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Doom 64 - Ray Traced v0.1.14

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@github-actions github-actions released this 23 Aug 13:50
· 20 commits to main since this release
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