Skip to content

So Doom 5.10.3

Compare
Choose a tag to compare
@SoDOOManiac SoDOOManiac released this 01 Sep 10:56
· 1384 commits to master since this release

So Doom 5.10.3 has been released on Sep 1, 2022.

Known Issues

Free standalone IWAD version of REKKR (REKKRSA.WAD) doesn't run properly with the inner DEHACKED lump (i.e. so-doom -iwad rekkrsa.wad), it should be run with suppressing loading the internal DEH and loading the external REKKR.DEH (i.e. so-doom -iwad rekkrsa.wad -nodeh -deh rekkr.deh). You can get both the WAD and the DEH in this bundle with Chocolate Doom. The same issue is present in Crispy Doom 5.10.3 which So Doom 5.10.3 is based on.

So Doom-specific changes

  • "Color Revealed Secrets" SoDOOMy setting has been changed to "Map Secrets" with expanded set of values: default (not mapping hidden lines or those without floor/ceiling level change or special), default + color revealed (colored mapping of revealed secrets' lines that are not hidden or without floor/ceiling level change or special), force (standard mapping of all seen lines of secret sectors) and force + color revealed (standard mapping of all seen lines of unrevealed secret sectors + green mapping of all revealed secret sectors' lines). Inspired by Revae's REKKR total conversion for Ultimate Doom where most secret sector lines are labeled hidden.
  • Aspect ratio limit option has been introduced, working the same way as Crispy Doom but with more values. This should be useful for playing on really wide monitors with aspect ratios 18:9 and above. To add this option I had to unite the Rendering and Visual menu sections under one header.
  • Changed wording of widescreen rendering and see-through HUD combined option.

Changes pulled from Crispy Doom

New features and improvements

  • The translucency map is now always recalculated and no more loaded from a file or lump.
  • Autoload directories are now also supported for "sideloaded" PWADs - i.e. nerve.wad, masterlevels.wad and sigil.wad (thanks @Raddatoons).
  • Smooth automap rotation and srolling have been implemented (by @JNechaevsky).
  • Autoload directories for PWADs are now supported (thanks @OpenRift412 for the suggestion and @rfomin for the prior implementation in Woof!).
  • Basic accessibility features have been added and can be toggled in the Accessibility menu of the setup tool:
  • Flickering Sector Lighting (disables sectors changing their light levels)
  • Weapon Flash Lighting (disables weapon flashes changing the ambient light levels)
  • Weapon Flash Sprite (disables rendering of weapon flashes sprites)
  • Palette Changes (disables palette changes upon damage, item pickup, or when wearing the radiation suit)
  • Invulnerability Colormap (disables colormap changes during invulnerability)
  • Some colored text has been reverted back to the pristine Vanilla experience. As a rule of thumb, UI that has been inherited from Vanilla does doesn't get any colorization anymore (thanks @OpenRift412).
  • Screenwidth values are now rounded down to the nearest multiple of 4 in hires mode, and up in lores mode. This makes sure we end up with a screenwidth of 852 px for a 16:9 ratio in hires mode, which is exact twice the width of the widescreen assets, and with a screenwidth of 428 px in lores mode, which is the next integer multiple of 4 (thanks @buvk).
  • A CMake toggle has been added for the truecolor mode (by @zx64).

Bug Fixes

  • Rendered sector lightlevels are now saved in savegames if they are different from the logical lightlevels, fixing a regression intruduced with A11Y support (thanks Alaux).
  • The green color translation range has been fine-tuned so that light-blue isn't preferred over green anymore (thanks maxmanium).
  • The CMake build system has been updated for A11Y (thanks @vanfanel).
  • In NRFTL the TITLEPIC is only replaced with the INTERPIC if the former is from the IWAD (thanks @OpenRift412).
  • Overlaid automap remainings are now cleared from the demo loop (by @JNechaevsky).
  • Adjusting of the BLOCKMAP boundaries to match the Vanilla algorithm has been reverted. Although this was done in the Vanilla algorithm, it doesn't match what's done in the algorithms used by MBF and Boom - and thus PrBoom+ which uses the latter. This fixes sync for one demo reported by galileo31dos01 on 5L1C.wad MAP01.
  • The Compatibility menu has been removed from the setup tool, it is obsolete for all games now.
  • The translucency table is now always calculated at gamma level 0, fixing potentially incorrect entries (by @JNechaevsky).
  • The episode menu is now rendered with the HUD font if the graphics are both from an IWAD and if the patch width for "Hell on Earth" is longer than "No Rest for the Living" (thanks thanks @hackneyed-one).
  • Automap rotation variables are now properly initialized, preventing line shaking (by @JNechaevsky).
  • The weapon sprite coordinates now remain unchanged if neither variable bobbing nor weapon sprite centering is enabled. Coincidently, this will bring back the sloppy bobbing of the chainsaw weapon sprite during its idle frames.
  • Interpolation of the Archvile's fire sprite is now suppressed to mitigate it being spawned at the wrong location.
  • Status bar positioning, drawing of fullscreen patches and the bunny scroll screen have been fixed on big-endian systems.
  • The window height is now prevented from shrinking when changing widescreen modes.
  • The smooth automap lines features has been fixed for truecolor mode (by @zx64).

Crispy Heretic

  • The -demoext parameter (even though enabled by default) only applies to demos loaded on the command line.
  • Weapon pickup messages are now shown in cooperative multiplayer mode (by @xttl).
  • All Crispy Doom specific cheats have been ported over and adapted accordingly (by @xttl).
  • An Automap overlay mode has been added.
  • There are now separate mouse sensitivities for turn, strafe and y-axis.
  • Heretic now has a "demowarp" feature, i.e. support for using both -playdemo and -warp on the command line (thanks @thom-wye).

Crispy Hexen

  • Hexen: Restore pointers to mobj_t with garbage identity as NULL pointers (by @Dasperal).