Releases: DrBeef/QuestZDoom
v1.5.0
Huge number of changes in this release thanks to @emawind84.
For more specific details please see @emawind84 's repos
The big changes in this release are dual wield and lots of performance updates.
There are also fixes to soundfonts and fluidsynth.
Regarding dual wield and soundfonts I explain new API and how to use them in my releases on github:
https://github.com/emawind84/QuestZDoom/releases/tag/qzd3.88-r9
https://github.com/emawind84/QuestZDoom/releases/tag/qzd3.88-r5e
v1.4.0
Performance and Stability Fixes
This is a significant QoL update that brings the following fixes courtesy of a very welcome contributor: @emawind84 !
- Fix for the Brutal Doom crash (change the LightBuffer type in the OpenGL Settings)
- Performance improvements (switch off rendering SkyDome in the Display Options for a huge perf boost)
- Fix for walking up slopes
- Improvements to bHaptics support for some mods
Full Body Haptics Support + Other Fixes
v1.2.0 Release Notes
This release brings the following improvements:
- Support for bHaptics Full Body Haptics, you must install the bHaptics Quest Player (on SideQuest) in order to use this with your bHaptics gear
- Support for Cybershoes (merged @baggyg 's support from Doom3Quest)
and a couple of other QoL improvements / fixes:
- Meatgrinder mod will now trigger haptic feedback (in controllers as well as external haptics devices)
- Allow both Stick and Button switching in the menu (based on Scooterpsu's pull-request, thank-you!)
Support Update
- Update to LZDoom 3.86
- Update Oculus Native SDK to 1.40 (v23)
- Further changes to try to improve and reduce the inexplicable crashing (It's not fixed yet though )
Fix for different IPDs on Quest 2
Fix for different IPDs on Quest 2
Fix warpy look on Quest 2
Fixed the incorrect FOV for Quest 2, still works ok on Quest 1.
The "boring bug fixes" release
- Fixed projectile origin when standing in water
- Fixed strange aiming issue when using Vanilla Doom weapons that randomly occurred
- Weapon model will no longer clip through walls/objects
- Fixed issue when secondary button toggle was disabled, you still couldn't fire if the grip was pushed
The "got me some up-to-date scriptin' compatibility mama!" release
Significant fixes/updates in this release:
- Updated to LZDoom 3.85 - This brings compatibility with many mods that require GZDoom 4.3 or later. Please note that many mods still have incompatible shader code as are as Android is concerned, so if a mod runs on your windows machine on LZDoom 3.85, it doesn't necessarily mean it'll run on QuestZDoom
- Fixed issue where multi-projectile weapons (like the shotgun) fired all the shot in a single flat line, which was quite frankly just weird and I'm surprised no-one commented on it!
- Changed player movement to have no acceleration/momentum.. this is consistent with most VR games (including all the other DrBeef ports), this can be reverted back to the old functionality in the VR Options menu
- Ability to bind a key to "cinema mode" (big screen mode, some mods might require it)
- Prevent crosshair from ever being drawn (makes no sense)
The "Stairs as Smooth as Butter" Hot-fix
- Stair transitions are now smooth as butter!
- Ability to turn off two handed weapons and map grip button instead (a feature that literally no-one has asked for!!, cool huh!?)
- Ability to turn off "alt-key" dominant grip button and map that to a single button instead
- Weapon no longer jitters or moves independently of player, it should be fixed to controller location (this should fix hexen weapon in water issue), it makes the whole experience feel MUCH smoother and makes frame drops far less obvious
- Added comment to menu to tell people for to use < 10 angle for smooth turn
- Fix issue where orientation is wrong after using teleporter