News – Doomsday Blog2021-02-05T07:45:13Zhttps://blog.dengine.net/feed/atom/WordPressskyjakehttps://skyjake.fihttp://blog.dengine.net/?p=11492021-02-05T07:45:13Z2021-02-05T07:21:22ZContinue reading Doomsday 2.3.1 released]]>Doomsday 2.3.1 has been released (build 3685). This is a patch that fixes the following issues:
  • Incorrect placement of sky textures in Heretic and Hexen.
  • Alignment of floor/ceiling textures whose size is not 64×64.
  • macOS: Missing and flickering textures on M1 Macs.
  • macOS: Bullets firing in the wrong direction on M1 Macs.
  • macOS: 3D camera mode does not allow flying downwards, only upwards on M1 Macs.

Release notes (→ Manual)

The new release is available to download from:

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skyjakehttps://skyjake.fihttp://blog.dengine.net/?p=11222020-12-30T09:42:33Z2020-12-30T09:42:33ZContinue reading Doomsday 2.3 released]]>Doomsday 2.3 has been released (build 3650).

This version improves support for vanilla DOOM render hacks and adds more script bindings to manipulate things in the map.

  • DOOM render hacks. TNT: Evilution and The Plutonia Experiment use several render/map hacks to take advantage of quirks in the original DOOM renderer. Many of these effects are now supported (or fixed) in Doomsday. Examples: TNT MAP02 deep water, TNT MAP02 windows overlooking the deep water, TNT MAP09 transparent window, TNT MAP31 Arachnotrons inside pillars.

  • Scripting. Several new Doomsday Script bindings were added, allowing access to game, player, and thing properties. In addition to spawning things, one can now list things by type, check their state and flags, and perform state changes on them. Things can also have an “On death” script that gets run when the thing dies. Bitwise operators are now available in scripts.

  • Modding. Sprite renaming is supported via DeHackEd. In Heretic, ambient sound sequences can be redefined and new ones can be added via the Audio module. Changing the sequences is also possible during gameplay. The earthquake effect from Hexen is now also available in Heretic. It can be controlled via scripts.

  • Renderer. Player HUD weapon models may specify a custom FOV value for rendering so that model authors have more control over the appearance, for instance to replicate a 2D sprite appearance more faithfully.

  • Bug fixes. See the release notes for details.

Download 2.3

Release notes

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skyjakehttps://skyjake.fihttp://blog.dengine.net/?p=10922020-01-17T18:12:46Z2020-01-14T14:07:55ZContinue reading Doomsday 2.2.1 released]]>Doomsday 2.2.1 has been released (build 3299). This is a patch that fixes the following issues:
  • In Hexen, some of the player character colors were not loaded and thus some player colors were not available.
  • On macOS, package information text was sometimes displayed incorrectly in the UI.
  • On Linux, music was always at full volume if FluidSynth was being used for playing back music directly to system audio.
  • In the game library, a custom profile would forget its “No monsters” setting after restarting Doomsday.
  • 3D weapon models would sometimes get near-clipped, so the near clip distance was reduced when rendering them.

Release notes (in the Manual)

The new release is available to download from:

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skyjakehttps://skyjake.fihttp://blog.dengine.net/?p=10822020-01-14T13:42:58Z2019-12-18T13:21:12ZContinue reading Doomsday 2.2 released]]>Doomsday 2.2 has been released (build 3272). The highlights of this version are:
  • Improved Doomsday Script integration
  • Heretic modding enhancements
  • Separate FOV for rendering player weapons
  • Flatpak for Linux
  • Renderer bug fixes

Download 2.2

Release notes

Another milestone

Exactly 20 years ago — December 18th, 1999 — I first announced that work had started on a project called “Doomsday Engine”:

Dan Olson suggested a while ago that the game could be split into two parts just like Quake2: the engine and a game DLL. After doing some research (the Quake2 game source) I decided to try this out and so far the results have been good. I squeezed all the generic Doom engine stuff into a new executable and named it The Doomsday Engine. Then, after a serious amount of code editing, I was able to compile the JHexen DLL. It’s already working quite nicely.

Because of the split many cool things are now possible. For starters, writing JDoom and JHeretic will be much easier since they can just be DLLs for the Doomsday engine to use. Also, because the game DLLs are 99.9% platform independent, porting them to any other operating system should be a breeze. Unfortunately the engine itself will be a bit more difficult…

This means I’ve been working on Doomsday longer than I had been alive when I first started (19)! That is a sobering notion to think about over the holidays (possibly while enjoying some non-sobering beverages). Granted, there have been a couple of longer hiatuses over the years, and progress is sometimes slow. But there is an undeniable longevity to the project. I credit the passionate community and lasting attraction to the classic DOOM games for maintaining the motivation to continue.

