To accompany the upcoming release, the demo video on the dengine.net front page has been updated. It shows a few snippets of gameplay with the default settings, without any additional mods. This time with audio and in normal speed!
Version 2.2 is a relatively minor feature update. It comes with a number of bug fixes and a bunch of modding enhancements.
A few more regressions related to 3D model rendering are fixed in this release. Also, on macOS the applications are now notarized and the bundle metadata has been fixed to contain appropriate IDs.
This also acts as a test for the revised build scripts that now live in a repository separate from the main Doomsday source code. The separation makes it easier to maintain the scripts while building releases from different branches.
This year’s macOS update is out, and with it comes increased focus on protections against malicious software. The latest unstable build of 2.2 (#3209) now complies with the new requirements. I’m also looking into making an updated build of the stable 2.1 for macOS.
The new requirement is that applications must be pre-scanned by Apple (“notarized”) to ensure they are properly signed and contain no malware. It took a few builds to get this working right, as it turns out I was using quite an old version of the SDL2 frameworks on the macOS build machine and those were not being signed correctly.
Another issue you may encounter now with Catalina (and Mojave) is that looking around using the mouse/trackpad causes the player view to just spin around rapidly. This is because Doomsday’s mouse input relies on being able to reposition the mouse cursor while it is hidden. If an application wants to change the cursor position, this requires that the user has allowed it to control the computer in the Security & Privacy > Accessibility system preferences pane. If you encounter this problem, drag and drop Doomsday.app from the Finder to the list of apps on that pane.
2.1.1 is a patch release that improves the stability of the engine and fixes some incorrect behavior.
There were a couple of regressions in the renderer such as white flashes with additively blended dynamic lights, and black walls appearing in the sky. A few bugs have also been fixed in the game menus and resource file management.
Doomsday 2.1 has been released (build 2900), coinciding with the 25th anniversary of DOOM!
This version contains several improvements for an all-around nicer experience:
Graphics optimization. While games still use the classic renderer like in 2.0, all graphics are now drawn using OpenGL 3.3. This enables optimizations for more efficient rendering of the player view, menus, text, and the Doomsday UI.
UI improvements. The Doomsday UI look and feel has been refreshed. The game library is now more flexible and powerful with further game customization settings and view options.
Multiplayer convenience. Clients will automatically download missing PWADs from the server before joining the game.
The third and possibly final release candidate of 2.1 is now available (build 2898).
This build comes with a couple of Windows-related updates: the Qt library has been upgraded, and the 32-bit Windows build now has a fully functional FluidSynth audio plugin. This has been available in the 64-bit build for a while.
Unless any showstoppers are discovered, the next build will be the stable 2.1.0.
Version 2.1 is now feature complete. While I originally hoped to focus on multiplayer-related enhancements in this release, it turned out a little differently. Roughly speaking the first half of 2018 was spent working on the foundations of the next revision of the renderer (not included in 2.1), and only during the second half I focused on 2.1 related work.
One important multiplayer improvement has been added for 2.1, though: clients can download mods (e.g., PWADs) from the server in case they are needed for joining a multiplayer game.
The stable 2.1.0 will be released before the end of the year. I intend to spend the remaining time on fixing bugs (some already listed in the roadmap).
Let’s have a quick look at the changes done over the past weeks.
This is the final installment of a short series of posts detailing what I’ve learned while exploring the possible directions that a redesigned Doomsday renderer could take. This post is about integrating the new renderer into the existing engine.