Doom64EX Status

For those who are unaware, I have been swamped with other projects (one of them being Turok2 EX) and has left me with little to no time to update Doom64EX. However since the most recent release, I have gotten help from a few contributors. For the time being, dotfloat, MP2E and Quasar will be assisting me in maintaining Doom64EX.

The following is a list of goals that dotfloat hopes to accomplish:

GitHub repo: https://github.com/svkaiser/Doom64EX

New Stuff:
* SDL2 support
* Wadgen integration
* Various bugfixes
* 64-bit support on Windows and Linux

What needs to be done before a full release can be considered:
* New UI for Wadgen
* Fix save/load-related crashes

What won’t be considered for the next release:
* Multiplayer
* Doom Builder 64

Plan for the future:
* Full controller support
* Support for multiple image and audio formats
* Scripting

While nothing is set in stone yet, since I have the tenancy to drop off the face of the earth, I do have plans on migrating the Kex3 codebase with Doom64EX as I start wrapping up other things. This will introduce a ton of new features and improvements (hopefully) from my other projects. Anyways, thanks for keeping interest in this project wish the guys the best of luck!

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10 thoughts on “Doom64EX Status

  1. Awesome to have any more work done, but I still do have hopes for Mp eventually! No rush. I should have got you a bunch of hits recommending Doom 64 EX on overclock.net and on one of AVGN’s videos on D64! Hopefully you get some more donations. Reminds me I need to donate soon!

  2. I’m not certain since it’s hard to find images of the game on the actual hardware, but I think that Doom64 EX doesn’t have N64’s 3-sample bilinear filtering. Will this ever be added? It would help with some angled textures, like fences and pentagrams, and I suppose add some authenticity. Here it is recreated in HLSL http://www.emutalk.net/threads/54215-Emulating-Nintendo-64-3-sample-Bilinear-Filtering-using-Shaders and here’s some chat about the filtering http://forum.devmaster.net/t/bilin-filtering-with-3-samples/18338/11

  3. Will doom64ex still going o keep the current system requirements, or will the system requirements be upped since it incorporates things from the turokex engine? I was wondering since I was unfortunately not able to run turok on my computer due to the opengl 3.0 requirement. I’m still on xp with ogl 1.5. I can still run the last version of doom64ex luckily though.

  4. Thanks for your work guys 🙂 Id love mp coop getting more attention but even just working on Doom64EX its fine by me!

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