JamesDunne / crispy-doom

My fork of Crispy Doom to add fun experimental visual effects and gameplay mechanics

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My Fork

My own fork of Crispy Doom offers these changes over vanilla Crispy Doom.

  • All projectiles (except hitscans) go through teleporters and retain their momentum through teleportation

  • New "fizzle" pixel effect used to show teleporting objects pixel by pixel from the teleporter to the destination; replaces old SPR_TFOG animation; objects in teleportation phase are full-bright

Ideas for future enhancement:

  • Allow Arch-Viles to resurrect bosses
  • Introduce target leading for enemy projectile aiming, scaled with difficulty level, i.e. they will aim to where their projectile intercepts you assuming your velocity is constant

Crispy Doom

Crispy Doom Icon

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Crispy Doom is a limit-removing enhanced-resolution Doom source port based on Chocolate Doom.

Its name means that its internal 640x400 resolution looks "crisp" and is also a slight reference to its origin.

Synopsis

Crispy Doom is a friendly fork of Chocolate Doom that provides a higher display resolution, removes the static limits of the Doom engine and offers further optional visual, tactical and physical enhancements while remaining entirely config file, savegame, netplay and demo compatible with the original.

Objectives and features

Crispy Doom is a source port that aims to provide a faithful Doom gaming experience while also featuring some user-requested improvements and enhancements. It is forked off of Chocolate Doom to take advantage of its free and open-source code base, portability, accuracy and compatibility with Vanilla Doom.

Its core features are:

  • Enhanced 640x400 display resolution, with the original 320x200 resolution still available in the "High Resolution Rendering: Off" mode.
  • Uncapped rendering framerate with interpolation and optional vertical synchronization (VSync) with the screen refresh rate.
  • Intermediate gamma correction levels (0.5, 1.5, 2.5 and 3.5).
  • Removal of all static engine limits, or at least raising of the less crucial ones.
  • Full support for the "Doom Classic" WADs shipped with the "Doom 3: BFG Edition", especially the "No Rest For The Living" episode shipped in the NERVE.WAD file.

Furthermore, the following optional user-visible and audible features are available:

  • Jumping.
  • Free vertical looking, including mouse look and vertical aiming.
  • Aiming support by a crosshair that may get directly rendered into the game world.
  • A new minimal Crispy HUD, displaying only the status bar numbers.
  • Clean Screenshot feature, enabling to take screenshots without HUD elements and even without status bar numbers and weapon sprites at higher screen sizes.
  • Colorized status bar numbers, HUD texts and blood sprites for certain monsters.
  • Translucency for certain sprites and status bar elements in the Crispy HUD.
  • Randomly mirrored death animations and corpse sprites.
  • Command line options to allow for playing with flipped player weapon sprites and/or entirely flipped level geometry.
  • Players may walk over or under monsters and hanging corpses.
  • Centered Weapons when firing, weapon recoil thrust and pitch.
  • Reports whenever a secret is revealed.
  • Level statistics and extended coloring in the Automap.
  • Playing sounds in full length, and misc. other sound fixes.
  • Demo recording and/or playback timers and progress bar.

All of these features are disabled by default and need to get enabled either in the in-game "Crispness" menu, in the crispy-doom-setup tool or as command line parameters. They are implemented in a way that preserves demo-compatibility with Vanilla Doom and network game compatibility with Chocolate Doom. Furthermore, Crispy Doom's savegames and config files are compatible, though not identical (see the Compatibility section below), to Vanilla Doom's.

Crispy Doom strives for maximum compatibility with all "limit-removing Vanilla" maps -- but not Boom or ZDoom maps. More specifically, Crispy Doom supports some select advanced features such as ANIMATED and SWITCHES lumps, MBF sky transfers, SMMU swirling flats and MUSINFO -- but neither generalized linedef and sector types nor DECORATE and MAPINFO.

Many additional less user-visible features have been implemented, e.g. fixed engine limitations and crashes, fixed rendering bugs, fixed harmless game logic bugs, full support for DEHACKED files and lumps in BEX format, additional and improved cheat codes, an improved Automap, and many more! Due to the extra DEHACKED states added from MBF, Crispy Doom supports enhancer mods that can make the gameplay even more pleasing to the eyes. For a detailed list of features and changes please refer to the release notes below.

