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Releases: viti95/FastDoom

FastDoom 1.0.2

19 Sep 05:47
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  • Better sound caching
  • Improved management of low memory scenarios

FastDoom 1.0.1

13 Sep 15:18
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  • Fixed frameskipping in 35 fps mode not working properly

FastDoom 1.0.0

11 Sep 11:47
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Four years after the first release of FastDoom (0.1), the 1.0 version is finally here. As always, huge thanks to everyone involved in the project.

Changelog:

  • Optimized rendering of non-scaled graphics (skybox and player sprite, only on 320x200 modes and screensize >= 10)
  • Added player sprite rendering display option (player weapon)
  • Fix issue #203. Now savegames are different for each IWAD
  • Fix issue on command line parameter "-iwad"
  • Faster update rate for the onscreen FPS counter (@tigrouind)
  • Reduced memory usage
  • Fixed map names for FreeDoom (now map names are stored in the folder "LEVELS")
  • New uncapped framerate mode, for fast 486/Pentium machines (@dougvj)
  • Fixed VSync code (@dougvj)
  • Fixed FDBENCH.EXE utility

FastDoom frame interpolation test

27 Aug 18:01
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Pre-release

WARNING TEST BUILD

fdoom_003

New feature: frame interpolation (options -> display -> uncapped fps). Recommended for fast 486 or better CPUs (AMD K5, Pentium, ...)

There are known bugs that have to be fixed on uncapped fps mode:

  • Wrong FPS calculation
  • Weird menu/display/melting screen behaviour when the executable is launched with this mode enabled

Updates:

  • Test1: Initial test build
  • Test2: Merged new FPS algorithm
  • Test3: Fixed screens and transitions on uncapped mode

If you find any bug or wrong behaviour, please create an issue, thanks!

FastDoom 0.9.9f

27 Jul 14:52
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  • Dreamblaster S2P support (MIDI through LPT)
  • New rendering options, now it's possible to draw walls and sprites untextured (single color)
  • Update display options menu, scroll it's available so it's possible to add as many options as wanted
  • Optimize flat sky rendering
  • Two new command line options "-freeram" and "-limitram". First one limits the amount of ram available for zone memory (kb), and second limits the ammount of memory free after allocating zone memory (also in kb). Reverted default free memory to 128kb (fixes issues on some setups) @jsmolina
  • Added file size verification for supported IWADs (in order to reduce unsupported IWAD version issues)

FastDoom 0.9.9e

18 Jun 16:25
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  • Fixed diminished lightning issues on high resolution VESA modes
  • Fixed some 2D status bar and menus misalignements
  • Fixed rendering corruption on VESA 386SX codepath
  • Fixed MS-DOS 7 crash #187
  • New fonts for 320x100 resultion modes (half height)
  • Optimizations (C)

FastDoom 0.9.9d

30 May 18:57
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  • VESA 400x300 modes support
  • Fixed issue #181 (FastDoom crashes on exit when using AWE32 music device + SoftMPU). Thanks @TheElf01 for finding this issue.
  • Multiple optimizations (C)
  • New VGA 320x100 executable. Uses same direct rendering method as vanilla Doom, but with half height resolution. High detail resolution is 320x100, low detail 160x100 and potato detail 80x100. Recommended for slow 386 cpu's with VGA cards. 2D elements also have half height resolution, so text is pretty much unreadable (unless someone creates a WAD with optimized fonts for this mode)
  • Fixed issue #192 (Save game buffer overflow). Now saving on MAP24 of Hell Revealed doesn't crash. Thanks @deat322 for finding this issue.
  • Added debug to file support for debugging (only for developers)

FastDoom 0.9.9c

07 Apr 10:02
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  • Serial MIDI support (fixed baudrate 38400, COM1 through COM4 selectable)
  • Fixed 512x384 VESA modes

FastDoom 0.9.9b

03 Apr 17:15
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  • Hercules InColor support
  • Mode-X 320x240 mode support (great for old laptops without VESA support and 640x480 display)
  • Fixed MDA debug, now text don't blink all the time
  • Fixed issue #183, random crashes on low-res executables
  • Fixed issue #62, videocards with more than 8Mb crashed on VESA modes
  • Removed "-singletics" commandline parameter. It was only used for debugging purposes.
  • Upgraded build scripts
  • Removed MS-DOS/Windows build scripts. Those were pretty much outdated, and all tooling now is Linux based. It's possible to build FastDoom on Windows using WSL2.

FastDoom 0.9.9

24 Mar 18:53
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  • Multiple optimizations (C, ASM) and code cleanup
  • Disabled all cheats in Nightmare
  • Removed IDSPIDPOPD cheat (IDCLIP is still available)
  • Fixed snow while setting palette on slow VGA cards (via -fixDAC)
  • Removed -nomonsters and -turbo command line parameters
  • Native higher resolution modes available (thanks to Doug Johnson). New supported resolutions: 320x240, 512x384, 640x400, 640x480, 800x600, 1024x768, 1280x800, 1280x1024
  • Fixed SBEMU support (thanks to Crazii)
  • Refactored memory allocation, now all RAM available is used by default. Removed -ram command line parameter
  • Better debugging and automatic CPU detection by Doug Johnson
  • Source code has 8.3 file format again (thanks to efliks)
  • VESA backbuffered modes now work on video cards without LFB
  • Removed OpenWatcom IDE files (obsolete, not used)
  • Upgraded build scripts, much faster compile times on Linux (again, thanks to Doug Johnson)