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Crispy Doom 5.5

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@fabiangreffrath fabiangreffrath released this 28 Feb 07:11
· 2109 commits to master since this release

Crispy Doom 5.5 has been released on February 27, 2019. This is another release which mostly addresses community suggestions.

Forceful setting of the SDL_AUDIODRIVER variable on Windows has been dropped. Windows "releases" from 5.5 onward will be based on the daily builds and use their SDL libraries with the default audio backend.

Features

  • Demo recording can now be continued by using -playdemo and -record simultaneously, based on a pull request by Fraggle.
  • Menu switches for level stats, level time and player coords are now separate. Choices are "Always", "In Automap" or "Never". Also, Automap stats widgets have been condensed a bit ('K' for Kills -- or 'F' for Flemoids in Chex Quest, 'I' for Items and 'S' for Secrets). Right-aligned widgets (i.e. player coords and FPS counter) have been moved a step further to the right.

Improvements

  • Revealed secret sectors are now highlighted in gold on the Automap if both the "Extended Automap Colors" and "Show Revealed Secrets" features are enabled. Zodomaniac suggested this feature.
  • The IDBEHOLDA cheat can now disable the full automap again, pointed out by Zodomaniac.
  • The demo timer widget is now also drawn on intermission screens (if enabled), thanks to Looper for the suggestion.
  • The MF_DROPPED flag is now checked for all ammo and weapon things. This has been contributed by NeuralStunner.
  • A "Crispy" color scheme has been introduced for Crispy Setup based on the suggestions by JNechaevsky and Zodomaniac.
  • Monster seesounds are now uninterruptible if the "Play Sounds In Full Length" feature is enabled, thanks to BCG2000 for pointing this out. Also, sounds "played in the player's head" (i.e. from origin NULL) don't interrupt each other anymore, thanks to BCG2000's remark.
  • The IDMYPOS cheat now yields extra high precision coordinates updating for 10 seconds and discarding after that instead of going static (the latter caught by Zodomaniac).
  • If the "Walk Over/Under Monsters" feature is enabled, the usual 24 units step-up is now allowed even across monsters' heads, thanks to BCG2000's suggestion. However, jumping on a monster's head straight from the floor by means of "low" jumping is disallowed.
  • A map's default music isn't loaded anymore if MUSINFO data is available and the game gets loaded from a savegame, thanks to zstephens for filing the issue.
  • ExM0 maps are now supported, reachable either through the -warp x0 command line argument or the IDCLEVx0 cheat, as suggested by StasBFG for the "No End In Sight" megawad (neis.wad).

Bug Fixes

  • Crashes or black screens that occurred when switching specific rendering options have been fixed by a complete overhaul of the rendering stack re-initialization code.
  • The initialization value of floor->crush in EV_BuildStairs() has been fixed, inherited from Chocolate Doom. This has caused a rare and obscure demo desyncing bug on TNT map 22, reported by Dime.
  • Direct aiming is now applied to the Beta BFG code as well, thanks to NeuralStunner for drawing attention to this.
  • Screenshots without the "screen shot" message have (hopefully!) been fixed again for all platforms and all rendering options.
  • Pickup messages for weapons that are already owned have been brought back as Zodomaniac spotted their absence.
  • All additional player properties are now reset when finishing a level, e.g. you'll now never start a new level with your view in the sky.
  • The things' actual height is now calculated from the spawnstate's first sprite (for shootable solid things only). This mitigates the issue JNechaevsky once reported when both "Mouselook" and "Direct Aiming" are enabled and you miss some obvious targets, like e.g. Romero's head on a stick.
  • The priority for the "Ouch Face" has been raised so that it actually shows up, thanks to BCG2000's and JNechaevsky's carefulness.
  • The default color of HUD level stat names for Hacx is now blue.
  • MUSINFO support has been repaired after it was accidentally destroyed in 5.4 by not setting the lumpname variable anymore in P_SetupLevel().

Other Games

  • Crispy Heretic now catches intercepts overflows which fixes a crash in E1M2 of "Lost and Forgotten".
  • Optional level stats for Crispy Heretic can now be enabled, see the commit message to 11e6091a.

Errata

  • A thing height clipping issue when standing on a monster's head on a moving platform has been vastly improved, but not entirely fixed yet. Monsters may still get stuck in walls occasionally, but players won't anymore.

Crispy Doom 5.5 is based on Chocolate Doom 3.0.0 and has merged all changes to the Chocolate Doom master branch up to commit 25ae4973.