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OpenGL Doom Legacy News

Friday, September 1 2006

News are back > Posted by Hurdler at 2:26 PM > Category: Site

Believe it or not, we are back at maintaining the website. Lots of things happened during those last two years. Development may seem slow, and it is from time to time, but Legacy 2.0 (let's call it like that for now) is progressing quite well. There still remains lots of thing to do regarding the network and the hardware accelerated renderer, but you can already tests the new features with the released alpha version

Don't forget to check the Forum or the Wiki for more informations.

[Contact the Legacy Team]



Tuesday, December 6 2005

Legacy Information Wiki > Posted by Rellik at 8:23 PM > Category: DOOM

Well, although it make LOOK like nothing has happened in the last year in fact a great deal has. The move over to C++ goes well and continues to go well, including the addition of a massive amount of awesome new features.

In more recent news Planky has put up the Legacy Wiki which is already off to a very good start. If you'd like to contribute to the project feel free to do so.

Also, I'm still the most humble person ever, which is unexpected considering how good looking I am.

[Contact the Legacy Team]



Monday, January 3 2005

Happy New Year ! > Posted by Hurdler at 7:54 AM > Category: Other

I would like to whish you all the best for this coming year.
It should definitely be a interresting year regarding Doom Legacy.

It took a bit longer than expected, but we are really near a new Doom Legacy version, based on the C++ source code. The good news is that there will be more features and less bugs than if we had released it a few weeks ago. It will still take a few weeks before the release, but it's really worth to wait for it.

On the other side, there will be a final version of the old good Doom Legacy based on the C source code due to high demand for it. It will include mainly new FraggleScript functions.

Stay tuned!

[Contact the Legacy Team]



Monday, October 4 2004

Status of Doom Legacy > Posted by Hurdler at 4:28 PM > Category: DOOM

If you don't visit our forums regularly, you might not know what's happening. Indeed, it has been a long time since we provided you information relating to Doom Legacy. I suppose it's now the time to summarize what you can expect in near the future.

The most significant thing is that we (mainly Ville, aka smite-meister) worked hard on the new C++ version. I think we are not that far from releasing a new beta version. But before that, we will try to release a new alpha version (without all the functionnality we have planned) in the next few weeks. There remain some major issues like the net play and the new renderer which are not finished yet, but all that seems already very promising at the same time.

Some things done since last alpha release
  • better Doom/Heretic/Hexen support
  • hi-res textures support using the PNG image file format
  • more ZDoom compatibility
  • completely new joystick code (should work with up to 4 joysticks, thanks to Pate)
  • lots of hidden things (due to unfinished part of code)
  • lots of bug fixed (and probaly a few new added)

  • Finally, there were some minor improvements which were added or fixed to the C version. If there is a keen demand, we could release a new maintenance version in the weeks to come.

    Stay tuned!


    [Contact the Legacy Team]



    Monday, August 30 2004

    ZenNode for Mac OS X > Posted by Hurdler at 6:59 PM > Category: Other

    I just got an e-mail announcing the release of the Mac OS X version of the latest ZenNode. Now there is a way to play all that lots of PWADs that were unusable due to lots of HOMs etc. on the Mac, without asking to someone else using a PC to fix them.

    For people who don't know what ZenNode is, it's the recommended node builder to use with Doom Legacy. To make the story short, if you see missing walls or things like that in a particular PWAD, you know you should use ZenNode. In fact, it will solve 99% of those kind problems.

    More information about ZenNode on Mac OS X (but some information applies for other OS too) can be found here.

    [Contact the Legacy Team]



    Monday, June 14 2004

    Mac Legacy is back > Posted by Hurdler at 5:06 PM > Category: Mac

    I'm proud to announce you we have an updated Mac OS X beta version of Doom Legacy available for download.

    You can thanks Sebestyen Gabor for providing this new version! It's still a beta version because there are known major issues but it should be playable. Some things working in Mac Doom Legacy 1.40 might not work anymore. In fact, we haven't the all the source code used for that version (Calum, if you hear me, that would be great to say "hello" because the e-mail I have from you doesn't work ;)). On another side, some bugs found in that previous version might be fixed now. You can have a look at the archive for known issues.

    Also, we are waiting your feedback... The best reports we get, the faster we can release an updated version ;)

    Happy MacDooming!

    [Contact the Legacy Team]



    Monday, May 24 2004

    Legacy on Irix and Solaris > Posted by Hurdler at 6:00 PM > Category: Other OS

    Thanks goes to rhoenie. Here is part of what he said on our forum:

      You can find the binaries for Solaris9 and Irix 6.5, the Legacy data files, some external midis (yes, it plays background music using midis and not qmus2mid()), a shareware .WAD and of course the modified source here.

      It runs dogslow on Solaris9 on a Ultra1 200Mhz ultrasparc with a Creator 3D but very playable under Irix 6.5 on my O2 R12k 270Mhz at home. It still has a few bugs:

      - certain 2D modes totaly mix up menu placement
      - menu font doesnt exist/show up in OpenGL
      - special menu font (with the skull) doesn't exist in 2D SDL
      - midi music isn't working in heretic
      - network code doesnt work (well.. its working but crashes)

    The whole thread is here.



