Skip to content

Releases: jlrouzies-fr/doom64-rt

Doom 64 - Ray Traced v0.1.17

Choose a tag to compare

@github-actions github-actions released this 25 Aug 17:37

Built from b12a046.

This archive contains the renderer, not the game. On first run the
launcher will ask you for a DOOM II IWAD you own, and for Doom 64:
Retribution v1.5 plus its OGG music pack (both free, from ModDB).

What changed since 0.1.16

Blood and sludge floors don't have watery look any more.
They were being drawn with the animated water surface, so pools of blood and beds of mud moved
like water. They're now still, with their own texture and depth — the way they were meant to
look. Green poison still ripples; that one's on purpose for now.

Shooting liquid makes a splash.
Water, blood, sludge and nukage now throw fluid when you shoot them, instead of the usual spark
burst.

No more bullet puff on monsters.
Shooting an enemy drew the little grey puff sprite on top of the blood. Gone.

Volumetric clouds should be applied properly
Whether you got the detailed clouds or the simpler ones used to depend on which map you'd last
quit on. Now it doesn't.

Engine: jlrouzies-fr/gzdoom-rt @ doom64-rt = d89ca2afe ("Liquid impact splashes, and stop the PUFF sprite drawing on monsters"), GPLv3.
RTGL1: jlrouzies-fr/RTGL @ doom64-rt = 72de5fa49, MIT, Sultim Tsyrendashiev and Vasilii Shirokii.
See CREDITS.md and AI-DECLARATION.md inside the archive.

Full Changelog: v0.1.16...v0.1.17

Doom 64 - Ray Traced v0.1.16-hotfix

Choose a tag to compare

@github-actions github-actions released this 24 Aug 20:03

Built from 7523574.

This archive contains the renderer, not the game. On first run the
launcher will ask you for a DOOM II IWAD you own, and for Doom 64:
Retribution v1.5 plus its OGG music pack (both free, from ModDB).

Engine: jlrouzies-fr/gzdoom-rt @ doom64-rt = 0eb9da656 ("Sludge is a mud bed, not a pool: relief, roughness, no mirror"), GPLv3.
RTGL1: jlrouzies-fr/RTGL @ doom64-rt = c60aedafc, MIT, Sultim Tsyrendashiev and Vasilii Shirokii.
See CREDITS.md and AI-DECLARATION.md inside the archive.

Full Changelog: v0.1.16...v0.1.16-hotfix

Doom 64 - Ray Traced v0.1.16

Choose a tag to compare

@github-actions github-actions released this 24 Aug 18:56

Built from 72ac4c9.

This archive contains the renderer, not the game. On first run the
launcher will ask you for a DOOM II IWAD you own, and for Doom 64:
Retribution v1.5 plus its OGG music pack (both free, from ModDB).

Engine: jlrouzies-fr/gzdoom-rt @ doom64-rt = 0eb9da656 ("Sludge is a mud bed, not a pool: relief, roughness, no mirror"), GPLv3.
RTGL1: jlrouzies-fr/RTGL @ doom64-rt = c60aedafc, MIT, Sultim Tsyrendashiev and Vasilii Shirokii.
See CREDITS.md and AI-DECLARATION.md inside the archive.

What changed since v0.1.15

  1. Updated blood, sludge and poison textures.
  2. Added GI bounces quality option

Full Changelog: v0.1.15...v0.1.16

Doom 64 - Ray Traced v0.1.15

Choose a tag to compare

@jlrouzies-fr jlrouzies-fr released this 23 Aug 15:41

Built from f131101.

This archive contains the renderer, not the game. On first run the
launcher will ask you for a DOOM II IWAD you own, and for Doom 64:
Retribution v1.5 plus its OGG music pack (both free, from ModDB).

Engine: jlrouzies-fr/gzdoom-rt @ doom64-rt = be086e9a2 ("3D floors: fix the freeze instead of stripping them from every map"), GPLv3.
RTGL1: jlrouzies-fr/RTGL @ doom64-rt = bc79f1dbe, MIT, Sultim Tsyrendashiev and Vasilii Shirokii.
See CREDITS.md and AI-DECLARATION.md inside the archive.

What changed since v0.1.14

Fixed 3D floors

Every build so far removed all of Retribution's 3D floors -- 209 of them on
44 maps -- to dodge a freeze on MAP01. Most of those are the bridges,
catwalks and stair treads Nevander built the levels around, so some levels
could not be finished (thanks Immorpher for the report). The freeze was an
engine bug, not the maps: the renderer cleared a 3D-floor sector's light list
and then read past the end of it on the render worker thread, which hung the
window with the audio still playing. That is fixed, the map patch is gone,
and the 3D floors are played as authored -- rendered, solid, walkable.

Also: renderer errors now reach the log instead of an invisible dialog, and a
future worker-thread fault shows the crash report instead of hanging.

