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
- Add support for MBF sky transfers (@SilverMiner).
- Display correct active artifact when loading game or entering a new level (@mikeday0).
- Add support for SWITCHES lump (@SilverMiner).
- Add support for True color rendering as compile-time option (@fabiangreffrath and @JNechaevsky).
- Fix missing one pixel line at top and bottom of screen in transparent drawing functions (@JNechaevsky).
- Add support for
-coop_spawns
parameter (@JNechaevsky). - Fix scrolling floor textures bleeding through static floor textures (@JNechaevsky).
- Unknown wall textures, map things and sector specials are no longer fatal (@JNechaevsky).
- Removed MAXBUTTONS vanilla limit (@JNechaevsky)
- Apply brightmaps to D'Sparil teleportation frames (@JNechaevsky).
- Improve load times for complex levels (@JNechaevsky).
- Add support for
-blockmap
parameter (@JNechaevsky). - Create blockmap if WAD-provided blockmap is bad (@JNechaevsky).
- Fix hitscan/missile puffs disappearing in certain areas (@JNechaevsky).
- Fix crash if save is attempted when game has not started (@JNechaevsky).
- Allow for flat scrolling in all cardinal directions (@kitchen-ace).
- Add support for demo fast-forward (@kitchen-ace).
- Fix medusa effect (@mikeday0).
- Improve brightmap for serpent torch (@kitchen-ace).
- Allow multiple jumps over menu items with same first letters (@JNechaevsky).
- Show date and time of savegame in Save/Load menu (@fabiangreffrath and @JNechaevsky).
- Suppress pause when a new game is started (@fabiangreffrath).
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
- Add flipped weapon sprites (@ceski-1).
- Misc Sound Fixes: Restore assault rifle PC speaker sound (@ceski-1).
- Fix automap marks disappearing near left side of screen (@JNechaevsky).
- Add support for True color rendering as compile-time option (@fabiangreffrath and @JNechaevsky).
- Show date and time of savegame in Save/Load menu (@fabiangreffrath and @JNechaevsky).