Scoot Hard DX Version 1.3 is out. It includes some silent hotfixes to 1.2, as well as fixing a bug introduced with Devbuilds of GZDoom.
You can get it below
Scoot Hard DX Version 1.3 is out. It includes some silent hotfixes to 1.2, as well as fixing a bug introduced with Devbuilds of GZDoom.
You can get it below
Come hang out if you want to discuss with the devs and other fans Daytime Drama or Scoot Hard DX
We’re also hard at work on something. Stay tuned!
Scoot Hard DX Version 1.2 is out. It has the following fixes:
Links are in the usual spot below
Scoot Hard DX Version 1.1 is out.
It adds back the speed modifier key and lowers the non-running speed to half. Also increases the default FOV to 100.
If you wish to enable the old “always running” behavior, you can enable that in the menu or toggle it using Caps Lock.
Links are in the usual spot below.
Scoot Hard DX will come out Friday, April 16th, 2021! Come Get Some Wing!
Beta Version 3.1 is out. It fixes a critical bug in the weapon system, adds a new jingle for the secret and a bunch of other sounds, as well as some new music tracks.
Note: Some antiviruses might raise concerns about WIGZDoom. While it is safe, if you prefer, you can just run the IPK3 with your copy of GZDoom.
After a long wait, Scoot Hard DX is in Beta 3 – and it’s feature complete. The only thing that needs done absolutely is the rest of the music and some polishing touches.
The major changes from 2.8.3a:
As Scoot Hard DX development continues on, we decided to bring back WIGZDoom – or WI/GZDoom as I prefer to stylize it.
WI/GZDoom is just simply our in-house fork of GZDoom. It’s feature compatible with dev builds of GZDoom, but has some default settings that we prefer by default, but can’t do in DEFCVARS.
It also features a snazzy icon, the classic WIGZDoom icon for now.
If you want to see what’s up, here’s the fork’s Github repo. It’s available under the GPLv3 license, just like GZDoom. Take that for what you will.
It will be available with the next build of Scoot Hard DX, replacing the stock GZDoom.
PS: I’m still using WIGZDoom as the executable’s window name and any references to it, I want to change the name to WI/GZDoom in the source code itself at some point. Don’t be alarmed.
During the early days of Daytime Drama 1’s development, and even back in the days of Scoot Hard DX’ development, I had a source port I used called Waffle Iron GZDoom, or WIGZDoom. There was not much to it, except it changed a few keybinds, made mouselook on by default, removed default GZDoom IWAD definitions, and changed icons, savegame and INI signatures and a few other things to make it unique to GZDoom. This helped make it so it wouldn’t conflict with other GZDoom installs.
However, at some point GZDoom matured to the point I no longer felt the need to have a fork, so I deleted the source port. However, someone expressed interest in it – source port historian Redneckerz over at the ZDoom Forums expressed interest in it. It was brought to my attention I probably should have kept the source code up to be kosher with the GPLv3 even though I deleted the binaries.
Well, today we’re in luck. I found a copy of the source code and a build on an old backup drive while I was cleaning up unneeded files, and I have uploaded it for posterity’s sake.
If I ever make WIGZDoom again, I’ll refork it based on a more modern GZDoom branch.
I have no idea if this will build or how to build it. I guarantee it will NOT run any iteration of the projects as I’ve updated them to work with more modern versions of GZDoom.
Still, a curious part of Waffle Iron’s history and I’m glad now it’s not completely lost to history.