Thanks for being part of the journey! I’m excited to see how things will turn out with Doomsday 3 and its new renderer.

✨🥂

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skyjakehttps://skyjake.fihttp://blog.dengine.net/?p=10792019-12-15T18:05:00Z2019-12-15T17:48:53ZContinue reading Doomsday 2.2 RC3]]>The 3rd release candidate (build 3269) of version 2.2 is now available.

Fixes since RC2:

  • Light decorations were not visible at all (e.g., lights attached to wall textures)
  • texreset console command would not restore all textures
  • Data package duplication issue when manually adding Doomsday’s own data folder as a location for user’s data files
  • macOS: Qt framework updated to 5.12.6
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skyjakehttps://skyjake.fihttp://blog.dengine.net/?p=10542019-12-07T17:14:36Z2019-12-07T17:14:36ZContinue reading Doomsday 2.2 RC2]]>The 2nd release candidate (build 3261) of version 2.2 is now available.

Bugs fixed since RC1:

  • Savegames from Deathkings of the Dark Citadel don’t show up in the game library
  • Incorrect music in Plutonia 2
  • Finale animation filter doesn’t cover the whole screen
  • Hexen: Changing the map while dead makes the player a zombie
  • Hexen: No music on Map 26
  • Failure to rename a game profile
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skyjakehttps://skyjake.fihttp://blog.dengine.net/?p=10242019-11-02T06:44:22Z2019-11-02T06:44:22ZContinue reading Doomsday 2.1.2 released]]>This is a patch release that addresses issues found in version 2.1.

A few more regressions related to 3D model rendering are fixed in this release. Also, on macOS the applications are now notarized and the bundle metadata has been fixed to contain appropriate IDs.

This also acts as a test for the revised build scripts that now live in a repository separate from the main Doomsday source code. The separation makes it easier to maintain the scripts while building releases from different branches.

Release notes

Download version 2.1.2 (build 3226)

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skyjakehttps://skyjake.fihttp://blog.dengine.net/?p=10212019-10-16T06:49:47Z2019-10-16T06:49:47ZContinue reading Security issues in Catalina (macOS 10.15)]]>This year’s macOS update is out, and with it comes increased focus on protections against malicious software. The latest unstable build of 2.2 (#3209) now complies with the new requirements. I’m also looking into making an updated build of the stable 2.1 for macOS.

The new requirement is that applications must be pre-scanned by Apple (“notarized”) to ensure they are properly signed and contain no malware. It took a few builds to get this working right, as it turns out I was using quite an old version of the SDL2 frameworks on the macOS build machine and those were not being signed correctly.

Another issue you may encounter now with Catalina (and Mojave) is that looking around using the mouse/trackpad causes the player view to just spin around rapidly. This is because Doomsday’s mouse input relies on being able to reposition the mouse cursor while it is hidden. If an application wants to change the cursor position, this requires that the user has allowed it to control the computer in the Security & Privacy > Accessibility system preferences pane. If you encounter this problem, drag and drop Doomsday.app from the Finder to the list of apps on that pane.

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skyjakehttps://skyjake.fihttp://blog.dengine.net/?p=10152019-02-17T11:11:10Z2019-02-17T11:11:03ZContinue reading Doomsday 2.1.1 released]]>2.1.1 is a patch release that improves the stability of the engine and fixes some incorrect behavior.

There were a couple of regressions in the renderer such as white flashes with additively blended dynamic lights, and black walls appearing in the sky. A few bugs have also been fixed in the game menus and resource file management.

Release notes

Download build 2967

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skyjakehttps://skyjake.fihttp://blog.dengine.net/?p=10072018-12-11T20:07:51Z2018-12-11T20:07:51ZContinue reading Doomsday 2.1 released]]>Doomsday 2.1 has been released (build 2900), coinciding with the 25th anniversary of DOOM!

This version contains several improvements for an all-around nicer experience:

  • Graphics optimization. While games still use the classic renderer like in 2.0, all graphics are now drawn using OpenGL 3.3. This enables optimizations for more efficient rendering of the player view, menus, text, and the Doomsday UI.

  • UI improvements. The Doomsday UI look and feel has been refreshed. The game library is now more flexible and powerful with further game customization settings and view options.

  • Multiplayer convenience. Clients will automatically download missing PWADs from the server before joining the game.

Download 2.1

Release notes

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