Maes
I like big butts!

Posts: 10174
Registered: 07-06 |
More than a year has passed since the last update, and I just kept fixing and adding features whose volume eventually accumulated but I kept saying to myself "No, it's not ready for a release yet, I must first fix bug X/implement/add feature Y!". But as we all know, this kind of thinking results in a deadlock, and features just piled up.
Throw in a couple of major refactorings and my research on HiColor & TrueColor modes, some rushed features like fullscreen support, ZIP & URL loading support (yes, it's true, it can load ZIPs, PWADs and zipped pwads off the INTERNET!), a proper cvar system (still hidden deep inside though) and it was just way, way too much to keep holding back.
Then I said to myself, hey, it can't be worse than v1.5, which is over a year old by now, and so went ahead and released it. So there you have MochaDoom v1.6, mean, ugly, dirty, raw and uncut. Hopefully, v1.7 won't take as long...
New features? Too many to mention. Just a few of the most important:
Changes since v1.5:
- Added a fullscreen mode, however limited by Java's and the host OS's
limitations.
- Added a HiColor and TrueColor software rendering mode, which give more color
depth to the classic Doom renderer
- Added support for extended size maps and large blockmaps (up to 512 x 512
blocks). Now giant maps like Europe.wad are playable without problems!
- Added support for .zip files and using URLs are data sources.
- Functional settings saving
- Fixed 22 KHz sound playback for certain sound effects (super shotgun)
- Fixed some lingering limit removing stuff.
- Several small and large bugs here and there.
- Fixed Mancubus action functions.
But don't take my word for it....try it.
https://sourceforge.net/projects/mochadoom/
Just a friendly advice: once you try the truecolor software renderer mode in high resolution and in full screen, you might find it hard to go back to 8-bit or even OpenGL ;-)
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