Woof! 14.0.0
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released this
16 Feb 11:05
·
634 commits
to master
since this release
New Features and Improvements
- Implement support for arbitrary resolutions. Inspired by the solution in Eternity Engine.
- Resolution scale slider. From 100% (original 320x200) up to native display resolution.
- Dynamic resolution scaling. Automatically changes the internal resolution to maintain a target framerate (display refresh rate by default).
- "Blocky Spectre Drawing" adapted to any resolution. Fixed some visual artifacts.
- Vanilla wipe at any resolution (from Diet Boom).
- Add adjustable field of view (FOV). This uses a 4:3 horizontal FOV that is scaled internally. The default value of 90 is correct for all aspect ratios.
- Integration of the voxel code by Andrew Apted. Support for models in KVX format. Recommended mod: Voxel Doom II v2.3. Load the ZIP/PK3 file using the
-file
parameter or place it in the autoload folder. - Mouse controls overhaul.
- Fast mouse polling. Mouse input is sampled per frame instead of per tic. This lowers perceived input lag at high framerates, especially when using a high refresh rate monitor. Toggle with the
raw_input
config setting. Inspired by a similar concept in Odamex. - Turn and look sensitivity are now consistent with each other (1:1).
- Smoother free look using a solution adapted from PrBoom+.
- Improvements to direct vertical aiming.
- Fast mouse polling. Mouse input is sampled per frame instead of per tic. This lowers perceived input lag at high framerates, especially when using a high refresh rate monitor. Toggle with the
- Gamepad controls overhaul.
- Fast gamepad polling. See above mouse details.
- Response curve support. Configurable from 1.0 (linear) to 3.0 (cubed).
- Deadzone support. Stick magnitude is remapped properly for precise control. Two deadzone types are available: axial or radial (default).
- Independent adjustment of forward, strafe, turn, and look sensitivity.
- Optional extra sensitivity at outer threshold of analog stick, with a configurable ramp time.
- Optional diagonal movement correction. Remaps circular analog input to a square to account for Doom's unique diagonal movement.
- "Run" switches between two speeds for turning and looking, similar to existing forward and strafe behavior.
- Axes configuration is simplified to 4 presets (default, swap, legacy, legacy swap).
- Add auto "strafe50" option.
- Menu overhaul. Retains the classic Doom menu, supports original graphics and 320x200 in the revamped Boom/MBF options menu.
- Implement mouse controls for all menu elements.
- Tabs for fast page switching.
- Rearrange menu items for simplicity and faster navigation.
- Don't limit menus to 35 fps.
- Introduce Automap color presets - Vanilla, Boom (default) and ZDoom.
- Don't disable menu items during demo playback.
- HUD widgets improvements.
- Show smart kill count in stats widget (from DSDA-Doom).
- Remove kills percent from level stats widget.
- "Use" button timer.
- Add key binding to toggle level stats and time.
- Integration of the NanoBSP node builder by Andrew Apted. Run using the
-bsp
parameter to fix various problems, e.g. slime trails (not demo compatible). - Implement per-PWAD savegame directories and "Organize Save Files" QOL option. Will be enabled by default if no saves are found in the source port's directory.
- Fade in sounds to prevent clicking. Applies to sounds that start at a non-zero initial amplitude (e.g. all original Doom sounds).
- Apply brightmaps to translucent and translated columns (thanks to @JNechaevsky).
- Adapt Eternity Engine's smooth Automap line drawing approach.
- Add "Blink Missing Keys" option.
- Improve logging to terminal.
- Add ability to set SDL render driver (
sdl_renderdriver
in config). - Don't autoload from doom-all folder for FreeDoom and miniwad.
Bug Fixes
- Fix for Hexen flowing water from DSDA-Doom (fixes midtex bleeding in "Eviternity II RC5.wad" MAP18).
- Fix crash on Chex intermission.
- Report (and secure)
weaponinfo
overruns. - Fix overflow hiding distant sprites (from DSDA-Doom).
- Fix level stats widget string overflow.
IDDQD
: fix reviving if god mode was already enabled (thanks to @tomas7770).- UMAPINFO:
- Fix music when using
-skisec
. - Behavior of
endpic
andsecretexit
are now compatible with PrBoom+/DSDA-Doom. - Fix off-center level names on intermission screen.
- Update forgotten
nextsecret
map entry (fix secret exit in NERVE.WAD). - Fix episode selection for nightmare skill.
- Fix music when using
- Automap:
- Do not highlight monster-only teleporter lines.
- Fix initial min/max automap zoom factor.
- Fix key-locked one-sided lines getting colored on automap.
- No horizontal padding for Vanilla HUD widgets.
- Fix
Max Health
setting in Dehacked using vanilla complevel. - Optimize HUD widget erasing, avoid flicker when screen size is reduced.
- Fix MIDI looping with native macOS player.
Miscellaneous
- Remove non-functioning "interpolation fix" for multiplayer. The
-oldsync
parameter is recommended for uncapped mode at the expense of latency. - Default player name is "Player". Change using
net_player_name
config setting.