dsda-doom
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This is a successor of prboom+ with extra tooling for demo recording and playback, with a focus on speedrunning and quality of life.
- [ ] [Requiem MAP13](https://github.com/kraflab/dsda-doom/issues/338#issuecomment-1500992354) (some combination of map hole and missing bleeds) - [ ] [Doom II MAP21](https://github.com/kraflab/dsda-doom/issues/338#issuecomment-1500992455) (mapper goof) - [ ] [Eternal MAP28](https://github.com/kraflab/dsda-doom/issues/338#issuecomment-1500992501) (map hole) - [...
dsda-doom is prone to stuttering when a lump is first accessed, especially if the wad file is on a spinning HDD. This is likely because it memory maps wad files,...
Putting everything in `~/.` has been considered bad practice on Linux for a while. https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html - Configuration files usually go in ~/.config/ - Cache files (anything it's safe to delete)...
I need to see ouch face in full screen.
It looks like walkover actions to not work on `bossaction` in UMAPINFO. Here's a simple UMAPINFO that is supposed to open two doors, one using action 2 (W1 Door Open...
This can wait until 0.27 since 0.26 is in RC. # Modes - Smooth mode performs linear interpolation between colormap entries based on light level, removing light banding - Dithered...
Avoids bad aliasing in some resolutions ----- ## Before  ## After 
For some reason I tried to load myhouse.pk3/house.wad with dsda-doom. After removing the "Multiple polyobjs in a single subsector" error, dsda-doom was able to load the level. It is completely...
Looking at CPU profile data, BSP tree traversal is very expensive considering the amount of geometry it feeds to the GPU. It made sense for using the painter's algorithm to...
If a wall's draw attributes (vertices, lighting, ...) can't be affected by map specials (elevators/doors/etc), they should be cached, pre-uploaded to the GPU, and GL commands pre-compiled to the greatest...