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Zodomaniac

So Doom 5.8.0 (Apr 18, 2020) - so customizable fork of Crispy Doom

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The port doesn't crash anymore even if the limit is vastly exceeded. For smaller amounts of limit exceeding the overflow is still properly emulated.Β 

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23 minutes ago, Danfun64 said:

What does that mean again? I'm not a coder, after all.

If I get it right it means that if overflow happens, it still triggers map events like end of level, but the limit ever increases when hit.

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So Doom 5.7.5 has been released on April 02, 2020 to merge the newly-introduced widescreen mode status bar and other improvements and bug fixes from Crispy Doom.

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https://github.com/Zodomaniac/So-Doom/releases/download/so-doom-5.7.5/so-doom-5.7.5-win32.zip

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Changes pulled from Crispy Doom:

  • Status bar and reduced screen sizes are now available in widescreen mode, requested by sovietmewtwo andΒ TeamSoldierNub2 along with many Doomworld members and debugged with the help from cnrm and Zodomaniac.
  • Once the last screen size has been exceeded you loop over to the empty HUD.
  • When calculating weapon bobbing, the check is now performed for player being not in attacking state instead of checking forΒ A_WeaponReady()Β because weapon states could have been modified by DeHackEd. This fixes jerky weapon bobbing reported by kitchen-ace for some weapons in mods like Vanilla Smooth Weapons and DOOM 4 Vanilla.

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DOOM0096.png

Edited by Zodomaniac

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So Doom 5.8.0 has been released on April 18, 2020 to merge improvements and bug fixes from Crispy Doom and fix demo timer position in Cockpit HUD.

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https://github.com/Zodomaniac/So-Doom/releases/download/so-doom-5.8.0/so-doom-5.8.0-win32.zip

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So Doom-specific changes:

  • In case of widescreen rendering with Cockpit HUD the demo timer is now drawn within the narrow screen as well as other widgets.

Changes pulled from Crispy Doom:

  • NERVE.WAD support for Vanilla DOOM 2 has been introduced, requested by hkight.
  • Compilation with Code::Blocks and TDM-GCC 5.1 (missing includes) has been fixed by drfrag666.
  • SKY3 texture is now used for MAP04-MAP08 in NRftL, thanks to JNechaevsky for contributing the fix.
  • When calculating weapon bobbing, the check is now performed for attack key/button being held down (thanks to unRyker for helping to choose the criterion) instead of checking for for player being not in attacking state. This fixes wrong weapon alignment in some cases.

DOOM0100.png

DOOM0102.png

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