    Enjoy it if you own such computers, or if you use them at work/university ;)


    [Contact the Legacy Team]



    Sunday, April 18 2004

    Doom Legacy 1.42 is out > Posted by Hurdler at 1:42 AM > Category: DOOM

    A new maintenance release is now available for download. This version adds some FS functions and fix some issues under Linux (Heretic now works with the SDL executable).

    Here are some highlights from the CVS log:
    - get rid of FS hud pics on level exit and new game, also added exl's fix for clearing hub variables on new game
    - SetObjPosition to work around spawning and removing objects
    - changed objstate to set state and return result of function, user can use other clues to find out what the state of an object is
    - objheal(): so there's no pain state or noise; resurrect(): completely bring 'em back
    - Added objstate(), which is modifed from Exl's code and playerselwep() to complement playerweapon().
    - added ability to set with objangle()
    - Small fix - spawnmissile now returns mobj
    - added "Monsters Infight" for Dehacked patches
    - "kill" command added to the console
    - FS spawned items and monsters retain their z coordinates for respawning
    - bug fix: stop checking non-solids against other things; was responsible for corona movement bug in bug wad
    - new cvar added: screenshotdir

    The docs about all those changes will be available soon, but some are already available (see our forum for more information).

    For now, only the Linux and the Windows version are available, but if the feedback is good enough, we will try to update all the OS currently supported.

    Enjoy!

    [Contact the Legacy Team]



    Thursday, April 15 2004

    Birthday version coming soon > Posted by Hurdler at 6:30 PM > Category: DOOM

    I wanted to release a new version today, but it will be delayed until next week-end because I haven't the time to compile the Dos and Windows version for now. This version will be a minor update of the C version with mainly new FS functions.

    It will be a birthday version, because it's now exactly five years ago I'm working on (OpenGL) Doom Legacy, and the same day I was 22 years old.

    Stay tuned...

    [Contact the Legacy Team]



    Monday, March 1 2004

    Mac Legacy will be back > Posted by Hurdler at 5:33 PM > Category: Mac

    A new developer told me he got the latest Legacy release working quite well on his Mac OS X. The changes he made will be merged soon into the CVS and if everything goes well, you might expect a new version soon. Since we haven't all the source code used to build Legacy 1.40 (if Calum Robinson read this, that would be great if he can contact me), there will be probably some things missing from that version or some things done differently, but some new bug fixes as well.

    Stay tuned!

    [Contact the Legacy Team]



    Thursday, January 1 2004

    Happy New Doom Year ! > Posted by Hurdler at 9:01 AM > Category: Other

    I'd like, in the name of the Legacy Team, to wish you all the best for this new year.

    Also, it's a good time to announce you the new Doom Legacy site is up and running, as you might have noticed if you came here recently. I'd like to thank William 'Phoebus' Mull for having done the big work. He kept the old Doom Legacy site spirit while making it a lot easier to maintain by using modern web design technologies, such as CSS, PHP and mySQL.

    On the Doom Legacy side of the spectrum, I hope this year will be an interesting one. In fact, we are close to releasing the first alpha version of the new C++ version! We have been working on this for more than a year now, and have been talking more and more about it on the Doom Legacy Forums. The big change you'll notice first will be the Hexen support. But thanks to that, lots of new other things will be possible with Doom or Heretic because we use the same core for all the games. That means, for instance, you'll be able to use Hexen stuffs on Doom maps. During the development, you'll also see a new hardware accelerated renderer (including Quake2/3 models) and a new network code (which will be a lot better on the Internet than the current one).

    Stay tuned!

    [Contact the Legacy Team]



    Saturday, October 4 2003

    Doom Legacy 1.41 Update > Posted by Hurdler at 3:39 PM > Category: Windows

    Due to mirror problems and a dehacked bug due to bad compiler options, we have rebuilt a new win32 package, named legacy_141b_win32.zip. It's still available here. If you have already downloaded the package named legacy_141_win32.zip, we highly recommend you to download the new package.

    The DOS package is now also available at the same place.

    [Contact the Legacy Team]



    Friday, October 3 2003

    Doom Legacy 1.41 Is Out > Posted by Hurdler at 8:08 PM > Category: DOOM

    It's finally here after some minor hold-ups on my side. But we took the time to make it as stable as possible. Sure, some bugs remain, but the most annoying ones reported to us are gone. I hope you'll enjoy it.

    Some highlights:
    • bots
    • new FS functions
    • flat support resolution from 32x32 up to 2048x2048
    • translucent HUD in hardware mode
    • new Solaris port and better compatibility between supported OS versions
    • support of OGG Vorbis and MP3 under win32 (using fmod)
    • new master server host (the master server still need to be up, though)
    • new editing stuff
    • lots of bugs fixed
    Bots
    Lots of my bot friends helping me ;) Notice the translucent HUD, as well

    For a full list of new features, please have a look at the whatsnew.html file in the legacy.doc directory, which is included with the Doom Legacy distribution.

