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+ | <- 1.14.5 ^ Versions ^ 1.15.1 -> | ||
+ | ====== Version 1.15 ====== | ||
+ | |||
+ | # | ||
+ | |||
+ | |||
+ | ===== Highlights ===== | ||
+ | |||
+ | {{ file: | ||
+ | **Custom episodes.** [[ded: | ||
+ | |||
+ | **MAPINFO support.** [[modding: | ||
+ | |||
+ | **Improved BSP builder.** Better performance and more robust interpretation of Doom map hacks. | ||
+ | |||
+ | **Adjustable pixel density.** If your GPU is on the slower side, you can improve performance by reducing game view resolution. The rest of the UI remains sharp since the display mode isn't changed. As a bonus, you can also get a nice nostalgic aesthetic similar to the original Doom on a VGA display. | ||
+ | |||
+ | {{ file: | ||
+ | **UI improvements.** Refinement of the Doomsday UI continues: the tutorial has been made a little nicer, savegames can be deleted via the Home/ | ||
+ | |||
+ | {{ file: | ||
+ | **Set IWAD folder in the Home screen.** Allows starting Doomsday without the frontend or any command line options. We are not ready to remove the frontend altogether, since you still can't select add-ons or resource packs via the GUI, but this is significant progress toward an independent Doomsday. | ||
+ | |||
+ | **Bug fixes.** See the [[detailed_list_of_changes_in_doomsday_version_1.15|Detailed notes]] to see a summary of the bugs that have been fixed. | ||
+ | |||
+ | {{ file: | ||
+ | **Dependencies.** Many of the libraries Doomsday is built on have been updated. Qt 5, SDL 2, and C++11 provide new and improved functionality that runs better on modern operating systems. | ||
+ | |||
+ | |||
+ | ===== Upgrading ===== | ||
+ | |||
+ | |||
+ | If you are upgrading an existing installation of Doomsday, note the following: | ||
+ | * On Windows, the Menu key on your keyboard can now be used to open the task bar. The binding is added automatically after you upgrade. You can still use the Tilde key or Shift-Esc to open the task bar, too. | ||
+ | * '' | ||
+ | |||
+ | |||
+ | ===== Internal progress ===== | ||
+ | |||
+ | |||
+ | **Packages.** So far Doomsday has had no internal understanding of resource packaging. The Snowberry frontend has been responsible for parsing package metadata and deciding which actual files Doomsday should load when starting a game. This will be changing in the future. We have been building a new file management system (" | ||
+ | |||
+ | **Assets.** With the objective of formalizing resource management, a new internal concept has been introduced. [[:Assets]] are sets of resources for a specific purpose, for example a 3D model for a particular lamp in Doom 2. All assets are described in package metadata using the [[modding: | ||
+ | |||
+ | **Doomsday Script subclassing.** The new scripting language provided by the Doomsday 2 core library continues to evolve. In 1.15, support for subclassing has been added, meaning you can derive objects from other objects. This is a crucial mechanism when it comes to representing runtime objects like map data, files, and packages in scripts, because the superclass objects can provide all the built-in bindings, and the individual instances only need to contain instance variables. | ||
+ | |||
+ | **Doomsday Script native types.** A new built-in [[script: | ||
+ | |||
+ | **DEDs visible in Doomsday Script.** The built-in [[script: | ||
+ | ⇒ [ decorations, | ||
+ | </ | ||
+ | |||
+ | **Internal thinker data.** Over the past several years we have been working to completely isolate games from the engine' | ||
+ | |||
+ | **Convex map subspaces.** Previously map geometry used a single component to represent both BSP half-spaces and convex subspaces. This complex dual purpose representation made dealing with Doom map hacks a messy affair and one had to be mindful of the context in which the geometry was evaluated. By separating these concerns the engine is now able to hide much of this complexity and provide a unified representation to the renderer, while also encapsulating the BSP tree within the engine. | ||
+ | |||
+ | **Removed dependency on map data naming conventions.** Previously maps had to be named according to an EXMY or MAPXX convention, in order for them to be found by the engine and understood as maps - this practice is no longer necessary, allowing mod authors freedom to use whatever name they like (formalized into a URI). This is achieved through a heuristic detection algorithm which scans loaded resources for map data and collates them into an internal list (associated with the URI), independent of the game they are intended for. The '' | ||
+ | |||
+ | |||
+ | ===== See also ===== | ||
+ | |||
+ | * **[[detailed_list_of_changes_in_doomsday_version_1.15|Detailed list of changes in 1.15]]** | ||
+ | * [[http:// | ||
+ | * [[http:// | ||
+ | * [[http:// |