The new release is available to download from:
]]>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.
The new release is available to download from:
]]>Exactly 20 years ago â December 18th, 1999 â 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.


Fixes since RC2:
texreset console command would not restore all texturesBugs fixed since RC1:
filter doesn’t cover the whole screenA 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.
]]>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.
]]>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.
]]>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.