An open-source port for the classic Doom game and other titles based on the Doom engine that integ. Sep 24th 2021, 09:03 GMT macOS 10.9 or later (Universal Binary). DOOM 3 Demo Mac OSX Check out this Mac OSX demo from Aspyr for id Software's DOOM 3 containing the 3 first levels from the actual game including the introduction sequence! This demo weighs in at around 470 megs and gives you a large bite of the game, not just a taste. We were unable to load Disqus. If you are a moderator please see our.
Highlights:
- Widescreen graphics for Strife
- New GLES backend for better performance on OpenGL 3.3 and early 4.x hardware.
- MBF21 support (still in beta and not fully tested yet, bug reports are welcome)
- DEHEXTRA working properly now
- Various enhancements and fixes for ZScript.
Details:
- Fixed vertex generation when splitting walls by planes on old hardware.
- Menu system update from Raze for better control of animated menus.
- GLES fixed: The weapon sprite must be rendered with the fullscreen colormap on.
- Use explicit virtual screen sizes for the scripted intermission backgrounds to better cope with background replacements.
- Fix compatibility handler for KDiZD's Z1M3.
- Fixed: 'Dialogue' in MAPINFO must clear all 'AddDialogues' that came before.
- Fixed melee attack disance being off after adding MBF21 support.
- Fixed: Decal things did not spawn their lower decals.
- Fixed texture clamping for elements that are partially behind a slope.
- Fixed bad parameter order in MinoraurSlam.
- Consider 'Program Files' a read only location without actually checking.
- Fixed: 3D floor model sectors were not added to the sector lists for precise rendering.
- Removed the redundant gl_render_precise CVAR.
- Fixed: colors from brightmaps and glowmaps need to be desaturated.
- Fixed: shaders with NO_LAYERS defined may not apply brightmap and glowmap.
- Vulkan: Limit texture upload transfer buffers to roughly 64 MB
- Marked several invisible controller things to not show on the automap with the scanner powerup.
- Treat 'vid_adapter 0' as what Windows considers the primary monitor.
- Fixed: Brightmap application for horizons was undefined..
- Replaces 'BS' and 'ED' on the on-screen keyboards with the symbols normally found on the keyboard for these actions.
- Enable cvar blacklisting for defcvars for certain platform variables
- Demote unknown/invalid defcvars to warnings
- Split defcvars parser into its own file
- Fix options search when menus are defined recursively
- Exported STAYONLIFT flag.
- Added a modified version of MBF's stay-on-lift feature.
- Fixed crash on getting location description without a level
- Block user overrides for the logic module of core fragment shaders.
- Added missing MBF21 Dehacked keys 'blood color' and 'dropped item'.
- Implemented MBF's monsters_avoid_hazards feature.
- Added a map flag to disable MF6_JUMPDOWN.
- Added a per-level AVOIDMELEE flag.
- Allow passing a remap table to BestColor.
- Hud models: add nullptr check for psprites without caller.
- Removed the unused palette parameter from the V_GetColor family of functions.
- Add FOV slider to the display options menu
- Added a null check to CheckWeaponChange.
- Replaced the alt HUD's index font with a sheet based variant.
- Changed FString API to use ptrdiff_t instead of long for signed size arguments.
- Fixed IsHUDModelForPlayerAvailable limitation.
- Look up HUD models by referencing the psprite's caller, rather than player's ReadyWeapon.
- Allow Strife hands psprite to be a model.
- Fixed: crushing stairs must use HexenCrush mode.
- Extended 2D buffer lifetime to the end of the frame
- Use RefCountedPtr to manage 2D shape buffer infos
- Added RefCountedBase without virtual destructor
- Made RefCountedPtr follow rule of five
- Make RenderCommands able to use Shape2D vertex buffers past the Shape2D's lifetime without crashing
- Fixed line color handling in V_BreakLines.
- Run the dynamic light recreation loop before calling the light ticker.
- Fixed: instead of checking gl_lights, better check Level->HasDynamicLights.
- Do not run the dynamic light ticker when lights are switched off.
- Ensure that shadowmap indices only get set when shadowmaps are enabled.
- Fixed file system's zip loader to not strip away a 'filter/' prefix.
- Do not perform shadowmap updates when dynamic lights are disabled.
- Moved the CheckForRestart call one level up so that it is within the Windows code and does not need #ifdefs.
- Delay the restart action from the error pane until after everything has been shut down.
- Use proper XMove for sheet fonts.
- Use original menu spacing for skill and episode menus if all elements are patches.
- Fixed: the software scene drawer must be deleted before calling ST_Endoom.
- Reorder evaluation for 'if' statements to handle the condition first. Otherwise this won't emit errors if a bad condition is used with an empty conditional part.
- Fixed exploding barrel animation duration.
- Fixed two vr_* CVARs not getting archived.
- Dim depleted inventory items in all games, not just Strife.
- Fixed: palette index 0 (transparent) was left uninitialized for BMF fonts.
- Fixed: P_RoughMonsterSearch did not pass the fov parameter to its worker functions.
- Fixed BlockThingsIterator to not reset its list of processed actors when traversing portals.
- Fixed patch version in compatibility implementation of macOS detection
- Destroy stale thinkers after change level failure
- Fixed crash after change level failure
- SDL2: Properly print white bold text to the screen
- Merged gzdoom-gles2 backend
- Use proper music check in 'idmus' CCMD.
- Voc loader fix.
- Better prefix detection in Zip loader.
- SDL Vulkan init.
- Disabling of shadowmap management when the feature is off.
- Extend the changemap command to allow warping to next or nextsecret.
- Fixed crash after fatal error in SDL backend
- Fixed premature destruction of status bar
- Fixed EBlastFlags enum definition
- Add 'BF_ONLYVISIBLETHINGS' Flag to A_Blast
- Fixed typo in Heretic light definition.
- Fix wrong thiswad check for materials too.
- Fix /0 error caused by having a completely black font character. this error was triggered by Return of the Triad.
- MBF21 beta implementation
- Corrected the NUL checks in S_FindSkinnedSound.
- Moved Doom specific font init code out of the backend.
- Fixed crash calling ChangeSky() with an invalid texture.
- Added APROP_Soundclass
- Added fallback to the parenthesis glyphs for the braces.
- Font system overhaul.
- Add some new optional parameters to A_SprayDecal.
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