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Releases: fabiangreffrath/crispy-doom

Crispy Doom 5.6

01 Aug 06:02
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Crispy Doom 5.6 has been released on August 1, 2019. This release features support for the new Ultimate Doom Episode 5: Sigil by John Romero (with its MP3 soundtrack by Buckethead) and the Doom Metal Vol. 5 metal soundtrack mod for all IWADs.

Features

  • SIGIL.wad and SIGIL_SHREDS.wad are auto-loaded with Ultimate Doom IWAD when available, suggested by buvk. The Sigil art screen is only used when finishing episode 5. If you want to replace DMENUPIC and other art by Sigil's, load it manually.
  • Support for alternative music tracks for Final Doom has been implemented as introduced in DoomMetalVol5.wad, music replacement tables provided by Zodomaniac.

Improvements

  • Joystick jump button can now be assigned, contributed by Jeff Green.
  • Item position in Crispness menu is now remembered as well as in the rest of Doom menu, fixing the non-Doominess spotted by JNechaevsky.
  • Ambiguity in music backend name Native MIDI pointed out by pmjdebruijn has been eliminated, now it reads MIDI/MP3/OGG/FLAC.
  • Automap colors for different things (visible with IDDT) have been figured out by Zodomaniac: orange for projectiles, including Lost Souls, and dark gold for shootable things like barrels.
  • Extra Arch-Vile fire spawn sound is only played if available, which makes Capellan's SpecBoss.wad work with Doom 1 as IWAD.
  • Optional secret counting in the "secret revealed" message has been introduced, suggested by Ledmeister.
  • Green brightmap is applied to barrels according to JNechaevsky's idea.
  • Colors for HUD digits have been improved on artistic advice by JNechaevsky.
  • Zooming and moving Automap with the mouse wheel has been implemented, thanks to JNechaevsky for the suggestion and testing.
  • Tally screen is displayed after ExM8, requested by Sector 147 and tested by JNechaevsky.
  • Weapon pickup message is printed when using the TNTWEAPx cheat, requested by Zodomaniac.

Bug Fixes

  • Support for SMMU swirling flats has been repaired.
  • Playing with 32 sound channels is now actually enabled, thanks to seed and SiFi270 for pointing this out and providing examples.
  • More crashes with maps without map title graphics lump are prevented.
  • Level transitions back from MAP33 when playing Doom 2 extensions (e.g. NERVE) have been fixed, thanks to buvk for reporting.
  • Playing up to three sounds from lines with more than one switch texture has been fixed, squashing the button spamming sound bug reported by Looper in the forums.
  • A crash when a door that is actually a platform is closed manually has been fixed, spotted by glyphic from the forums.
  • An off-by-one typo in the par time drawing decision has been fixed.
  • The SSG reloading sounds being breakable have been fixed, reported by JNechaevsky.
  • Flat lumps are prevented from being mistaken as patches, at least when composing textures. This fixes a crash when loading any map with Sunder.wad (and who knows where else) spotted by JNechaevsky. If the flat lump name is unambiguous, though, then the one found is used, as Brad Harding pointed out. This fixes WOS.wad.
  • The ammo type is reset in P_CheckAmmo() when a weapon is removed (by the TNTWEAPx cheat) after Zodomaniac's report, so that even the chainsaw which consumes no ammo is removed properly.

Regressions

  • Crispy's own WAD autoload mechanism has been replaced by Choco's one, autoloading files from the doom-all subdirectory of the config directory.

Crispy Doom 5.6 is based on Chocolate Doom 3.0.0 and has merged all changes to the Chocolate Doom master branch up to commit 485b939b.

Crispy Doom 5.5.2

01 Apr 10:09
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Crispy Doom 5.5.2 has been released on April 1st, 2019. This is another hotfix release bringing the feature of taking over a demo any moment and some subtle improvements as well.

Features

  • Hitting the 'quit recording demo' button when playing back a demo will 'take it over', i.e. hand the controls over to the player and record the forked timeline into a different file. Multiplayer demos are prevented from being taken over.

Improvements

  • Crispy color scheme is now applied to the network GUI as Zodomaniac insisted.
  • 100000 demos of the same name can now be recorded without overriding files, thanks to Looper for the suggestion.
  • New SKILL cheat suggested by Zodomaniac has been introduced displaying current skill level: Baby, Easy, Normal, Hard or Nightmare.
  • IDCLEV cheat now supports level number IDCLEV1A to warp to E1M10: Sewers even if No End In Sight neis.wad with its ExM0 levels is loaded with XBox Doom IWAD. This obscure case was pointed out by Zodomaniac. IDCLEV10 still warps to E1M10: Sewers (along with IDCLEV1A) if XBox Doom IWAD is used without E1M0 map in PWADs.

Bug Fixes

  • Desyncing of demos continued by using -playdemo and -record in case of demos recorded with -fast, -respawn or -nomonsters has been fixed, spotted by Zodomaniac.
  • Game is now un-paused after loading a game while recording a demo, on Looper's report.

Crispy Doom 5.5.2 is based on Chocolate Doom 3.0.0 and has merged all changes to the Chocolate Doom master branch up to commit fd171dda.

Crispy Doom 5.5.1

09 Mar 17:21
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Crispy Doom 5.5.1 has been released on March 7, 2019. This is a hotfix release to fix a minor bug introduced in the previous version.