Known: particles and debris still fall through 3D floors.

Full Changelog: v0.1.14-hotfix...v0.1.15

Doom 64 - Ray Traced v0.1.14-hotfix

Choose a tag to compare

@github-actions github-actions released this 23 Aug 14:37

Built from 96c9622.

This archive contains the renderer, not the game. On first run the
launcher will ask you for a DOOM II IWAD you own, and for Doom 64:
Retribution v1.5 plus its OGG music pack (both free, from ModDB).

Engine: jlrouzies-fr/gzdoom-rt @ doom64-rt = 2023125a7 ("Remove the rt_autoshot pitch/height holds; rt_verbose no longer archives"), GPLv3.
RTGL1: jlrouzies-fr/RTGL @ doom64-rt = bc79f1dbe, MIT, Sultim Tsyrendashiev and Vasilii Shirokii.
See CREDITS.md and AI-DECLARATION.md inside the archive.

Full Changelog: v0.1.14...v0.1.14-hotfix

Doom 64 - Ray Traced v0.1.14

Choose a tag to compare

@github-actions github-actions released this 23 Aug 13:50
d258fc2

Built from d258fc2.

This archive contains the renderer, not the game. On first run the
launcher will ask you for a DOOM II IWAD you own, and for Doom 64:
Retribution v1.5 plus its OGG music pack (both free, from ModDB).

Engine: jlrouzies-fr/gzdoom-rt @ doom64-rt = b37773824 ("Pillar chase, fire sky, volumetric clouds, per-map sun colour (#3)"), GPLv3.
RTGL1: jlrouzies-fr/RTGL @ doom64-rt = bc79f1dbe, MIT, Sultim Tsyrendashiev and Vasilii Shirokii.
See CREDITS.md and AI-DECLARATION.md inside the archive.

What changed since v0.1.13-beta.8

The pillar in MAP01's pre-exit hall turns again

The room's central pillar used to have a light travelling around it. That
animation was one of the painted-light effects replaced during the lighting
work, and what was left behind was four lamps standing still. The light
turns again -- and it is a real one now, so the pool of it moves across the
floor and up the walls as it goes round, instead of the room's own
brightness being repainted.

Worth watching in motion. A screenshot cannot tell a chase from four lamps
sitting at four different brightnesses.

Volumetric clouds

The overcast was a stack of flat painted discs: it could be tinted and
flashed, but every part of it was equally thick because the art said so.
The clouds are now traced as an actual volume -- denser in places, thinner
in others, shadowing themselves, and moving through their own depth. The
level is lit through them, so the ground gets the cloud's shape.

The hell maps' fire sky, re-imagined

The five hell maps were not surrounded by a sky so much as by a wall of
fire texture ringing the level. That is now built as weather instead:
volumetric clouds with fire burning in the gaps between them, and cascades
of fire falling out of the cloud base toward the horizon.

It is on by default on those five maps, and it lights them -- the fire
overhead is a real source, so the ground below takes its colour.

Moonlight that agrees with the sky it comes through

MAP17 and MAP10 have orange overcast, and the moonlight arriving through it
was the same cold blue every other map uses, so the light and the sky were
pulling opposite ways. Both maps now carry their own moon colour; MAP10's
is the exact colour of its own cloud deck.


This is the first stable build since v0.1.12. Everything the 0.1.13
betas carried is in here: the poison bubbles, the lingering-light and
weapon-trail fix, the blinking monitor panels, the flashlight menu and its
battery sounds, the key doors that were lit twice, and MAP02's re-aimed
moon.

Full Changelog: v0.1.13-beta.8...v0.1.14

v0.1.13-beta.8 -- performance @ 6cc57d76f

Choose a tag to compare

@github-actions github-actions released this 23 Aug 04:48

BETA v0.1.13-beta.8 -- cut from a working branch for
play-testing. Not a stable release.

Doom64-RT: performance @ c50b985
Engine: jlrouzies-fr/gzdoom-rt @ performance = 6cc57d76f ("rt_svgf_indir_maxhist / rt_svgf_indir_antilag / rt_debug_show")
RTGL1: jlrouzies-fr/RTGL @ doom64-rt = cba456e3e

What changed since v0.1.13-beta.7

Lingering light after an explosion, and the weapon smearing through it

Fire a rocket and the flash used to hang around long after the explosion was
gone -- and dragging the weapon across that glow smeared a weapon-shaped
streak through it. Both were the same denoiser bug seen from two sides: the
indirect lighting buffer was holding onto its history for up to 256 frames,
so a bright one-off event stayed painted into the room, and the weapon
silhouette punching a hole in that stale history is what left the trail.
The history is now capped and the indirect anti-lag no longer suppressed,
so a flash fades when the light does and the weapon stops leaving a wake.

