latte-doom-0.70.0-alpha.jar
Curse Maven Snippet
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.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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