Sprinkled Doom and RZDoom + Tools
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So, to avoid having such a giant list, I've opted to have updates for my 2 main ports, Sprinkled Doom and RZDoom plus some useful tools. A ton of other stuff remains on my github as usual. Releases are on the github links in the Release tab.
Ports!
- Sprinkled Doom - Latest release is 3.4.1
Sprinkled Doom is a fork of Chocolate Doom with widescreen capability (plus Unity statbar) with full Choco / Vanilla compatibility but without any of the fixes or additions that Crispy Doom has. It is a middle-ground between Choco and Crispy. It was kept in-sync with Choco but I have since broken that as they were doing changes and fixes I had already made, and things got very messy.
- RZDoom - Latest release is 3.2.0
RZDoom is a fork of ZDoom 2.8.1 which retains full compatibility for it. But with updated libraries, optimisations, performance improvements and FMOD Studio implementation.
Tools!
- idManager
This is a TurboC update of the old DeathManager tool shipped with Doom/Doom2/Heretic etc.. I received the source and added features to it for a better experience for those who use DOS for vanilla play.
The changes:
- DeHackEd and DeuSF support (for Doom)
- HeHacked and DeuSF support (for Heretic)
- SeHacked and DeuSF support (for Strife)
- Ability to use many different executables
- Upgrading the GUI's and fixing some bugs in the code
- Making separate versions for Heretic and Strife.
- Ability to record a demo
The binaries:
IDMANAGER.zipI also reactivated the Funky Blue colour via Assembler:
IDMANAGER_FUNKY_BLUE.zipI have uploaded them here as the source code is still closed and I am unable to release it due to Romero himself asking for it to be so. Apparently, Bethesda wasn't happy with all the code releases he did in the past.
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RZDoom has had a major update and now is at version 3.1.0.
Release (binaries for Linux and Windows): https://github.com/atsb/rzdoom/releases/tag/3.1.0
Change log:
- Optimising Windows Inputs
- UMAPINFO rev1.4 support (with a deviation on intermusic functionality)
- Removal of all JPEG support
- Replacing BYTE with uint8_t modern equivalent for intermission code (ongoing for other areas)
- FIXED: Barrel explosion timing
- FIXED: Hexen stair crushers
- ADDED: Pistol Start ability
- FIXED: VSync support
- Fully supports Brutal Doom Community Expansion project
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I've been loving rzdoom but it seems to output console messages after quitting the game and on longer play sessions it takes a strangely long time, is this a bug?
Otherwhise I haven't had issues with it, still the smoothest zdoom port I've played on. -
@Dusk-Iv said in Sprinkled Doom and RZDoom + Tools:
I've been loving rzdoom but it seems to output console messages after quitting the game and on longer play sessions it takes a strangely long time, is this a bug?
Otherwhise I haven't had issues with it, still the smoothest zdoom port I've played on.Not a bug, but how would you like it to work? I could do something if it is annoying?
Glad you like it
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When ENDOOM screens are on it seems like the console also waits for the ENDOOM to quit, but when quitting it the program freezes on it for a while before actually exiting too, so maybe it should skip the console output when ENDOOM is on.
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@Dusk-Iv said in Sprinkled Doom and RZDoom + Tools:
When ENDOOM screens are on it seems like the console also waits for the ENDOOM to quit, but when quitting it the program freezes on it for a while before actually exiting too, so maybe it should skip the console output when ENDOOM is on.
Windows? Because on Windows it has a little 'click anywhere to quit' and that works fine. I tried it on Red Hat too and it was ok.
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@Gibbon yeah it's happening on windows and also persisted through the update, maybe if I wipe it first it may get fixed. Will try later.
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I grabbed a clean MSVC release and didn't seem to encounter the same issue.
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I’ll give the endoom and console code a glance, maybe I can optimise things there a bit and make it snappier
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A new release of RZDoom (3.2.0)
This is a rather small update.
- Reverted to FMODEX for audio from FMOD Studio due to Studio's lack of support of various audio backends and channels that were causing issues.