Poison bubbles

Nukage now seethes. Bubbles swell out of the surface, burst into a ring of
droplets, and throw a little green light onto the walls while they do. The
light is a real one, not just a glowing sprite -- it lands on the geometry
around the pool.

Some panels stopped glowing as a whole slab

A handful of wall panels were lighting their entire surface instead of just
the screens and indicators painted on them, because the emissive was applied
with nothing masking it to the lit parts. The monitor panels now light only
their screens; the circuitry panels light only their bulb and LED strip --
and that bulb blinks and casts blue light into the room rather than sitting
there as flat brightness.

MAP02's moon moved

Re-aimed so the moonlight falls where the Terraformer is punching its hole,
instead of lighting the level from a direction that hid it.


If the engine commit above is not the one you meant to test, do not
install this build -- the result is already known.

Contains the renderer, not the game: the launcher asks for a DOOM II
IWAD you own, plus Doom 64: Retribution v1.5 and its music pack.

v0.1.13-beta.7 -- performance @ a8ad505c2

Choose a tag to compare

@github-actions github-actions released this 21 Aug 19:58

BETA v0.1.13-beta.7 -- cut from a working branch for
play-testing. Not a stable release.

Doom64-RT: performance @ d7311be
Engine: jlrouzies-fr/gzdoom-rt @ performance = a8ad505c2 ("Exclude the SDOOR key-door family from rt_sector_emis, globally")
RTGL1: jlrouzies-fr/RTGL @ doom64-rt = 78450bb91

What changed since v0.1.13-beta.6

Flashlight battery sounds are now real

The original battery sound cues were synthesized 22050 Hz filament buzz that
had two issues: (1) the WAVs were written to the pk3 root, placing them in
the wrong GZDoom namespace so they never loaded, and (2) what they sounded
like when they did play was a harsh electronic buzz.

Both are fixed. The flicker is now 16 real fluorescent-lamp flicker clips
extracted from a reference recording, played at random via a SNDINFO $random
group so every blink sounds different. The burnout death and recharge are
also real clips — a 0.7s death rattle with fade-out, and a 0.35s tube
re-strike.

The RT_FlashlightMenu (Options → Flashlight) now has an "Enable battery
sounds" toggle and a "Sound volume" slider alongside the battery and beam
settings.


If the engine commit above is not the one you meant to test, do not
install this build -- the result is already known.

Contains the renderer, not the game: the launcher asks for a DOOM II
IWAD you own, plus Doom 64: Retribution v1.5 and its music pack.

v0.1.13-beta.6 -- performance @ a8ad505c2

Choose a tag to compare

@github-actions github-actions released this 21 Aug 17:43

BETA v0.1.13-beta.6 -- cut from a working branch for
play-testing. Not a stable release.

Doom64-RT: performance @ a24018a
Engine: jlrouzies-fr/gzdoom-rt @ performance = a8ad505c2 ("Exclude the SDOOR key-door family from rt_sector_emis, globally")
RTGL1: jlrouzies-fr/RTGL @ doom64-rt = 78450bb91

What changed since v0.1.13-beta.5

Key doors no longer fake-glow

The saturation gate from beta.5 fixed the neutral bright walls, but it also
let genuinely coloured surfaces through by design -- which included key
doors: they're painted red/blue/yellow on purpose, to signal which key they
need, and that colour is exactly what the gate was tuned to keep. Reported
on a yellow, a blue, and a red key door across different maps, all the same
texture family. Rather than tune saturation further (it can't tell "a light
panel painted red" from "a door painted red to mean red key"), key door
textures are now excluded from the self-emission effect outright, regardless
of their sector's colour or brightness -- covers every key colour, every
map, at once.


If the engine commit above is not the one you meant to test, do not
install this build -- the result is already known.

Contains the renderer, not the game: the launcher asks for a DOOM II
IWAD you own, plus Doom 64: Retribution v1.5 and its music pack.

v0.1.13-beta.5 -- performance @ d30461538

Choose a tag to compare

@github-actions github-actions released this 21 Aug 17:19

BETA v0.1.13-beta.5 -- cut from a working branch for
play-testing. Not a stable release.

Doom64-RT: performance @ a24018a
Engine: jlrouzies-fr/gzdoom-rt @ performance = d30461538 ("rt_sector_emis_saturation default 0.12 -> 0.58")
RTGL1: jlrouzies-fr/RTGL @ doom64-rt = 78450bb91

What changed since v0.1.13-beta.4

Global wrongly lit emissive solution

In order avoiding having to identify and strip all fake emissive walls / floors, a new CVAR was implement that only keep the ones with a certain saturation threshold, which help cover a good part of it. Some might remain and will be excluded manually in the future as the mod progress.


If the engine commit above is not the one you meant to test, do not
install this build -- the result is already known.

Contains the renderer, not the game: the launcher asks for a DOOM II
IWAD you own, plus Doom 64: Retribution v1.5 and its music pack.