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Latte Doom

A DOOM source port for Minecraft.
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latte-doom-0.70.0-alpha.jar

File namelatte-doom-0.70.0-alpha.jar
Uploaded
Aug 14, 2026
Downloads
29
Size
2.0 MB
Mod Loaders
Fabric
File ID
8647737
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:latte-doom-1643681:8647737"

Learn more about Curse Maven

What's new

Boom and MBF compatibility

  • Boom translucent lines (260) render see-through, including tagged groups and self-referencing panes.
  • Boom transfer heights (242) render: window boxes hide their inner walls, zero-height fake sectors vanish.
  • Boom light transfers (213 and 261) lend a surface the light of another sector.
  • DEHACKED translation bits recolour sprites; translucent things blend.
  • Translucent surfaces use the mod's own shader; they no longer take the dimension light tint.
  • A compatibility level reader (COMPLVL) selects vanilla or MBF behaviour per WAD.
  • MBF code pointers, friend and dog groundwork, DEHACKED extended sounds and sprites, and eight comp_* options are in.
  • The Icon of Sin brain no longer crashes on maps with more than 32 targets.
  • Sector sound origins no longer overflow on huge maps, so doors and lifts are audible everywhere.
  • Self-referencing sector closets open correctly at the MBF level (comp_model).

Gameplay fixes

  • A moving floor carries or lifts the player the tic it moves.
  • Eye height level adjusted.
  • Dropped items can be picked up in the level. The server body no longer sinks its collision box while standing on floors.
  • Thrown items stop at walls at every speed and no longer travel double their velocity.
  • Marines can pick their own dropped items back up; other Minecraft loot is still left alone.
  • The engine pauses under Minecraft's own pause rule.

Performance improvements

  • Item wall collision reads only nearby walls instead of every line on the map.
  • The co-op world feed is smaller, deduplicates while the engine is paused, and is not sent to players who cannot use it.
  • The sprite pass and the persistent renderer allocate less per frame; maps without translucency skip that pass entirely.

Server

  • The jar loads on a dedicated server: channels, the level dimension, and the server-side play rules all come up. Playable dedicated hosting needs a movement-validation change that is planned but not in this release.

Known limits

  • Underwater view and colormap tint for 242 water are not modelled.
  • Two overlapping translucent surfaces can layer in draw order rather than depth order.
  • Friendly monsters retaliate against a player who hits them, and savegames do not keep friendliness.

This mod has no additional files