latte-doom-0.61.0-alpha.jar
Curse Maven Snippet
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
/bsponly. - The crosshair is centred on the screen, not the view window.
- The menu has no key rebinding, text entry or tooltips.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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