If this is done within the intermission code, both intermission and menu will write to the same global variables and destroy their data, this became very apparent when it altered the screen scale for the conversation.
GCC 8 complains that it can't find relevant functions:
/wrkdirs/usr/ports/games/gzdoom/work/gzdoom-g3.7.2/src/m_png.cpp:669:42: error: call of overloaded 'BigLong(uint32_t)' is ambiguous
chunklen = BigLong((unsigned int)x[1]);
^
In file included from /wrkdirs/usr/ports/games/gzdoom/work/gzdoom-g3.7.2/src/m_png.cpp:44:
/wrkdirs/usr/ports/games/gzdoom/work/gzdoom-g3.7.2/src/m_swap.h:212:15: note: candidate: 'long unsigned int BigLong(long unsigned int)' <deleted>
unsigned long BigLong(unsigned long) = delete;
^~~~~~~
/wrkdirs/usr/ports/games/gzdoom/work/gzdoom-g3.7.2/src/m_swap.h:213:6: note: candidate: 'long int BigLong(long int)' <deleted>
long BigLong(long) = delete;
This is on FreeBSD/powerpc64.
The file renames “enu” to “default” for consistency and only contains languages that are complete/up to date, i.e. American English, British English, German, Castilian Spanish, Latin American Spanish, French, and Russian. Italian, while not 100% complete, contains a full engine translation, so it has enough material to make it here.
The current menu system simply does not work that well with 320x200, rendering the game hard to use at that tiny screen size. This is a clear case where the work required to keep it operational stands in no relation to the benefit.
These can cause highly dangerous recursions and execute play code deep inside the renderer and since the hardware renderer does not have these, there is very little point for the software renderer to retain them.
It should be said in no uncertain terms that OnRegister operates on an uninitialized level so it should only be used for setting up the registering process of the event handler itself and nothing else - not even the event handler's data!!!
There are no longer any spaces between the letters and their respective accents. In the previous state of GZDoom, these letters were forcibly squished by 1px vertically, and it made for a terribly inconsistent look (especially with the Strife E).
There are two options here - one only disables the vertical thrust and the other goes back fully to the original non-z-aware code.
Both options are settable through MAPINFO.
For the compatibility presets, the normal ones only disable the vertical thrust, the strict ones force use of the old code entirely.