LZDoom build fails using a recent GCC (14.x), due to C++ (new) dialect changes.
As a workaround, disable the GTK launcher from build to avoid the compilation errors. We don't use it and it's only built of GTK3 dev libraries are detected, but disable it so the compilation is not attempted even when the GTK3 dev libraries are installed.
The new version has lots of bugfixes and adds support for the new Doom II add-on "Legacy of Rust" released by Bethesda with the Doom(+II) re-release.
New in version 4.13.0:
* Added pistol start gameplay option
* A few ID24 spec implementations, adds support for new Bethesda DOOM + DOOM II re-release and Legacy of Rust
* Several multiplayer network fixes, especially with prediction
* Some savegame fixes, should now be able to delete them on windows
* Add Extra Parameters to iwad selection box
* iwad selection box now always shows unless one of the following is true: it is disabled, -iwad is used from command line, or you load in a gameinfo that suggests an iwad
* Add mbf21 and mbf21 (strict) compatibility presets
* Particles and rollsprites are now square
* ZMusic update, allows selecting a new module player
* Forced-perspective sprite clipping (limited ability for sprites to render under the floor)
* Support for Orthographic projection
* Decoupled animation fixes
* Able to now pass optional parameters in any order
Fixed the licence link and removed the arm64 restriction.
The restriction was added in [1] for Odroid-C2, when `libluajit-5.1-dev` was not available. But that was in 2016 and I think the Ubuntu 20.04 image that's available now for C2 (or a current Armbian release based on Debian/Ubuntu) does have it [2].
[1] acba46e095
[2] https://packages.ubuntu.com/noble/arm64/libluajit-5.1-dev/download
Fixed installation error due to ZMusic changing it's SO version.
Upgraded GZDoom to 4.12.2. Changes in 4.12 (full changes at https://github.com/ZDoom/gzdoom/releases)
* 4.12.2
* network fixes, including prediction and interpolation
* added emulation of Final Doom's teleporter z glitch and activate it for Saturnia MAP10
* Reworked clientside lerping
* fix issues with GCC 14
* 4.12.1
* Added pistol start gameplay option
* Restored Windows 7 support
* 4.12
* set default backend to Vulkan, if Vulkan fails go GLES not OpenGL
* Update LZMA SDK to 23.01
* do not print all GL extensions to the log for the GLES renderer.
* fix map WAD check for savegame validation.
* Allow setting the colormap from mapinfo (dsda-doom)
* added per-sector sky UDMF properties.
* added DSDA's thrust properties for UDMF
* added rudimentary support for DSDA's COMPLVL lump.
* allow defining zero gravity through MAPINFO
* fix GL ES switch appearing as 'Unknown' in the menu sometimes
* Fixed console rendering crash on wide consoles
* Added friction and colormap related properties from DSDA.
* hooked up the per-level colormaps with the hardware renderer.
* always save the map WAD in a savegame's metadata, even if it is from the IWAD
* fix UMAPINFO's intermusic being used at the summary screen.
In 77bb4c16 the code was locked to an older commit due to incompatibilities with Raspberry Pi OS Buster, but this version doesn't build with newer GCC.
Switch to using the latest code by default but lock to older versions for Buster and GCC 10 and lower
Tested to build correctly on Raspberry Pi OS Buster, Bullseye and Bookworm.
7zip/lzma assumes hardware crc support on arm, which breaks compilation on armv7.
Disable the check so it falls back to a software implementation.
Same fix as for mame with 508f3d1e64
Love has switched over to cmake, so the scriptmodule was failing.
Their main branch is considered development, so switch to the last stable tag 11.5 (December 2023).
Added 'dsda-doom', a DOOM source port based on PrBoom+ with extra features geared for demo recording/playback, focused on speedrunning and quality of life.
It has support for:
* Heretic, Hexen, MBF21, Doom-in-Hexen, UDMF, and MAPINFO support
* In-game console and scripting
* Full controller support
* Palette-based OpenGL renderer
* Debugging features for testing
* Strict mode for speedrunning
* Various quality of life improvements
* Advanced tools for TASing
* Rewind
It is meant to replace `lzdoom`, which is no longer developed, as a lightweight DOOM port. Can play most Boom based WADs without issues. Due to its popularity in the TAS community, a lot of BOOM compatible WADs are tested against `dsda-doom`, which should provide better compatiblity than other lightweight source ports (crispy/woof).
It has a SW renderer - which runs ok on a RPI3 - and an OpenGL2 renderer which can be shitched on for OpenGL capable systems. I haven't tested the joypad/gamepad support, though it's there and default mappings take this into account.
Links:
- Project repository: https://github.com/kraflab/dsda-doom/
- DoomWorld support topic: https://www.doomworld.com/vb/thread/133096
- DoomWiki page: https://doomwiki.org/wiki/DSDA-Doom
Add back GZDoom, the feature centric port for all Doom engine games, based on ZDoom. Since LZDoom is no longer developed, let's try to add back the few still active Doom projects.
Since it was removed, besides countless other features addded, it has gained a GLES2/OpenGL2 + Vulkan renderer. Unfortunately, 32bit support has been dropped entirely since 4.9, so 32bit platforms will have to use the 4.8.0 release.
Recent versions auto-detect the available video renderers and can switch to the less intesive GLES2/GL2 renderer, but for old versions (32bit) the preferred renderer has to be set via `vid_preferbackend`.
Added a patch for CMake to fix generating/building Bombermaaan with older SDL2/SDL2_mixer:
- on Bullseye/Ubuntu 20.4, `sdl2_mixer-config.cmake` doesn't contain the target aliases in the `SDL2_mixer` namespace.
- on Buster, `sdl2-config.cmake` doesn't contain the target aliases in the `SDL2` namespace and the includes/libraries are not correctly added to the compilation and linkage options.
Since Bullseye, `kodi` should be installed from the RPT repos, since it's build with the necessary patches/optimization directly by the RP folks.
However, the version in the repos don't always overrides the version present in the upstream Debian/Raspbian repositories [1] and installation fails.
Added a workaround to always prefer the Kodi packages originating from archive.raspberrypi.com/archive.raspberrypi.org.
I think Bullseye and previous had 'archive.raspberrypi.org' for RP repostories, while Bookworm has switched to 'archive.raspberrypi.com', so we can't use the URL for pinning. Added a pin based on the 'l'(Location ?) field of the release from the repository.
[1] https://github.com/raspberrypi/bookworm-feedback/issues/144
The SMW fork from mmatyas/supermariowar is still active and it has the options to use SDL2 instead of SDL1.
Switched the scriptmodule to it with updated dependencies and build instructions.
New version also changed the configuration location, now in a dedicated folder.
Main changes since 1.8
* Experimental online mode, including an online lobby server
* Lots and lots and lots of bugfixes (seriously, there's at least 200)
* Added Web, ARM and (an experimental) Android ports, and improved support for Windows, Linux and OSX
* Improved music and sound quality
* Ported all parts of the game to SDL2, for hardware accelerated drawing and improved support for many platforms
* Major cleanup of the source code and the build system
NOTE: I've updated the license to GPL2, since this is what's declared in the CMake build file.