New controls (with default bindings)

  • Move Forward (alt.) W
  • Move Backward (alt.) S
  • Strafe Left (alt.) A
  • Strafe Right (alt.) D
  • Jump (bindable to joystick and mouse buttons as well) / (as in Hexen and Strife)
  • Quick Reverse (bindable to mouse buttons as well)
  • Mouse Look (bindable to mouse buttons or permanent)
  • Look up (bindable to joystick axes as well) PgDn (as in Heretic)
  • Look down (bindable to joystick axes as well) Del (as in Heretic)
  • Center view End (as in Heretic)
  • Toggle always run
  • Toggle vertical mouse movement (new in 5.4)
  • Delete savegame Del
  • Go to next level
  • Reload current level
  • Save a clean screenshot
  • Toggle Automap overlay mode O
  • Toggle Automap rotate mode R
  • Resurrect from savegame (single player mode only) "Run" + "Use"

New command line parameters

  • -dm3 specifies the Deathmatch 3.0 rules (weapons stay, items respawn) for netgames (since 4.1).
  • -episode 1 launches Hell on Earth and -episode 2 launches No Rest for the Living episode if the Doom 2 IWAD shipped with the Doom 3: BFG Edition is used.
  • -warp 1a warps to the secret level E1M10: Sewers of XBox Doom IWAD (since 2.3).
  • -mergedump <file> merges the PWAD file(s) given on the command line with the IWAD file and writes the resulting data into the <file> given as argument. May be considered as a replacement for the DEUSF.EXE tool (since 2.3).
  • -blockmap forces a (re-)building of the BLOCKMAP lumps for loaded maps (since 2.3).
  • -playdemo demoname -warp N plays back fast-forward up to the requested map (since 3.0).
  • -loadgame N -record demoname and -loadgame N -playdemo demoname allow to record and play demos starting from a savegame instead of the level start (since 4.0).
  • -playdemo demoname1 -record demoname2 plays back fast-forward until the end of demoname1 and continues recording as demoname2 (new in 5.5).
  • -fliplevels loads mirrored versions of the maps (this was the default on April 1st up to version 5.0).
  • -flipweapons flips the player's weapons (new in 5.3).

New cheat codes

  • TNTWEAP followed by a weapon number gives or removes this weapon (8 = Chainsaw, 9 = SSG). Try to load Doom 1 with DOOM2.WAD as a PWAD and type TNTWEAP9 to play the SSG in Doom 1.
  • TNTEM, KILLEM or FHHALL kill all monsters on the current map (and disables all cube spitters).
  • SPECHITS triggers all Linedef actions on a map at once, no matter if they are enabled by pushing, walking over or shooting or whether they require a key or not. It also triggers all boss monster and Commander Keen actions if possible.
  • NOTARGET or FHSHH toggle deaf and blind monsters that do not act until attacked.
  • TNTHOM toggles the flashing HOM indicator (disabled by default).
  • SHOWFPS or IDRATE toggle printing the FPS in the upper right corner.
  • NOMOMENTUM toggles a debug aid for pixel-perfect positioning on a map (not recommended to use in-game).
  • GOOBERS triggers an easter egg, i.e. an "homage to an old friend". ;-)
  • IDBEHOLD0 disables all currently active power-ups (since 2.2).
  • IDCLEV00 restarts the current level (since 2.0).
  • IDMUS00 restarts the current music (new in 5.1).
  • VERSION shows the engine version, build date and SDL version (new in 5.1).
  • SKILL shows the current skill level (new in 5.5.2).

Download

Binaries for Windows XP / Vista / 7 / 8.1 / 10 (both x86 and x64 editions) are available here: https://github.com/fabiangreffrath/crispy-doom/releases/download/crispy-doom-5.6.1/crispy-doom-5.6.1-win32.zip

Daily builds of Crispy Doom can be found here: http://latest.chocolate-doom.org/

Crispy Doom can play nearly all variants of Doom. If you don't own any, you may download the Shareware version of Doom, extract it and copy the DOOM1.WAD file into your Crispy Doom directory. Alternatively, you may want to play Crispy Doom with Freedoom and a MegaWAD.

