Kicking off #DoomsdayEngine 2.3 work with better DOOM render hack support. The following in unstable build 3268:
- TNT map02/31: deep water
- TNT map02: masked openable window
- TNT map09: transparent openable window
- Icarus Alien Vanguard map01: force fields with masked texture
Some of these used to work before, but have been broken in recent versions.
Overall, it's pretty impressive what the DOOM software renderer can be twisted to do.
2.2 RC2 is now available.
New fixes in the game library, and music in Hexen and Plutonia 2.
The idea is to have this be updated by the Autobuilder for every unstable build, but initially I'll do it manually.
Stable builds are still heading to Flathub for distribution, once 2.2 is done.
2.2 RC1 is available.
New features include scripting and Heretic modding improvements, a fixed FOV for weapon models, and better support for John Romero's SIGIL.
While writing the new Doomsday Script tutorial, I found and fixed a total of 10 bugs.
Time to put together a proper test suite, perhaps?
Doomsday Script documentation has been updated for the upcoming version 2.2.
- New tutorial: https://manual.dengine.net/script/reference#tutorial
- Complete list of current uses of scripting in Doomsday
v2.2 will have bug fixes and a handful of sponsored modding features. The goal is to release it in December. More fixes will be included as time allows.
v3.0 will have the new renderer and will be SDL2-based. I don't expect the new renderer to be feature complete yet, so it likely won't be the default option. In addition to Qt being removed, there has been a lot of trimming and cleaning the code base: e.g., the dynamic plugin system is replaced with static extensions.
Brief update about the current release plans.
There are a couple of major changes incoming: the new renderer, and removal of Qt in favor of SDL2. The latter is further along, and I also consider it a prerequisite for integrating the new renderer. At the moment, the new renderer still lives in a separate library and is used only by a test app.
I still want a yearly stable release to be a thing, so v2.2 will serve this role, although in comparison it is modest in scope.