After a lot of bug fixes, mostly with custom levels, the version 1.02 Release is finally ready.
GNU General Public License v2.0
The GNU GPL is the most widely used free software license and has a strong copyleft requirement. When distributing derived works, the source code of the work must be made available under the same license. There are multiple variants of the GNU GPL, each with different requirements.
License: Github.com
Thread: Doomworld.com
and: Forums.duke4.net
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The Force Engine v1.02
Download: Theforceengi
Blog Post: Theforceengi...rsion-1-02.html
Quality of Life Features
- Alt+Enter will toggle fullscreen in addition to F11.
- Frame limit options added to the Graphics UI.
- Load added to the main menu.
- The Mod Loader will now return to the main menu if escape is hit.
- The Mod Loader will close mod descriptions is escape is hit.
- A System Menu has been added with two options:
- An option to return to the main menu if you Quit a game.
- An option to return to the Mod Loader if you Quit, if you loaded a mod (assuming the first option is enabled).
- The Audio system will try multiple sound APIs, including Direct Sound, if the default fails.
- You can now select the output audio and midi devices.
Bug Fixes
- Fixed a crash when playing Evacuation of Hoth custom level due to a frame scenery object being destroyed.
- Fixed a bug where levels wouldn't load if they had spaces in front of certain keywords - such as Mission 2 of Don Sielke's.
- Fixed a bug where items would be despawned in some cases where the sector heights were too small.
- Fixed a bug where briefings could be skipped in some mods due to an order of operations error.
- Fixed a bug where sprites didn't always light up correctly when attacking.
- Fixed a bug where the Probe Droid would stay fullbright after firing.
- Fixed a bug where autoaim wasn't working with 3D objects like turrets and welders.
- Fixed a bug where autoaim targeted farther away items instead of closer items in some cases.
- Fixed a bug where the player could save while dying and then be invulnerable on load until they healed.
- Fixed crashes when INF sectors don't exist in custom maps.
- Fixed a bug where jumping up to sector second heights isn't as forgiving in TFE as DOS, resulting in custom level progression issues.
- 3DO PLANE projection when using the GPU Renderer now matches the software renderer for non-flat polygons.
- Fixed a bug where the top and bottom textures were drawn even with the “no wall” flag set instead of showing the sky when using the GPU Renderer.
- Fixed a bug with crouch jumping that kept the player from fitting into small places, blocking progression in Boba Fett's Revenge and other custom levels.
- Fixed bugs with exterior adjoins that caused walls to be incorrectly drawn where there should only be sky.
- Fixed a bug with INF messages using invalid delay values behaving different in TFE than DOS, making switches in some custom levels work incorrectly.
- Fixed a bug with invalid INF message types (such as “done”) being treated different than DOS, breaking different triggers and elevators in custom levels.
- Fixed bugs with Gas Mask rendering when using the GPU Renderer at 320x200 resolution.
- It is now possible to hold ALT and move, and use ALT for crouch and slow actions.
- Improve Mod Loader text file parsing so it can be reliably extract the mod names.
- Improved PDA input and fixed layer keys being swapped.
- Fixed another PDA input issue, where the mouse location could effect hotkey results.
- Fixed a bug with keyboard input on the Agent menu, where scrolling downward would not wrap if all levels are complete.
- Secret Percentage update after loading from a save, fixed LADATA save percentage issue.
- The GPU renderer now properly emulates several stretching mid-texture effects (these worked in the software renderer).
- Fixed a sky texture offset bug using the GPU renderer that caused the incorrect part of the sky to show up in part of Stars End.
- Saved games with no name given are now assigned a default name, so that they can be selected and loaded.
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Links
The website has additional links to the forums, Discord channel, and GitHub repository.
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System Requirements
In early 2023, TFE will gain official cross platform support - both Linux and Mac. Until then Windows is required.
- Windows 7, 64-bit
- GPU with OpenGL 3.3 or better compatibility
Note that there are plans to lower the requirements for using the classic software renderer in the future. However, the minimum requirements for GPU Renderer support are here to stay. For now only OpenGL is supported, which might limit the use of some older Intel-integrated GPUs that would otherwise be capable. There are near-term plans to add DirectX 10/11, Vulkan, and maybe Metal render backends which should enable more GPUs to run the engine efficiently.
Bugs and Issues
Like any project of this nature and any new release - there will still be bugs. Some of these bugs will be DOS bugs that can be reproduced in the original game - these bugs are unlikely to be changed anytime soon. Other bugs will be TFE related. For those, please report them on the forums or GitHub.
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