Releases: stoatworks-labs/resodoom
Release list
v0.2.2
Windows builds. Resodoom now ships for Windows x64 as well as macOS: a .zip and a setup.exe installer, built by MSVC in CI with every release from now on.
The game, the controls and the Aspect picker are the same as on the Mac. Nothing else changed in this release.
Installing on Windows. The download holds five DLLs. Resodoom.dll is the plugin, and the four resodoom_engine*.dll files beside it are its engines, one per aspect. Keep all five in one folder. The plugin loads its engines from beside itself, and Resolume's scan skips them without complaint.
- Zip: copy all five into
%USERPROFILE%\Documents\Resolume Arena\Extra Effects\(or the Avenue equivalent), then restart Resolume. - Installer: its default folder is
C:\Program Files\Resodoom. Pick Resolume's Extra Effects folder on the folder page instead, or add the default folder to Resolume's plugin folders.
The Windows downloads are unsigned, so SmartScreen warns once. The log lives at %LOCALAPPDATA%\Resodoom\Logs\.
What has been verified on Windows, and what hasn't. Everything below ran in a Windows VM with no GPU, on Mesa's software OpenGL (llvmpipe), the renderer Resolume Arena ships for machines without one:
- the CI-built Windows zip, in Resolume Arena 7.27.1, through the fleet's Arena check. This was a pre-release build of the same code. It loaded and registered as
SW Resodoom, and all 29 parameters matched. A WAD loaded and Doom rendered. Arena's log stayed clean and Arena kept running. That is 9 passed, 0 failed and 1 skipped. The skip is the controls pass, which needs an optional Mod WAD. - earlier, on a hand-built MSVC build of the Windows port: the engine suite (
resotest) and the real plugin through the full FFGL sequence (resogl). Every aspect's engine rendered frames byte-identical to the Mac's.
What has not: a Windows PC with a real graphics card, Resolume Avenue on Windows, the installer on a real machine, and MIDI or keyboard mapping on Windows. If you run it on real hardware, an issue saying how it went would be very welcome, good or bad.
- macOS: universal (Apple Silicon + Intel),
.dmgor.zip, signed and notarised. DropResodoom.bundleinto~/Documents/Resolume Arena/Extra Effects(or the Avenue equivalent) and restart Resolume. - Windows: x64,
setup.exeor.zip, unsigned.
No game data is included. Point WAD at your own, or at Freedoom.
Guide: https://stoatworks-labs.com/software/resodoom/guide/
Full Changelog: v0.2.1...v0.2.2
v0.2.1
The first run inside Resolume Arena itself, and what it turned up. 0.2.0 had only been tested headlessly. This release is what Arena showed.
Fixed: two controls shared the name "Run". The pause switch at the top and the hold-to-run control in Controls were both called Run. Resolume tells parameters apart by name, so to Arena they were one parameter:
- a MIDI or keyboard mapping could not reach the run control on its own;
- a composition saved with the game paused came back running.
The control is now called Sprint. Anything saved as "Run" still lands on the pause switch, as before. If you mapped the run control in 0.2.0, map Sprint again.
Fixed: resodoom's log was catching everyone else's messages. Just having the plugin installed routed Arena's own diagnostic output, and other plugins', into resodoom's log. It now only listens once a WAD is actually loaded.
Clearer: Auto and a resized composition. Auto picks the shape of the composition as it was when the clip was added. Resolume keeps every clip at its original size, so if you resize the composition afterwards, add the clip again for Auto to choose afresh. A copy of the old clip keeps the old size. The guide now says so.
Checked in Arena. On macOS (Arena 7.27.1, Apple Silicon):
- the inspector, the controls and Aspect all behave as documented;
- choosing the aspect a layer is already on does not restart the game;
- three layers run three separate games.
The Windows build also passed the fleet's Arena check on Windows. There's still no Windows download, but nothing in Arena stands in the way of one now.
- macOS: universal (Apple Silicon + Intel),
.dmgor.zip.
Drop Resodoom.bundle into ~/Documents/Resolume Arena/Extra Effects (or the
Avenue equivalent) and restart Resolume.
No game data is included. Point WAD at your own, or at Freedoom.
Guide: https://stoatworks-labs.com/software/resodoom/guide/
Full Changelog: v0.2.0...v0.2.1
v0.2.0
Doom in widescreen. On a 16:9 composition the game now fills the frame properly: the view keeps its height and you see more of the level either side, not a 4:3 picture stretched or boxed.
New: Aspect. Auto, 4:3, 16:10, 16:9 or 21:9.
- Auto, the default, picks whichever matches the composition. On the usual HD or 4K output that's true 16:9 widescreen, 106° across instead of Doom's 90°.
- 4:3 is the original 320×200 picture, for anyone who wants the classic look back.
- 21:9 is for ultrawide screens and LED strips.
Doom's picture width is fixed when the engine is built, so the plugin now carries one engine per aspect, and changing Aspect restarts the game. Only a change that needs a different engine does: choosing the one already running does nothing, and neither does Resolume re-sending the value when a composition loads.
The menus, title screen and intermissions stay centred. They're the original 320-wide artwork, so on a wider picture they sit in the middle with black either side, rather than against the left edge.
Aspect is the last setting, after the Controls, not beside Scaling where you might look for it. New settings go at the end because FFGL numbers them in order.
Known issue, fixed in 0.2.1: the hold-to-run control in Controls and the pause switch at the top were both named Run. Resolume tells parameters apart by name, so to it they were one parameter: the run control could not be mapped on its own, and a paused layer came back running when its composition was reopened. Please update.
Fixed: a layer could go black after Resolume reset its graphics and stay black until you touched a parameter.
What 0.1.0 compositions will see: a 0.1.0 composition on a 16:9 canvas opens in widescreen, because Aspect defaults to Auto. Set Aspect to 4:3 for the original.
Tested headlessly on macOS (Apple Silicon, plus the Intel build under Rosetta) and on Windows: every engine, every aspect, identical pixels on all three. It has not yet been played inside Resolume itself, so if the new parameter misbehaves in your inspector, an issue is very welcome.
macOS only, as before: the download is universal and notarised. Windows now builds and passes the same tests from source, but there's no Windows download yet.
No game data is included. Point WAD at your own, or at Freedoom.
- macOS: universal (Apple Silicon + Intel),
.dmgor.zip.
Drop Resodoom.bundle into ~/Documents/Resolume Arena/Extra Effects (or the
Avenue equivalent) and restart Resolume.
Guide: https://stoatworks-labs.com/software/resodoom/guide/
Full Changelog: v0.1.0...v0.2.0
v0.1.0
Full Changelog: https://github.com/stoatworks-labs/resodoom/commits/v0.1.0