WARNING: The game dll support is nearly complete but
there are still bugs while using them.
[classicdoom]
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DEHACKED can now extend frames and things
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Added A_RandomJump CodePointer
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Removed and suppressed some sprite check ups
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Unmapped F12 from Classic Doom's quick keys
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Vastly improved sprite loading
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When not in BFG mode Classic Doom errors will be treated as fatal errors
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Add Resolution Setting on Classic Doom
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When playing/recording Demos on Classic DOOM force framerate to 35FPS
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Add new Menu Option on Classic Doom That allow you to change:
- Framerate (35FPS - 40 FPS)
- Keybindings
- Controlleer Rumble Effect
- Controller Layout
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Performance optimization on Classic Doom
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Ultimate Doom can load 10 map names per episode (instead of 9)
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"PDA" bindable key can now open the Auto Map on Classic Doom
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miniboss flag on EXPINFO can now be used on Ultimate Doom similarly to the mastermindboss and cyberboss
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When launching Classic Doom use the in-game engine title name on the game's window
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Suppress Doom 3 messages on Classic Doom when running in 2019 mode
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Made weapon switching faster and fixed the switch order
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EXPINFO final_text can now get full text (one line with multiple \n).
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Ultimate Doom Maps that have final_text defined will move to the next level if it isn't the EndGame
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Allow to load Multiple EXPINFO
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Realign the crosshair on Classic Doom
[DOOM3BFG]
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Remove the usage of the display modelist in order to initialize fullscreen on game's startup
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Use and PDA buttons can be used on UI for ENTER and TAB respectively
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Made weapon switching faster and fixed the switch order
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Project Rename