Doomsday Engine Changelog

What's new in Doomsday Engine 2.3.1 Build 3685

Feb 5, 2021
  • Heretic: Sky textures are only partially visible.
  • Hexen: Sky textures are sized incorrectly.
  • Alignment of floor/ceiling textures whose size is not 64×64.

New in Doomsday Engine 2.3.0 Build 3650 (Feb 3, 2021)

  • New features:
  • DOOM render hacks. TNT: Evilution and The Plutonia Experiment use several render/map hacks to take advantage of quirks in the original DOOM renderer. Many of these effects are now supported (or fixed) in Doomsday. Examples: TNT MAP02 deep water, TNT MAP02 windows overlooking the deep water, TNT MAP09 transparent window, TNT MAP31 Arachnotrons inside pillars.
  • Scripting. Several new Doomsday Script bindings were added, allowing access to game, player, and thing properties. In addition to spawning things, one can now list things by type, check their state and flags, and perform state changes on them. Things can also have an “On death” script that gets run when the thing dies. Bitwise operators are now available in scripts.
  • Modding. Sprite renaming is supported via DeHackEd. In Heretic, ambient sound sequences can be redefined and new ones can be added via the Audio module. Changing the sequences is also possible during gameplay. The earthquake effect from Hexen is now also available in Heretic. It can be controlled via scripts.
  • Renderer. Player HUD weapon models may specify a custom FOV value for rendering so that model authors have more control over the appearance, for instance to replicate a 2D sprite appearance more faithfully.
  • Fixes:
  • Color adjustments are applied via shaders, making it possible to only modify the appearance of the game view and not the entire monitor. This makes it feasible to use color adjustments when running in windowed mode.
  • Fixed how looking up and down affects bullet trajectories. Previously bullets would get grouped too closely together when firing at steep angles.
  • Fixed use of newline characters in Text definitions.
  • Fixed alpha-blending of contours when using external images. There used to be a visible outline along the contours.
  • Heretic's Phoenix Rod flame effect was too bright.
  • Fixed warnings about “view-cross-width” having an invalid value. The default value was out of bounds. Note that your existing configuration may still have an invalid value, so a warning may get shown. If so, adjust the crosshair width setting in Options > HUD.
  • TGA image loader now supports 8-bit and run-length encoded images.
  • The FPS limiter setting is available even when no game is loaded. The “refresh-rate-maximum” cvar was removed; you will receive a warning about this after upgrading.

New in Doomsday Engine 2.2.2 Build 3313 (Feb 7, 2020)

  • 3D models that use the new .pack format and modern shaders were partially invisible due to being rendered with incorrect clip plane distances.
  • Player 3D weapon models that use the new .pack format are now more consistently positioned on screen when using 4:3 and 16:9 view aspect ratios.
  • The “cubeshot” console command that generates environment cube maps only drew one of the cube faces.
  • macOS: Notarization of Doomsday.app failed due to missing code signatures.

New in Doomsday Engine 2.2.0 Build 3272 (Dec 18, 2019)

  • New features:
  • Doomsday Script rising in prominence. The built-in scripting language has been in the works for many years, and slowly it has gained wider integration in the engine internals. The Manual has now been updated with a proper tutorial/feature walkthrough of the language, and a list of the current uses of scripting in Doomsday. New script bindings have been added for playing sounds and showing in-game messages, for example. The set of available bindings will continue to grow in the future. Also, don’t forget to check out the VSCode extension for syntax highlighting.
  • Scripted mobj actions. Newly introduced scripting use cases are mobj state action functions that execute scripts, and (for Heretic) an “On touch” script that gets run when a mobj is touched. The latter could be used for instance to create customized power-up or story items.
  • Heretic modding. A number of modding related improvements have been done for Heretic. For example: customizable menu labels, enhanced intermission screen, Values for ammo per shot, support for Hexen-like wall-bouncing missiles, and a script binding for starting an enemy’s attack.
  • Separate FOV for rendering player weapons. The FOV angle for weapon 3D models is now separate from the rest of the view. This alleviates issues with weapon models not being drawn as the author intended, since one is free to alter the renderer’s FOV angle at any time.
  • Flatpak for Linux. https://dengine.net/ now hosts a Flatpak repository for unstable releases of Doomsday. Stable releases will also be available in the Flatpak format. These packages should be easier to use across a wider array of Linux distributions compared to the old DEB and RPM packages.
  • Freedoom. Doomsday now detects Freedoom v0.12.1, and any future releases will be detected as Freedoom but lacking any specific version numbering. This will allow using the IWADs more conveniently without waiting for a Doomsday update.
  • Fixes:
  • Light decorations were not being rendered.
  • Compatibility improvements to better support John Romero’s SIGIL.
  • Line type 98 had gone missing in Heretic.
  • Incorrect alignment for a wall’s lower texture under certain circumstances.
  • Several XG issues were addressed.
  • Doomsday Script parser and interpreter were made more robust, incorrect behavior was fixed, and a couple of minor new features were added (2353).
  • Other minor fixes and improvements, e.g., in the renderer.

New in Doomsday Engine 2.0.3 Build 2435 Stable (Sep 10, 2017)

  • Hexen: Crash after returning to a different map in a hub 2260
  • DEB package was missing a dependency