    UPDATED: You can download the new version here. For now, only the win32 and linux binaries are available, but other OS version should follow soon. If you can't wait, you can still download the source code here.

    [Contact the Legacy Team]



    Thursday, July 3 2003

    Things Are Moving Along > Posted by Rellik at 8:23 PM > Category: Other

    -> I've updated the Wants and Bug list pages with everything you guys could think up. If there's something you think we missed, let us know in this thread.

    -> Progress continues quite nicely on the next 1.41 release candidate with a bunch of new stuff and bug fixes. Stay tuned!

    [Contact the Legacy Team]



    Saturday, June 28 2003

    News Worthy > Posted by Rellik at 8:26 PM > Category: Other

    -> Due to some outside generosity the skinspecs page has been made, well, readable. :-p Everybody say "Thanks Dan!".

    -> There's been some minor site tweeking, and the manual and the coding is coming along nicely. Won't it be nice when we have polyobjects? Now to get Hurdler and Smite-meister to code in 3D polyobject floors blocks. :-)

    -> Heh, maybe I was the only one who didn't know, but apparently the "corrupt savegame" has been traced back to the spawn() fragglescript function. Just thought I'd pass that tid-bit along.

    [Contact the Legacy Team]



    Tuesday, June 17 2003

    Check Out These New Pants > Posted by Rellik at 8:28 PM > Category: Other

    -> There's a release candidate here ( thanks Tails! ). When Hurdler gets back from vacation it'll perhaps get buttoned up and released as 1.41. Rumor has it that this will be the last release before we switch over to the C++ version, but nothing is confirmed.

    -> The new manual is nearing completion. It's big. It took a lot of work. Thank god it's just about done.

    -> There's a change to the website, the "To-Do" list has become the "Wants List" and I've added the page "Bug List". Now users and coders alike can just check these pages to see what the other has on their mind.

    -> I've also changed the site so that it no longer has the seperate frame for the menu. Yay for iframes! Now I just gotta whip up some kind of a footer...

    [Contact the Legacy Team]



    Thursday, May 29 2003

    The Screenshot Page Is Finally Up And Non-pathetic > Posted by Rellik at 8:30 PM > Category: Site

    After endless procrastination I finally got off my ass and got it mostly roughed in. I still have to make seperate webpages for each pic so they get a suitable background, but I dunno if I'll get that done tonight so I'll upload it now. There are atleast 3 more pics to add, but that can wait till I've got the rest of the pages done. Happy now Gherkin? Are you happy now!?!?!

    Rellik bursts into tears and runs away.

    [Contact the Legacy Team]



    Friday, April 11 2003

    Hexen Legacy Comes Home > Posted by Rellik at 9:01 PM > Category: Hexen

    That's right Hexen fans, Legacy / Hexen compatability is in the works as we speak and the Hexen Legacy site has moved here. The link to Hexen Legacy is in the menu bar or for the uber lazy just click here. According to the to-do list in the CVS the Hexen stuff is at the top of the list of things to finish up in the C++ version. So keep your eyes peeled for future Hexen updates. :-)

    [Contact the Legacy Team]



    Wednesday, April 2 2003

    Note To Self > Posted by Rellik at 8:59 PM > Category: Other

    Hurdler is teh evil. As if I totally fell for that. Bah. ;-p

    ANYways, in non-fool related news I'm re-writing the DOC's. This is a large undertaking. So while I don't want to make an official thing out of it, if anyone breezing through here has anything specific to ask for send me some mail at rellik_jmd@yahoo.com. I'm not sure I should bother to write too much about the launcher, atleast until I know that it isn't going to be re-worked for a while. There's more good news for ya too, our own Darkwolf has been tweaking and adding to the FS functions. :-) I haven't had time to check it out yet but I'm sure we can expect some cool stuff from him. Alright now I got to go get back to work on those DOCs, after their done I promise I'll finish the screenshot gallery page. Well, I promise to try to maybe possible do it at some point in the future anyways.... :-p


    Here's a link to a nifty javascript I found that'll keep the spambots from getting your email address. It's (IMO) pretty cool: javascript.internet.com/miscellaneous/no-spam-e-mail.html

    [Contact the Legacy Team]



    Tuesday, April 1 2003

    Note About Network Code > Posted by Hurdler at 9:03 PM > Category: Networking

    UPDATE: This was, of course, an April Fool ;)

    This might be sad news to some of you, but after talking last month with other members of the team and with lots of Doom Legacy fans we decided that we won't work on a new netcode. Indeed, the current code works quite well on a LAN and Doom was never meant to be played over the Internet. We hope and we are sure you'll understand that as we want to keep as much as the intial Doom philosophy we should put more effort on working on bug fixes and stuff like that rather than doing something outside the philosophy of this project dictated by its creators faB and Boris.

    The good news is that we will have more time to work again on the modem to modem source code and being sure Legacy works well when playing with someone at the other side of the world. We are looking for some (international) telecom sponsors because it might cost too much for the team to test that new modem to modem source code.

    More information will follow soon as I'm currently answering an interview for our host site newdoom.com

    Stay tuned !

    [Contact the Legacy Team]




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