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Duke07 v0.23

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@Darkcrafter07 Darkcrafter07 released this 04 May 16:31
· 1 commit to master since this release
aee3181

v0.23 features (May 4, 2026):

  • big sprite portal improvements:
  • all portal sprites MUST have 384x384px dimensions in art files;
  • portals are now shot-through by hitscans and projectiles, hitscans
    are a subject to improve in the next release;
  • portals quality are now adjusted dynamicaly according to screen res:
    192x192 for 320x200+, 384x384 for 640x400+, 512x512 for 800x600+;
  • portals now have more or less proper parallax inside so you can walk,
    fly and jump around to see how the perspective changes almost as if they
    were part of the map naturally;
  • teleportation code improved allowing you to stack them on top of each
    other like building windows etc...
  • ONLY 8 portal pairs (e.g 16 portals tiles) are possible currently;
  • monsters are still NOT teleported through portals - TODO;
  • freezethrower projectile explodes on exit, you could try to increase
    bounce amount in defs.con;
  • a.asm, alq2x.asm, alq3x.asm bug fix, replace "shr ebx, 32" to "shr ebx, 0
    allowing to fix old bug that crashes the game with the portal code or on
    big maps...
  • make "/nofpu" flag demo-savegame compatible with regular mode thanks to
    new function "grouscan" that acts like a wrapper calling both
    "grouscanfpu and grouscanint" and switching between them according to
    "use_fpu" variable, so that it loads both functions in memory.
    If "use_fpu" flag is set, it loads grouscanint and uses it for 1 ticks,
    then swithces to grouscanfpu and vice versa, allowing for much better
    demo-savegame memory footprint.