:hey are you gonna add the looping music support on zandronum 3.0 for all the music files?(ex:MP3,OGG)
All music files have looped in all Doom engine games since 1993.

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Re: RE: Zandronum 3.0-alpha-160229-1221

#17

Post by Torr Samaho » Sun Mar 13, 2016 8:31 am

AlexMax wrote: Zandronum would lose OpenGL on the Mac platform if that happened, unless you figured out some cute way to get both the 1.x Mac branch and 2.x renderer working side by side.
GZDoom 2.x dropped OS X support? If so, are there any technical reasons that prevent the use of the newer OpenGL version under OS X or did just nobody write the platform dependent parts yet?

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Re: RE: Zandronum 3.0-alpha-160229-1221

#18

Post by Monsterovich » Sun Mar 13, 2016 9:28 am

Torr Samaho wrote:We'll have to see how many people still have hardware that is too old for the new GZDoom renderer.
Prepare to see thousands of threads with titles like "BRUTAL DOOM ISN'T WORKING!11111".

Do you know about old opengl 2.0 only videochips that are faster than new SUPER MODERN videocards with OpenGL 4.2?

..and what OpenGL 3.0 features GZDoom is using.

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Re: RE: Zandronum 3.0-alpha-160229-1221

#19

Post by Blzut3 » Sun Mar 13, 2016 8:01 pm

Torr Samaho wrote:GZDoom 2.x dropped OS X support? If so, are there any technical reasons that prevent the use of the newer OpenGL version under OS X or did just nobody write the platform dependent parts yet?
Just Apple being super stubborn and only implementing the core profile of OpenGL 3+. GZDoom 2.x still uses compatibility mode since it's faster (at least on Graf's video card in his tests).

This is the real reason that the 1.x branch is still maintained since that's what GZDoom-OSX is based off of.

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Re: Zandronum 3.0-alpha-160229-1221

#20

Post by StrikerMan780 » Thu Mar 17, 2016 10:26 pm

Seems that GetUserCvar doesn't work as expected/is missing functionality. Reported on the tracker here: http://zandronum.com/tracker/view.php?id=2674

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