Doomsday 1.14 Released
The stable version 1.14 (build #1201) is now available.
In this release we've focused on several UI improvements, particularly related to client-side multiplayer UI. We have also improved the management of savegames so that you can access them at any time — even from the Home screen when no game is loaded. See the release notes for screenshots and more information about what has changed since the previous stable release.
In this release we've focused on several UI improvements, particularly related to client-side multiplayer UI. We have also improved the management of savegames so that you can access them at any time — even from the Home screen when no game is loaded. See the release notes for screenshots and more information about what has changed since the previous stable release.
- When you encounter bugs please submit them to the Doomsday Engine Tracker.
- Downloads and other links are available on the dengine.net front page.
Comments
I have a few suggestions though:
- The tutorial panels should have a "back" button next to the "continue" button.
- There should be an option to delete savegames from the home screen.
- There should be an option to copy logs to the clipboard (or at least write where the log file can be found)
On another note, I see that 1.15 is the last step before 2.0 on the roadmap. Is that true or did you just not get write the next steps down yet?
Good ideas. I added them to the tracker.
Our most up-to-date roadmap is in the tracker. In practice, the shift to version 2.0 will be very gradual, as our plans are ambitious and cannot really be all implemented in a single step. There will likely still be many 1.x releases as we revise subsystems one by one. For instance, the new UI functionality over the past several stable releases is already fully 2.0 compliant, even though the rest of the graphics is still using the old 1.x implementation.
The bloom post fx looks great, and working well with the particles, smooths out some issues with line-type particles rendering.
Personally I think it would be great to have a texture mask for models and surfaces to define there the bloom effect IS, because for now some models lose contrast when bloom turned on.
Another thing I have been wondering about is whether you would consider supporting similar games from other engines (post 2.0 of course). In particular the Build Engine games; I know the Build Engine is a completely different engine, that's why I'm asking. I know there is eDuke32 for Duke Nukem 3D, but it lacks the great polish Doomsday is offering. For Shadow Warrior there is no proper port at all, and even if there was one it would quickly fall behind eDuke due to less interest in Shadow Warrior than Duke 3D. That's part of what I love about Doomsday's multi-game support: if the core engine gets improved all supported games profit. If Blood could be supported on top of that it would even be icing on the cake And while I'm at it I might also mention Descent 1 & 2, although the DXX-Rebirth Port is quite good already (not Doomsday-level of polish, but way better than eDuke).
Are you aware that eDuke32 can also be had in an eDuke64 (although it still may be called eDuke32)?
Are you aware that there are two engines for eDuke32 to run on? The classic Polymost engine and the completely new Polymer engine which has many visual enhancements over the Polymost engine but requires a lot more computer "horsepower" to use.
Lastly Duke Nukem 3D has high resolution graphics too (like DoomsDay) but you have download them and install them separately they do not come with the game download (like DoomsDay).
The situation regarding this hasn't changed. Our ultimate goal with Doomsday is to have it support as many games as possible, however in practice this is limited by the number of people working on the project and what their interests are. For instance, personally I have no motivation to work on, say, Descent, however I find Strife a somewhat interesting possibility.
We have been steering Doomsday 2 into the direction of a more general purpose engine — my hope is that one day also other people can use it as an SDK to support other classic games.
My new 3d models look incredible in this new environment. The lighting! What on earth! Words really can't express just how big of a leap this latest version is on the visual side of things, at least with my high poly models. The light that glows off of the 3d surfaces in outdoor areas or next to lighted objects is just... amazing... I almost feel like I'm working on a current gen project.
Thank you for all the hard work.
Because this isn't my thread.
However, I will post some screenshots just to show what i'm talking about with the new lighting. It is just amazing what the engine does visually now. Please excuse the player's pistol which is pointing down. The weapons have all been messed up in the last couple of versions.
Oops! Didn't realize i couldn't use the "
This first is an image just showing the textured model. All lighting is baked in and there is no actual light information in the image.
https://sites.google.com/a/doomascensio ... t-pose.jpg
The next two are screenshots taken from my project using this latest version of the Doomsday Engine with default settings and no post processing. Notice the light auras around the reflected light, most noticeable around the skin. Also in the second image you can see a dark aura coming off of darker parts of the models like the pistol.
https://sites.google.com/a/doomascensio ... te-042.png
https://sites.google.com/a/doomascensio ... te-020.png
Anyway I hope they can make dynamic shadows for monsters and items that would make doomsday look amazing
I just posted some screenshots about the D3 models:
http://postimg.org/image/qp4t4r5mt/
http://postimg.org/image/ofgi815y5/
I've actually only gone through one revision for the models and that was due to a huge increase in performance and the realization that we could cheat the hard .md2 triangle limit. In fact we are no longer limited by triangle count at all. I believe you even commented in a thread i started a year or so ago about getting rid of the limit to the number of sub-models. That was the thread that helped us come to the final decision to revise.
I'd apply reflections to my models if I could control them per pixel rather than per model. I have some extremely subtle old styled "reflections" on those models in my examples but they are so subtle that it is almost not even worth having in there.
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Anyways, I really do love where Doomsday is headed. I just can't even fathom doing my project for any other port.
https://www.flickr.com/photos/3djunior/2049260478/