Recent Zdoom fixes - when in GZdoom?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Enjay
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Recent Zdoom fixes - when in GZdoom?

Post by Enjay »

Not nagging, I'd just like to know so I can plan out what I'm doing.

Graf, the recent bug fixes from Zdoom don't seem to have made it in to the GZdoom SVN yet. As far as I can tell, r120 contains new editor config files but no new code as such (right?). Any idea when you will be able to update to and commit the fixes for GZdoom?

Thanks.
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Post by Graf Zahl »

My, aren't we impatient...

The simple matter is I am very short on time right now and simply didn't have any time for it yet.
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Post by Enjay »

No worries, I was just trying to get an idea of what was what. I'm putting a little package of stuff together for a friend. I've got a reliable build if r116 that does what I want, but there are a couple of fixes in the recent zdoom stuff (and the GZdoom splash on 3D floors fix) that would be useful to have.
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Post by Graf Zahl »

I'd say that tomorrow you may have it.
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Post by Enjay »

OK, cool. That should give me time to package things together, test them and give them to my friend. I will be seeing him on Saturday.

Thanks.
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Post by Graf Zahl »

I'm sorry but you will have to wait another day. I haven't had any time today to merge the code.
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Post by Enjay »

Fair enough. I know all too well that real life has a nasty habit of getting in the way.

Thanks for letting me know. :)
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Post by Gez »

Just noticed it's in now. GZDoom r122 has caught up with ZDoom r1032.

(Of course, at the same moment, ZDoom went to r1033. But the r1033 changes can wait.)
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Post by Enjay »

Yup, I got r121 and shortly afterwards r122. (Thanks Graf.)
Gez wrote:Just noticed it's in now. GZDoom r122 has caught up with ZDoom r1032.

(Of course, at the same moment, ZDoom went to r1033. But the r1033 changes can wait.)
SVN changelog wrote:Revision: 121
Author: graf
Date: 16:37:17, 14 June 2008
Message:
Update to ZDoom r1033:
:)
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Post by Gez »

Enjay wrote::)
For some reason, my compiled SVN says "GZDoom 1.1.4 (r123M) / ZDoom 2.2.0 (r1032)"... :P
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Post by Enjay »

Heh, now you mention it, so does mine. :)
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Post by Gez »

Looking at the ZDoom changelog and comparing with the GZDoom code, this and this were not applied. The former involves the software renderer so I'm not sure it's supposed to be changed for GZDoom anyway, and the later is just the rh-log so it's not part of the code.

Looking at version.h, it seems r123 is actually based on r1034... I'm comparing the changelogs to the GZDoom source, and this impression is confirmed.

Mmh, the second change here isn't applied either.

Some of the r1035 changes are applied, too, such as this one.

Okay, in fact it stops at r1035 (r1036 not applied), except for a few changes that have been omitted.

r1036, while highly useful (it removed a lot of magic numbers and other such ugly coding), wrecks havoc in the GL code. There's a lot of things to change to comply with the change from int to FTextureID, and there were cases where I didn't know how to apply them. There's no function that can replace something like "pic = 1"... Also, the removal of skyflatnum breaks a lot of stuff and I'm not sure what to replace them with. The other thing that caused trouble with the GL code was the new write barriers. So after having spend a long time updating the code, I finally decided to revert all the troublesome changes and wait for Graf to update himself. In the meantime, I still have a GZDoom with all the non-texture and non-write barriers changes. :)
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Post by Graf Zahl »

Yeah, I know. I already implemented all the necessary changes and started testing when my computer broke down. So right now I can't access the changed code and have to wait until I get back the computer. Sorry for the inconvenience.

skyflatnum has not been removed, just been placed into a different header to resolve some cross-inclusion conflicts.
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Post by chopkinsca »

I don't know how to compile the source. Can someone send me the latest compiled version? I want to test if a crash still happens with the newest version. Thanks

Edit: found out the bug. Some small stupid mistake, as usual :P.
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Post by Enjay »

r123 is the latest (at least it was last night when I checked at home - probably still is due to Graf's computer problems). Nash's build of it can be found here

http://nash.wanzafran.com/doomstuff/svn/

but r123 has an annoying bug with ambient sounds. If there are any on the map, you may get a horrible loud buzzing noise during the game and a crash when you exit.
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