Sources

Open Hub

The Crispy Doom source code is available at GitHub: https://github.com/fabiangreffrath/crispy-doom. It can be downloaded in either ZIP or TAR.GZ format or cloned via

 git clone https://github.com/fabiangreffrath/crispy-doom.git

Compilation on Debian systems (Debian 10 "buster" or later) should be as simple as

 sudo apt install build-essential automake
 sudo apt build-dep crispy-doom

to install the prerequisites and then

 cd crispy-doom
 autoreconf -fiv
 ./configure
 make

After successful compilation the resulting binaries can be found in the src/ directory.

News

Crispy Doom 5.6.1

Crispy Doom 5.6.1 has been released on August 23, 2019. It is dedicated to hotfixing the bugs reported by the community after the 5.6 release.

Bug Fixes

  • The IDBEHOLD0 cheat not cancelling the player's invisibility has been fixed, thanks to maxmanium for being watchful.
  • The crash when a door that is actually a platform is opened again while going down has now actually been fixed, thanks to maxmanium for pointing this out at the Doomworld forums and Zodomaniac for the confirmation.
  • The door-closing sound playing even when the door is already closed has been fixed, thanks to Worm from the Doomworld forums for the heads-up. This especially affects repeatable walkover triggers.
  • SIGIL.wad is no longer auto-loaded anymore if another PWAD already modifies the texture files. This fixes the buttons in REKKR being rendered incorrectly, thanks to IsBebs for the report.

Regressions

  • The "Show Player Coords: Always" setting is now disabled to prevent cheating while speedrunning. Thanks to ZeroMaster010 for the repeated suggestions at the Doomworld forums.

Crispy Doom 5.6.1 is based on Chocolate Doom 3.0.0 and has merged all changes to the Chocolate Doom master branch up to commit b9d4c04c.

Crispy Doom 5.6

Crispy Doom 5.6 has been released on August 1, 2019. This release features support for the new Ultimate Doom Episode 5: Sigil by John Romero (with its MP3 soundtrack by Buckethead) and the Doom Metal Vol. 5 metal soundtrack mod for all IWADs.

Features

  • SIGIL.wad and SIGIL_SHREDS.wad are auto-loaded with Ultimate Doom IWAD when available, suggested by buvk. The Sigil art screen is only used when finishing episode 5. If you want to replace DMENUPIC and other art by Sigil's, load it manually.
  • Support for alternative music tracks for Final Doom has been implemented as introduced in DoomMetalVol5.wad, music replacement tables provided by Zodomaniac.

Improvements

  • Joystick jump button can now be assigned, contributed by Jeff Green.
  • Item position in Crispness menu is now remembered as well as in the rest of Doom menu, fixing the non-Doominess spotted by JNechaevsky.
  • Ambiguity in music backend name Native MIDI pointed out by pmjdebruijn has been eliminated, now it reads MIDI/MP3/OGG/FLAC.
  • Automap colors for different things (visible with IDDT) have been figured out by Zodomaniac: orange for projectiles, including Lost Souls, and dark gold for shootable things like barrels.
  • Extra Arch-Vile fire spawn sound is only played if available, which makes Capellan's SpecBoss.wad work with Doom 1 as IWAD.
  • Optional secret counting in the "secret revealed" message has been introduced, suggested by Ledmeister.
  • Green brightmap is applied to barrels according to JNechaevsky's idea.
  • Colors for HUD digits have been improved on artistic advice by JNechaevsky.
  • Zooming and moving Automap with the mouse wheel has been implemented, thanks to JNechaevsky for the suggestion and testing.
  • Tally screen is displayed after ExM8, requested by Sector 147 and tested by JNechaevsky.
  • Weapon pickup message is printed when using the TNTWEAPx cheat, requested by Zodomaniac.

Bug Fixes

  • Support for SMMU swirling flats has been repaired.
  • Playing with 32 sound channels is now actually enabled, thanks to seed and SiFi270 for pointing this out and providing examples.
  • More crashes with maps without map title graphics lump are prevented.
  • Level transitions back from MAP33 when playing Doom 2 extensions (e.g. NERVE) have been fixed, thanks to buvk for reporting.
  • Playing up to three sounds from lines with more than one switch texture has been fixed, squashing the button spamming sound bug reported by Looper in the forums.
  • A crash when a door that is actually a platform is closed manually has been fixed, spotted by glyphic from the forums.
  • An off-by-one typo in the par time drawing decision has been fixed.
  • The SSG reloading sounds being breakable have been fixed, reported by JNechaevsky.
  • Flat lumps are prevented from being mistaken as patches, at least when composing textures. This fixes a crash when loading any map with Sunder.wad (and who knows where else) spotted by JNechaevsky. If the flat lump name is unambiguous, though, then the one found is used, as Brad Harding pointed out. This fixes WOS.wad.
  • The ammo type is reset in P_CheckAmmo() when a weapon is removed (by the TNTWEAPx cheat) after Zodomaniac's report, so that even the chainsaw which consumes no ammo is removed properly.

