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Crispy Doom 7.0.0

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@github-actions github-actions released this 09 Aug 05:21
· 48 commits to master since this release

This is a major release built upon on the fresh Chocolate Doom 3.1.0 code base. Its main new feature is the addition of True color rendering support as a compile-time option for all four games. Thanks to all contributors!

General Fixes and Improvements

  • Don't apply framecap when using -timedemo (@JNechaevsky).
  • Make demo footer compatible with PrBoom+/DSDA-Doom demo autoplay (@rfomin).
  • Fix visual distortion of drawing planes near the screen edges in wide screen modes (@rfomin and @JNechaevsky).
  • Support savegame loading for PWADs with spaces in their name.
  • Aspect ratio now matches screen by default (@SoDOOManiac).
  • Only update sounds once per gametic (@rfomin).
  • Improve green color translation (@fabiangreffrath and @JNechaevsky).
  • Always draw borders of fullscreen patches using black found in PLAYPAL.
  • Add support for negative gamma levels (@JNechaevsky).
  • Apply palette changes every gametic, not every frame (@JNechaevsky).
  • Apply brightmaps to translucent and translated columns (@JNechaevsky).
  • Fix bug where non-midi music would play at max volume (@mikeday0).
  • Make max volume libsamplerate output the default (@mikeday0).
  • Fix memory leak on light tables recalculation (@JNechaevsky).
  • Introduce fast mouse polling. Reduces input lag when running uncapped
    (@mikeday0).
  • Analog gamepad controls are enabled by default. (@mikeday0)

Crispy Doom

  • Improve display of secret sector coloring in automap when custom PLAYPALs are
    used (@SoDOOManiac).
  • Use PWAD-provided color translation tables for colored blood.
  • "Status Bar" level stats are now left-aligned with HUD (@SoDOOManiac).
  • Fix visual glitch on door in Doom 2 MAP19 when running uncapped (@rfomin and
    @JNechaevsky).
  • Correctly report complevel 3 in demo footer (@rfomin).
  • Armor bonus brightmap improvement (@JNechaevsky).
  • Improve detection of improper patches.
  • Only stretch short skies.
  • Fix bug where reviving with IDDQD can possibly leave player in a "zombie"
    state (@tomas7770).
  • Add reload, next level warp keys support and IDCLEV warp for demo playback
    (@JNechaevsky).
  • Enter key in Crispness menu behaves same as other games (@mikeday0).
  • Add support for -coop_spawns parameter (@JNechaevsky).
  • Allow non-power-of-2 wide sky textures.
  • Add support for dedicated No Rest for the Living music tracks.
  • Fix automap marks disappearing near left side of screen (@JNechaevsky).
  • Add support for Sigil II (@mikeday0).
  • Apply sideloading lump renaming to associated autoloaded WADs (@mikeday0).
  • Give Master Levels its own intermission picture MASTRINT (@mikeday0).
  • "Widescreen Aspect Ratio" -> "Aspect Ratio" in Crispness menu (@SoDOOManiac).
  • Improved True color code for better compatibility of drawing graphical patches
    when PLAYPAL and COLORMAP lumps have different color indexes.
  • Resolution-tuned weapon sprite "1 pixel too high" fix for compatibility with bit-shifting hires forks (@SoDOOManiac).
  • Small optimizations on toggling gamma-correction levels in True color mode
    (@JNechaevsky).
  • Fix blinking of drawing Tower of Babel on intermission screen (@JNechaevsky).
  • Show date and time of savegame in Save/Load menu (@fabiangreffrath and @JNechaevsky).
  • Suppress pause when a new game is started (@fabiangreffrath).
  • Fix sector's sound origin for large levels (@kitchen-ace and @rfomin).

Crispy Heretic

Crispy Hexen

  • Fix animation glitches seen on swiping weapons when Weapon Attack Alignment is
    enabled. (@mikeday0).
  • Display correct active artifact when loading game or entering a new level
    (@mikeday0).
  • Fix crash if save is attempted when game has not started (@JNechaevsky).
  • Fix desync when running uncapped with polyobjects in level (@mikeday0).
  • Add support for demo fast-forward (@kitchen-ace).
  • Add support for True color rendering as compile-time option (@fabiangreffrath
    and @JNechaevsky).
  • Fix medusa effect (@mikeday0).
  • Fix wall rendering visual glitch due to overflow (@JNechaevsky).
  • Fix teleportation visual glitches when running uncapped (@JNechaevsky).
  • Improve line drawing in automap overlay mode (@JNechaevsky).
  • Apply brightmaps to Twined Torch, Skull with Flame and Brazier (@JNechaevsky).
  • Interpolated sky scrolling in uncapped frame rate (@JNechaevsky).
  • Allow multiple jumps over menu items with same first letters (@JNechaevsky).
  • Show date and time of savegame in Save/Load menu (@fabiangreffrath and @JNechaevsky).
  • Fix missing one pixel line at top and bottom of screen in transparent
    drawing functions (@JNechaevsky).

Crispy Strife