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.
2.1 RC2 was released today (build 2895).
The issues discovered in RC1 were fixed but a couple of new ones were found. If you download RC2, please note the following:
- MIDI sound font cannot be changed via the audio settings GUI. One can still change the sound font manually via the “music-soundfont” cvar, though.
- A resource error occurs during the Ultimate Doom (BFG Edition) title sequence.
- Some data files are inadvertently tagged as “hexen” (thanks to deus-ex for researching this!).
- Data file version numbers are not always parsed from the file name.
In addition to these, there is an older issue that the 32-bit Windows build does not support FluidSynth for music. This will be addressed before the next build.
2.1 RC1 is now available (build 2890).
I’ve listed many of the changes in the previous post. Since writing that I’ve been optimizing rendering performance. You should find the engine running a bit snappier now.
However, there are a couple of known issues in this build:
- Weapon switching keys are cycling weapons instead of switching to a particular weapon.
- There are warnings about random “renderer.pack” issues.
- Readme has not been updated with any of the new features, and some of the links are obsolete.
Let me know if you find any other issues. RC2 will be available once these are fixed.
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.
Continue reading What’s new in 2.1
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.
Continue reading Further rendering explorations – Part 3
During the spring I’ve been exploring the possibilities and potential directions that a completely redesigned renderer could take. Continuing from part one, this post contains more of the results and related thoughts about where things could and should be heading.
Continue reading Further rendering explorations – Part 2
When it comes to graphics, things sure have changed since the beginning of the project. Back in the day — almost 20 (!) years ago — GPUs were relatively slow, you had a few MBs of VRAM, and screen resolutions were in the 1K range. Nowadays most of these metrics have grown by an order of magnitude or two and the optimal way of using the GPU has changed. While CPUs have gotten significantly faster over the years, GPU performance has dramatically increased in vast leaps and bounds. Today, a renderer needs to be designed around feeding the GPU and allowing it do its thing as independently as possible.
With so much computation power available, rendering techniques and algorithms are allowed to be much more complex. However, Doomsday’s needs are pretty specific — what is the correct approach to take here? During the spring I’ve been exploring the possibilities and potential directions that a completely redesigned renderer could take. In this post, I’ll share some of the results and related thoughts about where things could and should be heading.
Continue reading Further rendering explorations – Part 1
The spring months have been a little crazy with various Real Life time sinks preventing me from delving too deep into fun coding. Consequently, there has been little to no progress with the tasks on the roadmap, such as the multiplayer improvements for version 2.1. Given that several months have passed, it will be challenging to find motivation to restart this work. I am tempted to make some changes to the roadmap to get things rolling along again.
I have managed to steal away some time to explore an exciting new direction for the renderer, though. The basic gist of this effort is to completely revise how the game world is drawn, bringing it up to par with the recently redone 3D model renderer.
Continue reading Status update
To kick off the multiplayer improvements for version 2.1, I’ve started with adding access to data files over the network. For example, if a server is running a custom PWAD that you don’t have, the client will automatically download a copy before joining the game.
That pretty much sums it up for the user-facing portion of this feature. You will see a popup displaying download progress, and there is an option to cancel.
Much of this work was recently merged to the master branch (in the form of 83 commits) and is included now in unstable builds. Note that this kind of a larger influx of changes usually leads to new glitches also being introduced… I will be improving the code in the coming days/weeks.
Continue reading Downloading data files from the server
Over the past few weeks, I’ve made a couple of stable builds with the version 2.0.3. The first one of those was made a bit early as I was about to leave for a trip abroad, and mainly included one bug fix for Hexen related to saving and restoring object state from save files. Recently I’ve made a couple of additional stable builds to investigate and fix a problem with the Ubuntu Launchpad build scripts, where the “doomsday-stable” packages were correctly built but nothing was actually included in the generated DEB packages.
On the whole, progress has been somewhat slow. Perhaps the biggest advance was in the dengine.net website backend, where I’ve now split the API functionality to a separate api.dengine.net server, so that things like master server and update queries won’t interfere with the normal operation of the project home page and forums. I hope this will alleviate the issue of dengine.net sometimes failing to respond to requests.
Prompted by a forum post, over the weekend I was investigating an audio volume issue on Windows. It turns out there is a problem with the SDL_mixer music volume controls. I have yet to determine if there is a workaround that Doomsday can do to avoid the issue. Such a workaround would be preferable to disabling SDL_mixer music on Windows completely, since SDL_mixer does bring value to the table (e.g., music formats). The situation is also slightly tricky because SDL and SDL_mixer are built in to the engine, so there isn’t a plugin to take out or something simple like that.