Managed Doom Versions Save

A Doom port written in C#

v2.1a

11 months ago
  • Implemented frame interpolation for smooth game play.
  • Fixed issue where error messages were not reported correctly in the console window.

v2.0c

1 year ago
  • Fixed bug where the mouse_disableyaxis config option did not work.

v2.0b

1 year ago
  • Fixed crash due to negative light level in some PWADs.

Now KDiKDiZD should work.

v2.0a

1 year ago
  • Migrated to .NET 7 + Silk.NET.
  • Fixed crash in some PWADs.
  • Fixed incorrect calculation of spatial audio.
  • Reduced CPU usage of the MIDI synthesizer.

v1.2f

2 years ago
  • Fixed DeHackEd issue where resource name replacement was not functional.
  • Added -solo-net option support.

v1.2e

2 years ago
  • Fixed crash when an invalid map number was specified by -warp or idclev.
  • Added a new config option audio_musiceffect to disable reverb and chorus in MIDI synthesis.
  • Refactored the platform dependent code for better portability.
  • This build uses Native AOT.

Native AOT is working great so far. We got better performance, less memory consumption, and smaller binary size.

v1.2d

2 years ago
  • Fixed issue where zoom keys do not work on some keyboards.
  • Fixed pop noise in certain SoundFonts.
  • Improved music playback stability.
  • Reduced CPU load for music playback.
  • Now you can set IWAD by drag & drop.
  • This build uses .NET 6 RC1.

v1.2c

2 years ago
  • Fixed issue where a MUS file with more than 10 channels does not play correctly.
  • Fixed pop noise in certain MUS files.
  • This build uses .NET 6 Preview 5.

v1.2b

2 years ago
  • Now the music player supports reverb and chorus.
  • This build uses .NET 6 Preview 4 to reduce number of DLLs.

v1.2a

3 years ago
  • Fixed bug where cheats are not disabled in demo playback.
  • Fixed issue where player respawn sound was not audible in a certain situation.
  • SoundFont synthesizer is reimplemented.

Now you can use an arbitrary SoundFont for BGM. To change the SoundFont, modify the filename of audio_soundfont in the cfg.