Regressions

  • Crispy's own WAD autoload mechanism has been replaced by Choco's one, autoloading files from the doom-all subdirectory of the config directory.

Crispy Doom 5.6 is based on Chocolate Doom 3.0.0 and has merged all changes to the Chocolate Doom master branch up to commit 485b939b.

Documentation

Versioning

Crispy Doom's major version number is increased whenever a new Chocolate Doom (pre-)release got merged into its code base. The minor version number is increased for intermediate releases that do only contain Crispy-specific changes or unreleased changes to the Chocolate Doom code base. The micro or patch version is reserved for post-release hotfixes, it remained unused until the 5.5 release.

Contact

The canonical homepage for Crispy Doom is https://github.com/fabiangreffrath/crispy-doom

Crispy Doom is maintained by Fabian Greffrath.

Please report any bugs, glitches or crashes that you encounter to the GitHub Issue Tracker.

Acknowledgement

Although I have played the thought of hacking on Chocolate Doom's renderer for quite some time already, it was Brad Harding's Doom Retro that provided the incentive to finally do it. However, his fork aims at a different direction and I did not take a single line of code from it. Lee Killough's MBF was studied and used to debug the code, especially in the form of Team Eternity's WinMBF source port, which made it easier to compile and run on my machine. And of course there is fraggle's Chocolate Doom with its exceptionally clean and legible source code. Please let me take this opportunity to appreciate all these authors for their work!

Also, thanks to plums of the Doomworld forums for beta testing, "release manager" Zodomaniac and "art director" JNechaevsky for the continuous flow of support and inspiration during the post-3.x development cycle and (last but not the least) Cacodemon9000 for his Infested Outpost map that helped to track down quite a few bugs!

Furthermore, thanks to VGA for his aid with adding support for his two mods: PerK & NightFright's Black Ops smooth weapons add-on converted to DEHACKED and Gifty's Smooth Doom smooth monster animations converted to DEHACKED that can make the gameplay even more pleasing to the eyes.

Legalese

Doom is © 1993-1996 Id Software, Inc.; Boom 2.02 is © 1999 id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman; PrBoom+ is © 1999 id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman, © 1999-2000 Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze, © 2005-2006 Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko; Chocolate Doom is © 1993-1996 Id Software, Inc., © 2005 Simon Howard; Chocolate Hexen is © 1993-1996 Id Software, Inc., © 1993-2008 Raven Software, © 2008 Simon Howard; Strawberry Doom is © 1993-1996 Id Software, Inc., © 2005 Simon Howard, © 2008-2010 GhostlyDeath; Crispy Doom is additionally © 2014-2019 Fabian Greffrath; all of the above are released under the GPL-2+.

SDL 2.0, SDL_mixer 2.0 and SDL_net 2.0 are © 1997-2016 Sam Lantinga and are released under the zlib license.

Secret Rabbit Code (libsamplerate) is © 2002-2011 Erik de Castro Lopo and is released under the GPL-2+. Libpng is © 1998-2014 Glenn Randers-Pehrson, © 1996-1997 Andreas Dilger, © 1995-1996 Guy Eric Schalnat, Group 42, Inc. and is released under the libpng license. Zlib is © 1995-2013 Jean-loup Gailly and Mark Adler and is released under the zlib license.

The Crispy Doom icon (as shown at the top of this page) is composed of the Chocolate Doom icon and a photo of potato crisps (Utz-brand, grandma's kettle-cooked style) by Evan-Amos who kindly released it into the public domain. The current high-resolution version of this icon has been contributed by JNechaevsky (formerly by Zodomaniac).

About

My fork of Crispy Doom to add fun experimental visual effects and gameplay mechanics

License:GNU General Public License v2.0


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