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Latte Doom

A DOOM source port for Minecraft.
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latte-doom-0.61.0-alpha.jar

File namelatte-doom-0.61.0-alpha.jar
Uploaded
Aug 7, 2026
Downloads
50
Size
1.9 MB
Mod Loaders
Fabric
File ID
8597615
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:latte-doom-1643681:8597615"

Learn more about Curse Maven

What's new

A DOOM source port for Minecraft. Requires your own DOOM or DOOM II WAD; no game data is included.

Added

  • DOOM's light chain: sector light in sixteen bands, distance diminishing on the colormap curve, and fake contrast.
  • Sprites, other marines and the view weapon light on the same curve.
  • Extra light from the gun flash and DEHACKED flash frames.
  • Options pages: Display, HUD, Sound, Messages, Mouse, Gameplay, Miscellaneous and Credits.
  • Menu rows for seven settings that had no interface.
  • Sliders with numeric readouts and real ranges.
  • A gamma slider.
  • A separate HUD scale.
  • Six crosshair shapes, with size and health colouring.
  • Heads up messages.
  • The radiation suit's screen tint.
  • A Read This page.
  • Automap zoom on the main keyboard row.
  • Boot guidance on the first world, naming the folder when no WAD is present.
  • Headless verification tasks for the session state machine and message delivery.

Changed

  • The map builds at load instead of over the first frames.
  • Light resolves at draw time, so boost, gamma and the light toggle act without rebuilding geometry.
  • Fullbright frames hold colormap zero.
  • The menu is rebuilt around declarative pages and a navigation stack.
  • Settings pages scale on an aspect clamped to 17:10, so ultrawide no longer gets an oversized interface.
  • Art pages keep the 320x200 canvas and its aspect correction.
  • Drawing and mouse hit testing share one layout.
  • The fullscreen HUD follows DOOM's own layout.
  • Berserk shows the strength sprite.
  • Light boost is now 0 to 128, and existing settings are migrated.
  • Volume sliders read 0.00 to 1.00.
  • Weapon switching resolves the selection directly instead of synthesising keypresses.
  • Slot keys toggle both halves of a weapon pair.
  • The world snapshot and the engine stage publish in a single write.
  • The Credits page is rewritten.

Fixed

  • The menu was pushed off screen in windows narrower than 4:3.
  • The crosshair did not scale with the display.
  • Heads up messages never appeared.
  • The ammo readout was drawn half off the right edge.
  • Level stats and messages ignored the HUD scale.
  • Weapon switching dropped input for three ticks after every switch.
  • The chainsaw could not be switched back to the fist.
  • The super shotgun was selectable in games without it.
  • Light boost stopped at 4.
  • A level exit could read as a level standing with no snapshot.
  • The player could be dropped at the start of the level they were already in.
  • Automap zoom stepped at the wrong rate and had no upper bound.
  • The savegame verification task passed when run without a WAD.

Removed

  • The per-frame render path and its command.

Known issues

  • Menu and HUD text is drawn in the WAD's single red font, so row colours are not visible.
  • There is no alternative HUD layout.
  • Invulnerability's screen inversion is missing.
  • The BSP mesh is experimental and reachable by /bsp only.
  • The crosshair is centred on the screen, not the view window.
  • The menu has no key rebinding, text entry or tooltips.

This mod has no additional files