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  1. dsda-doom v0.27 This update brings UDMF support out of beta with an official dsda UDMF namespace, adds MAPINFO support, and fixes a ton of bugs. Other highlights include a smooth light fade option for opengl (from bkoropoff), improvements to the build mode, and ambient sound support. Ambient sound works retroactively: check out Containment Area, which now has beeping computers and audible conveyor belts. MAPINFO does not work retroactively, as the implementation is more strict and less comprehensive in dsda-doom. If you'd like to use it in your wad, add a DSDAPREF plain text lump with the line use_mapinfo. UDB Support Thanks to a ton of work by @boris, UDB now includes an updated and streamlined dsda-doom udmf config. Update to the latest version to give it a spin. UDMF / MAPINFO Extras I've decided to fill in some gaps in udmf and mapinfo in order to streamline cumbersome boom features and make life easier for mappers. Some of these features are likely to be adopted by other ports, depending on whether or not they are relevant. The basic idea was "if you need a line special to create a static sector feature, just make that a sector property". This includes scrolling, friction, thrust, colormaps, and skies. New MAPINFO Properties Added Passover and NoPassover map flags to disable or enable finite height (default is NoPassover) Added Colormap map property to set the default colormap (i.e., you can now cover an underwater map in mapinfo without messing with any sectors!) New UDMF Properties Added wall texture scrolling properties Split by overall, top, mid, and bottom Added sector scrolling properties Split by floor and ceiling Separate flags for texture, static objects, players, and monsters Added sector thrust properties Separate flags for static objects, players, monsters, projectiles, and WINDTHRUST-flagged actors Separate location flags for affecting the ground, ceiling, or air Added sector sky properties Split by floor and ceiling (you can have separate skies in one sector now) Added sector friction properties Added colormap streamlining Colormap as a sector property (you can set it directly like you would set the floor or ceiling texture) Map_SetColormap special action (change default colormap, still overridden by sector-defined colormaps) Sector_SetColormap special action (change colormap by sector tag) Bug Fixes Fixed a crash caused by an off-by-one error in the sprite count Fixed a crash caused by zero-length ledge linedefs in cl11+ Fixed backspace from skill selection showing the episode menu when there is only one episode (e.g., in kdikdizd) Fixed nightmare skill warning showing up for heretic / hexen skill 5 Fixed issue with reversing build mode in cl7-9 Fixed issue with combining manual key frames with build mode reverse in vanilla complevels Fixed rare crash in line of sight check Fixed various features not working in solo-net mode (next map key, -pistolstart, etc) Fixed opengl not respecting the screen multiply setting (bkoropoff) Fixed some brute force conditions getting ignored depending on the order Fixed some brute force targets displaying a value in the message when there is none Fixed trackers not resetting properly when loading a previous state Fixed player damage tracking reporting the wrong value sometimes when rewinding Fixed an issue that would cause graphical oddities and / or crashes for some players Fixed a crash caused by repeat uses of brute force Fixed mouse buffering while the mouse is disabled Fixed big health / armor exhud components not using the text color config Fixed ammo components not coloring by the ammo percent config Fixed a crash occurring in maps with inconsistent nodes Fixed an automap freeze when dying while using the minimap Fixed position in level table resetting when reopening it Fixed a crash when using the quartz flask hotkey on the title screen Fixed the ammo_text component having the wrong order under alternate alignment Fixed a broken hack related to software midtex clipping Fixed a crash when using -time_use without the associated component Fixed negative coordinate rounding in the console Fixed custom colormaps combined with invulnerability yielding the wrong colormap in opengl Fixed alt-tab causing the wrong palette to appear under certain conditions Fixed reload on use while dead carrying a command over Fixed displayplayer in coop demo playback Check out the full patch notes here. Thanks to @ZeroMaster010 for comprehensive regression testing to ensure demo syncing. Thanks to @almostmatt1 and @RockyGaming4725 for testing and feedback on the build mode improvements. Thanks to @Bytefyre, @GarrettChan, @Maribo, @Master Medi, @Meowgi, @Ravendesk, @Spendoragon, and @Napsalm for beta testing and feedback. Thanks to @Xaser, @Graf Zahl, and @Major Arlene for various degrees of feedback on the extras above. Download the latest release here. This release is incompatible with past save files.
    1 point
  2. I found them in PC Gaming Wiki's Unity engine article since it lists common settings and command-line parameters used by the engine. I used them out of curiosity seeing how the few other non-16:9 resolution the Enhanced port of Doom since I remember someone else in the Steam forums was looking for non-16:9 resolution workarounds a long time ago.
    1 point
  3. Forcing texture filtering on by default. You'd have to be a fucking moron to think anyone wants that.
    1 point
  4. If it doesn't run Doom, I ain't want no part o' that sheeeiiiit.
    1 point
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