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Releases: DigitalCyberSoft/eduke32-wasm
Release list
v0.2.4
eduke32-wasm v0.2.4
Web build (eduke32-wasm-web.zip): the browser/WASM Duke3D with
serverless WebRTC+Nostr P2P multiplayer -- runs on macOS/Windows/Linux
via any browser. Also live on GitHub Pages.
Native desktop builds (Linux x86_64, macOS arm64, Windows x86_64)
carry the SAME serverless WebRTC+Nostr multiplayer via a native
libdatachannel transport, wire-compatible with the browser
(native <-> browser interop; either side can host). The Windows zip
bundles its DLLs; on Linux/macOS run the binary from the archive
(./eduke32). Playable out of the box: the browser build bakes the
shareware episode in and every native archive ships the shareware
DUKE3D.GRP beside the binary (a bare binary with no game data
self-downloads it, checksum-pinned). For the full game, drop your
own retail DUKE3D.GRP beside the binary. No retail data included.
Full Changelog: v0.2.3...v0.2.4
v0.2.3
eduke32-wasm v0.2.3
What's new since v0.2.2
- Joining no longer desyncs other guests. Multiplayer spawn placement
is now host-authoritative end to end: only the spawning player's own
client picks the spawn point (every other peer holds the body and the
authoritative position stream places it), and the host broadcasts a
reliable "seat spawned" telegram so guests who never see another
player's inputs still apply the spawn instantly. Previously each peer
rolled its own random spawn — in deathmatch a mid-game join (or any
respawn) could materialize a player at three different spots on three
screens, randomly breaking guests who were already in the match.
Web build (eduke32-wasm-web.zip): the browser/WASM Duke3D with
serverless WebRTC+Nostr P2P multiplayer -- runs on macOS/Windows/Linux
via any browser. Also live on GitHub Pages.
Native desktop builds (Linux x86_64, macOS arm64, Windows x86_64)
carry the SAME serverless WebRTC+Nostr multiplayer via a native
libdatachannel transport, wire-compatible with the browser
(native <-> browser interop; either side can host). The Windows zip
bundles its DLLs; on Linux/macOS run the binary from the archive
(./eduke32). Playable out of the box: every native archive ships the
freely distributable shareware DUKE3D.GRP beside the binary (a bare
binary with no game data self-downloads it, checksum-pinned). For the
full game, drop your own retail DUKE3D.GRP beside the binary. No
retail data included.
Full Changelog: v0.2.2...v0.2.3
v0.2.2
eduke32-wasm v0.2.2
What's new since v0.2.1
- Late joiners fixed. Joining a running match now puts you in a
spectator waiting state (watching the host, "SPECTATING - PRESS OPEN TO
SPAWN") and you spawn whole on Open/Fire. This eliminates the broken
third-seat late join: the frozen-in-place joiner and the
die-immediately-on-spawn states are both gone. - Playable out of the box on every platform. Each native archive ships
the freely distributable sharewareDUKE3D.GRPbeside the binary, and a
bare binary with no game data self-downloads it (checksum-pinned) on
first launch.
Web build (eduke32-wasm-web.zip): the browser/WASM Duke3D with
serverless WebRTC+Nostr P2P multiplayer -- runs on macOS/Windows/Linux
via any browser. Also live on GitHub Pages.
Native desktop builds (Linux x86_64, macOS arm64, Windows x86_64)
carry the SAME serverless WebRTC+Nostr multiplayer via a native
libdatachannel transport, wire-compatible with the browser
(native <-> browser interop; either side can host). The Windows zip
bundles its DLLs; on Linux/macOS run the binary from the archive
(./eduke32). For the full game, drop your own retail DUKE3D.GRP
beside the binary. No retail data included.
Full Changelog: v0.2.1...v0.2.2
v0.2.1
eduke32-wasm v0.2.1
Web build (eduke32-wasm-web.zip): the browser/WASM Duke3D with
serverless WebRTC+Nostr P2P multiplayer -- runs on macOS/Windows/Linux
via any browser. Also live on GitHub Pages.
Native desktop builds (Linux x86_64, macOS arm64, Windows x86_64)
carry the SAME serverless WebRTC+Nostr multiplayer via a native
libdatachannel transport, wire-compatible with the browser
(native <-> browser interop; either side can host). The Windows zip
bundles its DLLs; on Linux/macOS run the binary from the archive
(./eduke32). No game data included: the browser build bundles
shareware, native builds need a DUKE3D.GRP (shareware or retail).
Full Changelog: v0.2.0...v0.2.1
v0.2.0 — streaming netcode, cross-play, mid-game joins
eduke32-wasm v0.2.0
Web build (eduke32-wasm-web.zip): the browser/WASM Duke3D with
serverless WebRTC+Nostr P2P multiplayer -- runs on macOS/Windows/Linux
via any browser. Also live on GitHub Pages.
Native desktop builds carry the SAME serverless WebRTC+Nostr
multiplayer via a native libdatachannel transport, wire-compatible
with the browser (native <-> browser interop). Binaries attach here
per platform as their build jobs go green.
Full Changelog: v0.1.0...v0.2.0
eduke32-wasm v0.1.0 — browser build
eduke32-wasm v0.1.0
Web build (eduke32-wasm-web.zip): the browser/WASM Duke3D with
serverless WebRTC+Nostr P2P multiplayer -- runs on macOS/Windows/Linux
via any browser. Also live on GitHub Pages.
Native desktop binaries are attached only if the native jobs succeeded;
the netcode port off Emscripten is in progress (see build.yml).
Full Changelog: https://github.com/DigitalCyberSoft/eduke32-wasm/commits/v0.1.0