Skip to content
Compare
Choose a tag to compare
@emawind84 emawind84 released this 24 Feb 17:03
· 1 commit to questzdoom since this release

QuestZDoom Release 14 - Powered by GZDoom

qzd_powered_gzdoom

📢 Important

I can't install the game!
This is an unofficial update for QuestZDoom, in order to install the update you need to uninstall the official version first.

✨Profile Menu (mobile only)
New built in profile system in the game, the plan is to change the implemenetation to make it works with the next launcher update as well, so is possible to create profiles from the launcher and also swap between them directly in game.
The actual implementation rely on the use of different commandline.txt files properly named to build the profile list, is really that easy if you know how to create and edit these files, you find a brief guide in the profile menu. The way profiles are created will change once the launcher update is out, both ways should work once the update is out, but I am not promising anything since I only got a few details regarding the future launcher update. The profile option is at the moment in the experimental menu.

✨Experimental Menu
The exeprimental menu can be enabled from the miscellaneous options.
The new experimental menu is for features in development or for those that still don't have a proper place, that means all the nice things you find in there can change or disappear without notice.

✨Toggle Custom Post-processing Shaders
I enabled the use of custom shaders on a recent update, previously always disabled on mobile, this have the side effect that some mods will not work anymore if shaders don't follow strict rules of GLES. This cvar toggle custom shaders, to avoid breaking things that worked previously. You find the option in the quick menu and in the post processing menu.

🧾 Changelog

Release v14

QuestZDoom is now based on GZDoom 4.11.3
400 hours of work, hundreds of conflicts resolved, hundreds of test, more then 7000 commits merged to bring QuestZDoom up to date with GZDoom, this is the final version you all was waiting for, every feature up to version 4.11 of GZDoom is included.

Mobile and PC version will be released starting from this version

Update v14.7

Full Changelog: emawind84/gzdoom@qzd14.6...qzd14.7

Update v14.6

Full Changelog: emawind84/gzdoom@qzd14.5...qzd14.6

Update v14.5

  • Add a shader preference option in postprocessing menu to boost fps a little (10~15 fps). You need to restart the game to apply the changes.

Update v14.4

  • feat: move active profile out of experimental!
  • feat: add a few profiles for main games to show player how build-in profile works
  • fix: player can switch hands even when is dead! only when alive you will be able to swap hands sorry
  • fix: controller input not working with the openvr build when playing on PC using a gamepad
  • fix black screen scenario when starting the game with warp or map option with OpenGL backend using custom startscreen and not the generic one
  • fix: selecting UBO as storage buffer should not remove the SSBO support flag, this flag is important to decide the shader version directive to use. With UBO set, the version was set as 330 core and some mods (Doom PBR) were complaining about unsupported features.
  • feat: enable hardware clip planes and cull distances for mobile if the extension is present

Full Changelog: emawind84/gzdoom@qzd14.3...qzd14.4

Update v14.3

  • fix: lights rendered per eye on walls and flats are not symmetrical, this was mostly visible when the lights were being limited by the max value per flat and wall
  • added some mapping for Index controller (trackpad, and more axes pressed events when using custom profiles in Steam)
  • fixed multisample freezing scene, on mobile not recommended (fps killer)
  • feat: add two cvar to permit read custom binds from iwads and mods and also enable the override for iwads if the user allows it

Full Changelog: emawind84/gzdoom@qzd14.2...qzd14.3

Update v14.2

  • custom shader options can be saved now
  • fix: when in overlay mode enable joystick movements only if the dominant grip is not pushed
  • fix: model rendered with alpha 0 this is bad (no translucenty and sprites get hidden behind)
  • default screen size changed to 1400x1400 (this fix the small menu font scale)

You can change the resolution here if you don't want to reset your config

Ps: there is a donation button just down below 👇


📌 Ashes 2063
To fix turning for motorcycle in Ashes 2063, you need to go in Experimental Menu and set the Keep Momentum Threshold to 0.8 or lower, another option is to disable Slidey Movements, this is up to you.
You can turn with strafe (left controller joystick left/right) like in the PC version but is not really VR friendly so I suggest to use the snap turn and you can physically turn as well.

📌 For smooth turning I recommend to set snap-turn angle at 4 or 5
📌 With the OpenXR integration the weapon is slightly offset, you can correct the position by changing three options under VR Options -> VR Weapon Options just after Fat Item Width, play with them to position the weapon to your liking.

For further reading check the wiki pages:

Changelog
API Changes
Performance recommendation
QuestZDoom Key Mapping
My profile collection
Mods & Fix

⚠️ Known Bugs

  • Screenshot and image on saves don't work with the new OpenXR integration

alt_text

Full Changelog: archived...qzd14.7