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Release v1.2.3

### Added
- Input bindings to cycle weapons.

### Changed
- Apply bonus queue after finishing the mission.
- Write data into temporary file and then rename it.
- Enable high score menu for debug build.
- Saved games are not compatible with previous version.

### Fixed
- [AOG] Animation timings for some actors to match origin.
- [AOG] Bio-tech placed on special tile (E5L2; (18, 43)).
- Sprite precache for crate items.
- Sprite precache for morphed Dr. Goldfire.
- Level state after death when extra live is available.
- Add points for destroying projector generator.
- Displaying pushwalls after loading from saved game.
- Hit points table.
- Player's attack tracing.
- Zigzag movement when strafing along the wall.

### Removed
- Default values for some input bindings.
Release v1.2.4

### Added
- [AOG] "Cursor" for elevetor panel.
- Option `--extract_vga_palette` to extract VGA palette.
- Pause game audio when in menu.

### Changed
- Increased maximum actor count.
- Use floating point for audio mixing.
- Rewrite low-pass filter for PCM upsampling.
- Saved games are not compatible with previous version.

### Fixed
- [AOG] Revised initial hitpoints for bosses.
- [AOG][E4L1] Added missing barrier switch for 100% points.
- [PS] Hide already pushed pushwall on auto-map.
- Pickup items while attacking.
- Sprite precache for Perscan Drone and Volatile Material Transport.
- Both games should be now completable with 100% rating.
Fix-release v1.2.5

### Fixed
- [AOG][E4L1] Removed unnecessary in-place level fix.
Small release v1.2.6

### Added
- Option `snd_resampling_interpolation` to specify interpolation method for resampling.
- Option `snd_resampling_lpf` to toggle low-pass filter for resampling.

See in-game menu `Game Options -> Sound -> Resampling` to control resampling.
Mostly bug fix release v1.2.7

### Fixed
- Extraction of compressed texts.
- Same texture for door type BIO.
- Player radius for item pickup.
- Missing test for pushwall in CheckLine.
- Fix sfx turning off when in-game sounds paused.
- Show option "Game Options -> Video -> Stretch UI".

### Changed
- Replaced almost all fixed-point arithmetic with a floating-point one.
- Relay on CMake's PCH support if available.
Small fix release v1.2.8

### Fixed
- Disabled episodes 5 and 6 in static build.
Is there any way to set mouse sens other than in game? I'm using 400 DPI, and the slider in game is all the way to the left and the mouse sens is still way too fast for me.
Love the port! Is there any way to have the game show black bars on the sides of the screen in 4:3 mode instead of the blue with the extra HUD space like in previous releases? Apologies if I just missed the setting.
Post edited August 19, 2020 by b1inky
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b1inky: Love the port! Is there any way to have the game show black bars on the sides of the screen in 4:3 mode instead of the blue with the extra HUD space like in previous releases? Apologies if I just missed the setting.
There is no such setting. I'll try to add it for next release.
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bibendovsky: There is no such setting. I'll try to add it for next release.
Any news on when the next version will be ready?
Small release v1.2.9

### Added
- Option `vid_filler_color_index` to select filler color.
- [Windows] File information resource.

### Fixed
- Enable sfx and music by default for first startup.
- Lives counter.
- Input floor panel visual glitches.


Use "Game options" -> "Video" -> "Filler color" to tweak the filler color.
Post edited November 14, 2020 by bibendovsky
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bibendovsky: Small release v1.2.9

### Added
- Option `vid_filler_color_index` to select filler color.
- [Windows] File information resource.

### Fixed
- Enable sfx and music by default for first startup.
- Lives counter.
- Input floor panel visual glitches.

Use "Game options" -> "Video" -> "Filler color" to tweak the filler color.
Thank you!
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bibendovsky: Small release v1.2.9
Thanks a lot for this. Has GOG ever asked you if this could be bundled with the games by default?
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bibendovsky: Small release v1.2.9
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Berzerk2002: Thanks a lot for this. Has GOG ever asked you if this could be bundled with the games by default?
Nope. Nobody did not contact me with such proposition.
Post edited November 15, 2020 by bibendovsky
I doubt they will (your port is fantastic, not to imply otherwise) much for the same reason they don't drop GZDoom or other ports in with games that have them. It would necessitate more work on their end if any build needed an update to fix a serious flaw and in most cases it's just faster and simpler to have the user go about updating things.