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Releases: DigitalCyberSoft/eduke32-wasm

v0.2.4

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@github-actions github-actions released this 20 Aug 06:39

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

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@github-actions github-actions released this 17 Aug 13:54

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

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@github-actions github-actions released this 16 Aug 18:10

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 shareware DUKE3D.GRP beside 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

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@github-actions github-actions released this 16 Aug 12:59

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

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@DigitalCyberSoft DigitalCyberSoft released this 16 Aug 11:02

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

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@DigitalCyberSoft DigitalCyberSoft released this 12 Aug 05:41

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