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Releases: jval1972/DelphiDoom

Version 2.0.7.735

01 May 14:30
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Version 2.0.7 build 735 - (20220501)

Version 2.0.7.734

28 Apr 15:15
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Version 2.0.7 build 734 - (20220428)

  • Fixed problem in wide status bar when changing screen resolution (software rendering).
  • Fixed problem in wide status bar when the menu shades the background (OpenGL rendering).
  • Corrections to external textures caching in software rendering mode.
  • Virtual filesystem places hi-res textures in 'TEXTURES' directory.
  • Wall textures can be loaded from pk3/zip filesystem without a TEXTUREx equivalent. They must be located inside "TEXTURES" folder.
  • Fixed problem with lump reading when a namespace was required.
  • It will load KVX voxels even if the ".kvx" extension is not defined in VOXELDEF.
  • Improved ZDoom compatibility in VOXELDEF lumps.
  • Added usepk3textures console variable. When true, it will load additional resources from pk3. Default is false.
  • Support for TX_START/TX_END namespace (if the usepk3textures console variable is set to true).
  • Load flats in HI_START/HI_END namespace (if the usepk3textures console variable is set to true).
  • Faster startup, by omitting parsing the default and unedited GAMEDEF lump. Instead it uses the build-in info.
  • Display correct quit messages depending on game.
  • Vulgar messages will be displayed only if the vulgarquitmessages console variable is set to true (default is false).
  • 8bit transparency LUTs are calculated in multiple threads to speed-up startup.
  • Fixed dynamic lights problem with palette changes and gamma changes in 8 bit color mode.
  • Speed optimizations to PascalScript initialization.
  • Speed optimizations to startup memo text output.
  • Default value for zaxisshift set to false.
  • Default value for drawcrosshair set to false.
  • By default does not display the ENDOOM screen.
  • Default value for automaptraceplayer set to 0.
  • Load defaults before any other action to avoid some defaults not registering.
  • Displays loading time at startup.
  • Proper menu stretch in widescreen mode.
  • Glow light effects set off by default. Use LIGHTDEF instead.
  • Added option to use mouse for player movement (back and forward). It can be accessed from the Menu ("Options/Controls/Y Mouse axis").
  • Speed optimizations to ACTORDEF parsing.
  • If the M_EPISOD lump is missing it displays appropriate text.

Version 2.0.7.733

14 Apr 17:34
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  • Small optimizations to plane rendering (software mode).
  • Fixed missiles not exploding in lower textures with sky ceiling.
  • Speed optimizations to transparent sprite rendering (eg plasma shot).
  • Small speed optimizations to renderstyle Add & Subtract in 8 bit color mode.
  • Added SPIN field in VOXELDEF lumps, it combines DROPPEDSPIN & PLACEDSPIN behavior.
  • If depthbuffer is active will draw sprites from front to back to avoid overdraw.
  • Fixed some voxel glitches for voxels on a 3d floors.
  • Speed optimizations to slope software rendering.
  • Small optimizations to software depthbuffer.
  • Optimization to multithreading walls software rendering.
  • Uncapped framerate scales better in multi-core CPUs.
  • Added interpolatereducelag console variable. When set, it will try to reduce lag. Default is "false".
  • New menu for uncapped framerate (Options/Display/Advanced/Uncapped FrameRate).
  • More efficient segs clipping to speedup rendering of huge maps.
  • Added r_voxellightmapaccuracy console variable. Values are 0, 1 & 2 for low, normal & high accuracy. Default is 1. It can be set from the Lightmap menu.
  • Speed optimization to the software rendering lightmap.
  • Speed optimizations to voxel software rendering.
  • Improved uncapped framerate integrity and performance.
  • Proper windowed mode (Software & OpenGL).
  • The player can choose to use CAPS LOCK for autorun.
  • Statusbar stretch in widescreen.
  • Added statusbarstretch console variable. It can be set from the Menu (Display/Advanced/Aspect Ratio).
  • The statusbar highlights the number 3 if you have the super shotgun but not the shotgun.