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Releases: sinshu/managed-doom

Managed Doom v2.1a

17 Jun 11:02
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  • Implemented frame interpolation for smooth game play.
  • Fixed issue where error messages were not reported correctly in the console window.

Managed Doom v2.0c

22 Feb 11:24
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  • Fixed bug where the mouse_disableyaxis config option did not work.

Managed Doom v2.0b

03 Jan 09:18
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  • Fixed crash due to negative light level in some PWADs.

Now KDiKDiZD should work.

Managed Doom v2.0a

27 Dec 10:42
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  • Migrated to .NET 7 + Silk.NET.
  • Fixed crash in some PWADs.
  • Fixed incorrect calculation of spatial audio.
  • Reduced CPU usage of the MIDI synthesizer.

Managed Doom v1.2f

22 Jan 16:16
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  • Fixed DeHackEd issue where resource name replacement was not functional.
  • Added -solo-net option support.

Managed Doom v1.2e

08 Jan 04:22
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  • Fixed crash when an invalid map number was specified by -warp or idclev.
  • Added a new config option audio_musiceffect to disable reverb and chorus in MIDI synthesis.
  • Refactored the platform dependent code for better portability.
  • This build uses Native AOT.

Native AOT is working great so far.
We got better performance, less memory consumption, and smaller binary size.

Managed Doom v1.2d

01 Oct 14:31
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  • Fixed issue where zoom keys do not work on some keyboards.
  • Fixed pop noise in certain SoundFonts.
  • Improved music playback stability.
  • Reduced CPU load for music playback.
  • Now you can set IWAD by drag & drop.
  • This build uses .NET 6 RC1.

Managed Doom v1.2c

18 Jun 14:38
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  • Fixed issue where a MUS file with more than 10 channels does not play correctly.
  • Fixed pop noise in certain MUS files.
  • This build uses .NET 6 Preview 5.

Managed Doom v1.2b

05 Jun 02:44
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  • Now the music player supports reverb and chorus.
  • This build uses .NET 6 Preview 4 to reduce number of DLLs.

Managed Doom v1.2a

03 May 07:13
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  • Fixed bug where cheats are not disabled in demo playback.
  • Fixed issue where player respawn sound was not audible in a certain situation.
  • SoundFont synthesizer is reimplemented.

Now you can use an arbitrary SoundFont for BGM.
To change the SoundFont, modify the filename of audio_soundfont in the cfg.