Bug Fixes

  • Revealed secret sectors are now highlighted in green (instead of gold) on the Automap only if the "Show Revealed Secrets" feature is enabled (the "Extended Automap Colors" feature alone isn't sufficient anymore).

Crispy Doom 5.5.1 is based on Chocolate Doom 3.0.0 and has merged all changes to the Chocolate Doom master branch up to commit ecab8d3a.

Crispy Doom 5.5

28 Feb 07:11
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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.

Release Crispy Doom 5.4

17 Dec 12:37
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Changes of Crispy Doom 5.4 from Crispy Doom 5.3

Crispy Doom 5.4 has been released on December 17, 2018. This version demonstrates that there's always room for perfection and improvement ;)

Features

  • In-game aspect ratio correction switching with options to force the 4:3 and 16:10 (native internal resolution) aspect ratios has been implemented per Zodomaniac's request.

Improvements

  • Loading a savegame while recording a demo is allowed again, as requested by Looper and ZeroMaster010.
  • The uncapped framerate feature is now independent of the network sync implementation, thanks to Wintermute0110 for the discussion. Formerly it was only implemented for the '-oldsync' implementation, but now that Choco has made 'newsync' the new default, it has been made available there as well.
  • In the Crispy HUD, missing keys will blink for a second after an unsuccessful attempt to use a linedef that requires them.
  • Some framebuffer overflow prevention measures have been added back that somehow got lost during the conversion to the resolution-agnostic patch drawing implementation. This fixes a crash when showing the TITLEPIC of MALGNANT.WAD.
  • The the Doom 2 cast sequence, seestate and deathstate sounds are now randomized (if misc. sound fixes are enabled) according to JNechaevsky's idea. Also, death sequences in the cast are now randomly flipped, if the corresponding feature is enabled. Furthermore, the attack sounds are now played based on state action functions (instead of mere state numbers) as Zodomaniac suggested, so that monsters from SMOOTHED.wad now play their attack sounds properly in the cast sequence. Finally, Doomguy now properly migrates from his aiming state to the firing state and even plays the SSG sound when firing in the cast sequence.
  • A key binding to toggle vertical mouse movement (novert) as suggested by Looper has been added.
  • Level times in the intermission screen are now displayed at most in hhhh:mm:ss format, eliminating the ambiguity for multi-day plays that JNechaevsky pointed out.
  • Only weapons available in the respective IWAD version (shareware/registered) are given when using cheat codes, as JNechaevsky suggested.
  • Loading a savegame from a WAD file different from the currently loaded one does not interrupt the current game anymore. Also, a check is performed if the requested map is actually available at all (e.g. MAP33 from BFG Edition IWAD when playing with the standard 32-map IWAD).
  • Using the IDCLEV cheat to non-existent levels doesn't exit the game anymore, according to mfrancis95's suggestion.
  • Sector interpolation during the 0th gametic is inhibited due to the request by JNechaevsky and Brad Harding, eliminating some visual glitches when loading a savegame from the command line.
  • Brightmaps for the SW2SATYR, SW2LION and SW2GARG textures have been contributed by JNechaevsky.
  • Composite textures are now pre-cached in R_PrecacheLevel(). This should prevent the last remaining rendering hiccups in uncapped framerate mode.
  • Weapon pickup messages are now even shown in multiplayer games, thanks to Zodomaniac for filing the bug nearly two years ago and to mfrancis95 for an implementation idea.

Bug Fixes

  • Screenshots without the screen shot message have been fixed, as Zodomaniac kept an eye on it.
  • Variable array lengths induced by making SCREENWIDTH non-const are now fixed thanks to zx64's pointer.
  • SSG availability is now reflected by the Shotgun (3) slot of the arms widget the way JNechaevsky and Brad Harding proposed.
  • Sound clipping in Doom 2 MAP08 and The Ultimate Doom E4M8 has been fixed as JNechaevsky suggested.
  • A crash in shareware/registered mode triggered by using IDMUS as spotted by JNechaevsky has been eliminated.
  • The minigun zombie's firing frames are now rendered full-bright.
    Patchless columns are now treated the same as multi-patched ones. Thanks to RaphaelMode for providing a level that exposed a crash when a patchless column came into view, which is now fixed.
  • Updating the player's viewz on sector movement has been fixed again. Thanks to Dwaze for pointing out this this was still not properly working yet!
  • With HUD digits colorization enabled, digits in the armor widget are now blue if armor class >= 2, after Zodomaniac reported an ambiguity which becomes apparent in Strain.
  • Palette resetting by key pickup reported by mfrancis95 has been fixed.
  • The SDL audio backend is forcefully set to directsound on Windows, away from the buggy WASAPI default as Brad Harding requested.

Crispy Doom 5.4 is based on Chocolate Doom 3.0.0 and has merged all changes to the Chocolate Doom master branch up to commit 482d302

crispy-doom-5.3

12 May 06:48
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Release Crispy Doom 5.3

crispy-doom-5.2

12 May 06:48
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Release Crispy Doom 5.2

crispy-doom-5.1

12 May 06:48
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really Automake, you suck!

crispy-doom-5.0

12 May 06:47
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Release Crispy Doom 5.0

crispy-doom-4.3

12 May 06:47
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Merge branch 'master' of https://github.com/fabiangreffrath/crispy-doom