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Releases: GooberMan/rum-and-raisin-doom

Rum and Raisin Doom 0.3.1-pre.9 interim Windows binary release

18 Feb 17:13
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First pass Boom support, with incomplete at best (broken at worst) MBF/MBF21 support.

Rum and Raisin Doom 0.3.1-pre.8 interim Windows binary release

27 Jan 12:28
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More bug fixes based on user reports.

Rum and Raisin Doom 0.3.1-pre.7 interim Windows binary release

27 Jan 02:31
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Another minor bugfix, trying to deal with launcher encountering malformed titlepics and user directories that resolve to nullptr.

Rum and Raisin Doom 0.3.1-pre.6 interim Windows binary release

25 Jan 00:17
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Very minor bugfix release

  • Changed init order of text screen so that the launcher has something to render when throwing an error

Rum and Raisin Doom 0.3.1-pre.5 interim Windows binary release

24 Jan 01:40
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  • 1:1 square pixels!
  • FOV slider!
  • Reduced memory consumption because I killed colormap-expanded textures!
  • Sigil 2 maps sit in the correct episode number!

Internal junk:

  • Renderer is now fully 44.20 fixed
  • Boom renderer features implemented

Rum and Raisin Doom 0.3.1-pre.4 interim Windows binary release

07 Dec 12:17
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This one with near complete BEX support (INCLUDE directive not handled)

Rum and Raisin Doom 0.3.1-pre.3 interim Windows binary release

27 Nov 22:37
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Surprise! More error handling.

Rum and Raisin Doom 0.3.1-pre.2 interim Windows binary release

24 Nov 00:00
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Another interim release. This time with decent error handling.

Rum and Raisin Doom 0.3.1-pre.1 interim Windows binary release

22 Nov 17:51
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This is just a quick release to push out a critical bugfix to Windows users in the launcher when extracting TITLEPIC from WADs.

Rum and Raisin Doom 0.3.0

17 Nov 22:03
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This one's a big release, because it comes with official support. Got a bug? Let me know!

New Features:

  • Complete launcher frontend is now brought up if you launch without an -iwad parameter, or use the -launcher parameter. This is designed for a good first-time-user experience. If no IWADs are detected, you can download some. Want some new maps? There's a fully integrated idgames browser. More features and polish to come in the future.
  • Dynamic Resolution Scaling is now included in an initial format. It scales both horizontally and vertically. This is currently in a preview stage, as I need to work on a few other things before this works as intended
  • DMAPINFO and UMAPINFO is supported. Tested on Unity IWADs, Sigil, and Knee-Deep in Knee-Deep in ZDoom. This involved a complete reworking of how maps are referred to, with vanilla-exact matching of functionality retained. Futher map info format support will come down to writing the handler. Also required rewriting intermission screens, so that's waiting for some kind of format to exploit that.
  • Multiple software backbuffers. DOS Doom had three backbuffers, giving noclip/HoM effects a very noticable forward velocity. You can now replicate that effect by increasing the number of software backbuffers.
  • Stats overlay. Currently very spartan, but only because the default layout is like that. The system implements way more functionality, which I will expose in the future to users via an options window panel.
  • Sound and detail shortcuts, as well as Options from the main menu, now bring you to the relevant section of the dashboard.
  • Backbuffer resolution can now match window sizes; and the drop-down box for selecting backbuffer sizes is categorised as well as having named shortcuts (such as Vanilla, Crispy, and Unity style resolutions).
  • Every platform now saves data to the user's home folder. You can make a portable install by placing an empty file called rnr_portable.dat next to the executable.
  • Additional lighting slider added to the "View" tab in the options window

Bug Fixes:

  • 0 or less column rendering bug in balance loading no longer occurs
  • Rendering interpolates while the menu is active
  • Distance lighting is way more accurate for resolution heights that don't cleanly divide by 200