Skip to content

Releases: atsb/Doom64EX-Plus

DOOM64EX+ 4.0.0.3 SDL 3.1.3 Released!

06 Oct 06:19
Compare
Choose a tag to compare

What's Changed

  • Update README.md by @atsb in #270
  • Update README.md by @briancain in #272
  • [Stable]: Fix SDL_endian support. by @Wolf3s in #274
  • Change "SDL_BUTTON" to "SDL_BUTTON_MASK". by @StevenSYS in #275
  • Uses the stable API for SDL 3.1.3. The first Doom source port to do so! <3

New Contributors

Full Changelog: 4.0.0.3...4.0.0.3.SDL.3.1.3

DOOM64EX+ 4.0.0.3 Released!

01 Oct 17:43
Compare
Choose a tag to compare

What's Changed

Full Changelog: 4.0.0.2...4.0.0.3

DOOM64EX+ 4.0.0.2 Released!

26 Aug 06:17
Compare
Choose a tag to compare

What's Changed

  • Fix s_driver cvar by @GoGoOtaku in #257
  • Change "SDL_SetRelativeMouseMode" to "SDL_SetWindowRelativeMouseMode". by @StevenSYS in #258
  • Added IWAD auto-detection @atsb

New Contributors

Full Changelog: 4.0.0.1...4.0.0.2

DOOM64EX+ 4.0.0.1 Released!

02 Aug 12:26
Compare
Choose a tag to compare

What's Changed

  • fix wrong predefined macro used for specific Linux code for data dir by @bubbleguuum in #244
  • Improve data dir handling on Linux and OpenBSD by @bubbleguuum in #245
  • Minor README changes by @bubbleguuum in #246
  • Fix segfault on crushing by @GoGoOtaku in #249
  • Fix array over run which can cause Zone corruption by @emileb in #255
  • Fix MAP08 thing trigger bug that was stopping some code being executed, inc secret total bug during game and level stats at the end of levels @atsb
  • Fix crusher speed to make it the same speed as remaster @atsb

New Contributors

Full Changelog: 4.0.0.0...4.0.0.1

DOOM64EX+ - Nightly Build

02 Aug 05:00
Compare
Choose a tag to compare
Pre-release

Nightly build of the latest commits

This only contains the executable. Download the stable release and drop the executable there and overwrite the existing one.

  1. Crusher speed fix - now the same speed as the remaster (fast looping crushers).
  2. MAP08 bug fixed (and by default the secret bug and all collision line thing type bugs too)

DOOM64EX+ 4.0.0.0 Released!

07 May 12:58
Compare
Choose a tag to compare

This is the first absolute major version of EX+

Some huge changes:

  1. Migration to SDL3 with zero SDL2 fallback option, SDL2 is entirely deprecated and the only rendering path, is the current SDL3 preview's.
  2. High resolution scaled image support (similar to remaster). So MDOOM's, chapter interpics, LEGAL text etc.. can all be used with high resolution images. Only exception is the 'EVIL' interpic which remains scaled the same as remaster. See the EX+ wad for example dimentions for width x height and try not to deviate from them too much.
  3. Optimisations for frame timing. EX+ should now be absolutely buttery smooth at all times, with zero 'jitteriness'. Tested on an ARC A580 and no issues.
  4. 32bit support is deprecated entirely.
  5. Bunch of other stuff here and there :D

25.07.2024 - Hotfix

The new 4.0.0 release contains a few fixes that were done after the first release on May 7. These also include SuperEX+ backports for player blocking. All commits on 25th July are in this release, essentially.

DOOM64EX+ 3.6.5.9 SDL3 Released!

13 Jan 13:43
Compare
Choose a tag to compare
Pre-release

This is the latest release with extensive changes to support SDL3 (still in development). Hopefully it helps out other Doom source port authors as it provides a clean diff to show what needed to be done.

In short:

  1. All mouse inputs had to be converted to floats as SDL3 deals in floats and not ints.
  2. All key presses and button presses had to remain as an int as these are not floats.
  3. Some function renaming and changing for more or less arguments.
  4. For Windows, the SDL3_main is now a header only file which must be included in the file that has the initial 'main' function.

Uupdate 21.1.2024 - High Resolution Interpics, TITLE Pics and LEGALS are supported. This contains a custom version of Ethereal Breakdown in order to test these new features. Vanilla D64 is also supported and contains the high resolution graphics too.

DOOM64EX+ 3.6.5.9 Released!

22 Oct 07:51
Compare
Choose a tag to compare

This is a minor version

Features:

  1. MBF-style monster infighting is implemented (taken from my Cold Fusion port)

This disables or enables the monster infighting according to MBF's MF_FRIEND and monster_infighting rules. If infighting is disabled, then the marine bots will not harm the player or eachother and will minimally attack other monsters if they hit them enough times. If enabled, then it will behave as normal.

DOOM64EX+ 3.6.5.8 Released!

22 Jun 14:49
Compare
Choose a tag to compare

This is a huge bugfix and stability hotfix, the last release of 2023 (because 3.6.0 is going to be a huge change).

Fixed:

  1. Stuttering on 60hz monitors (Fixed)
  2. Chainsaw sound being stuttery (Fixed)
  3. Linedefs skipped if running too fast (Fixed)
  4. Alpha code changes for good support (Added)
  5. Keyboard and Mouse latency issues (Fixed)
  6. Black lines on screen (renderer bug) (Fixed)
  7. Antialiasing and VSync removed (Enhancement - it never worked well)
  8. Better support for the IWAD Graphics (they are now always taken from the IWAD, except a few EX/EX+ specific graphics that are needed (Enhancement)
  9. New Launcher! (Enhancement)
  10. OpenGL 3.3 as default (with lower versions as a fallback) (Enhancement)

DOOM64EX+ 3.6.5.8 RC1 Released!

13 Jun 19:30
ced8100
Compare
Choose a tag to compare
Pre-release

This is a Pre-Release of 3.6.5.8 Release Candidate 1. This is used to stress test and stabilise the next upcoming release

  1. SDL2 has been put back as a callback with extra error checking around Fluidsynth to prevent the crashes that randomly happened in its previous implementation
  2. Linedef skipping has been fixed when running fast (linedefs will always be triggered regardless)
  3. Better wadfile loading (SYMBOLS and MOUNTC tags are only needed inside PWADS that define their own graphics) with SYMBOLS, STATUS etc.. being always loaded from the IWAD. These can however be loaded also from the PWAD if they are placed there.
  4. Nearly all Remaster focused wads will load without major changes (depending on the usage of the high resolution images and correct uses of tags)
  5. Micro-stutters on Linux are fixed (compile yourselves)

Windows users, just drag and drop this into your current EX+ directory.