566 lines
27 KiB
Text
566 lines
27 KiB
Text
This file shows a history of changes between PrBoom versions since v2.1.0.
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For historical reference, the complete LxDoom changelog follows it.
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Changes from v2.4.7 to v2.5.0
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- Limit the game to one CPU core on a multicore machine [prb+]
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- Fix crash when out-of-range values are used in fixed point arithmetic [prb+]
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- Allow the game to build without SDL_mixer, add --without-mixer option to
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./configure to force this. Music support will be disabled in this case
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- Don't set the default game skill from the new game menu
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Instead there is an option to set it explicitly in the General menu
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- Fix the brightness of the player's weapon
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- Fix linear filtering on flats in software mode
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- Fix crash when an unknown sprite is used with a non-zero frame number
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- Restore special case for trivial maps (bug #1837422)
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- Fix screenshots in high colour screen modes - if libpng is available at
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build time it will be used, otherwise a BMP will be saved
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- Don't process mouse input in the menus [prb+]
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- Always use Doom's main menu order to avoid bugs with Alien Vendetta [prb+]
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- Remove line of junk graphics below status bar [prb+]
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- Restore Boom friction and bobbing code [prb+]
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- Fix crash by testing for null targets in mancubus fire code pointers
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- Restore last known enemy check in Boom compatibility [prb+]
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- Animated middle textures with zero index forced [prb+]
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- Better handling of unrecognised demo formats [prb+]
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- Fix for hanging decoration disappearing in Batman Doom MAP02 [prb+]
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- Fix menu description: pain elementals are limited to 21 lost souls
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- Manual page fixes from Debian
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- Fix position of netgame player arrows on the automap in rotate mode
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- Ignore chat key presses in multiplayer demo playback and -solo-net
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- In deathmatch demo playback always draw player arrows on the automap
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- In a multiplayer demo, don't reset view to console player on a new map
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- Fix crash when MP3 music is being used and the player changes back to
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a piece of music that's already been loaded before
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- Avoid HOM effect on large maps such as epic.wad 5 [prb+]
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- Fix sound origins on large levels [prb+]
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- Handle demos with bad or missing headers [prb+]
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- Fix the colour of player 4 (red) in multiplayer
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- Play correct player pickup sounds in multiplayer demos
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- Don't allow solids to pass through no-clipping objects in Doom [prb+]
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- Restore Dehacked's ability to set the raisestate of a mobj [prb+]
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- Handle demos with a missing end marker [prb+]
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- Ignore switches that reference unknown textures instead of exiting
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- Fix crash when resetting a menu to defaults [prb+]
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- Fix crash when trying to play demos from Boom 2.00 [prb+]
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- Fix crash in multiplayer demos when there are still sounds playing
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on map changes (e.g. players revving chainsaws) [prb+]
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- Fix mouse clicks on the intermission screen being ignored
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- Don't eat screenshot key presses (see sf bug #1843280)
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- Detect Hexen-format maps and refuse to play them, instead of crashing
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- Fix crash when loading maps with missing player starts
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- The backs of switches must be pressable in any demo recorded by
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Boom 2.01, even those in Boom's "compatibility" mode [prb+]
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- Force comp_doorstuck=1 in Boom 2.01 compatibility mode [prb+]
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- comp_dropoff=1 was broken in MBF compatibility mode [prb+]
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- Restore --disable-dogs but make sure it doesn't break Dehacked
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- Fix desync if the user presses pause on the intermission screen [prb+]
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- comp_666 fixed: either cyberdemon or spider can end E2M8 or E3M8;
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killing a baron on E3M8 won't cause the level to end any more [prb+]
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- Fix broken string matching in Dehacked [prb+]
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- Passing --without-net to ./configure will compile the game without
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network support; this may help if your platform lacks SDL_net
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- Fix crash when reloading network savegames (bug #1590350)
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- Fix bug in transparency rendering caused by doing it in two places
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- Added high color rendering
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Changes from v2.4.6 to v2.4.7
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- Fixed comp_soul and comp_maskedanim options not actually being optional.
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- Fixed searching for IWAD/prboom.wad (bugs #1585185, #1585600)
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- Multiple sound crash fixes (bugs #1577495, #1586800)
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- Fix for previously introduced HOM error
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- Fix frame numbering problem in MBF dehacked patches (bug #1576151)
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Changes from v2.4.5 to v2.4.6
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- Mac OS X: Fixed music volume slider
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- Implemented patch clipping. This fixes bug #1557501.
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- Fixed update of compatibility options after use of TNTCOMP cheat
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- Reenabled padding if short or missing reject lumps.
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Patch #1570517 by RjY.
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- Removed unaligned memory access in r_drawflush.inl. This should fix bus
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errors on architectures where unaligned access is forbidden and should
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give a slight speedup on other architectures.
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- Stop right after the quit sound stops, instead of waiting three seconds
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- Fixed sound origin for switches. This is compatibility optioned.
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Patch #1533045 by RjY.
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- Fixed "oof" sound when hitting ground while already dead
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Patch #1532700 by RjY.
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- Ported Eternitys fix to show the "ouch" face when severly hit
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- Unified drawing functions, this speeds things up a bit and fixes most
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artifacts on small numbers and fonts in high resolution modes.
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- Mac OS X: Add resolution and video mode (OpenGL vs software) selection to
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launcher
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- Added rendering filters for software mode, they are configurable in a new
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page in general settings
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- Emulate some texture composition bugs
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- Fix more common WAD bugs that can cause crashes
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- Fixed random crashes caused by use of uninitialized memory
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- Fix some demo incompatibilities caused by slime trail removal
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- Fixed crashes with WADs which use newer gl nodes or don't have any nodes
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- Automatically load gwa files with gl nodes
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- Fixed integer overrun in automap on large levels (from PrBoom+)
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Changes from v2.4.4 to v2.4.5
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- fix crash when saving the game in levels with lots of monsters
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(bug introduced in 2.4.4)
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- -nodeh option to disable automatic loading of dehacked-in-wad lump
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- Unified software and opengl engine into one binary
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- Added video mode selection to menu
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- fix demo desyncs on E1M5 on x86_64 systems
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- Fullscreen setting will only take effect after game restart
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- reduce red palette translation if the menu is up, so the menu can still be read
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- screenshots now in PNG format on Linux/Unix in GL mode too
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- Added experimental -checksum option for demo playback comparison
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- Merged new internal patch (graphics) format from PrBoom 2.3
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- Mac OS X: Launcher now uses drawers instead of tabs
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- Mac OS X: Fix some longstanding Wad chooser issues
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- Mac OS X: Add a console to display text output from PrBoom
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Changes from v2.4.3 to v2.4.4
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- Don't fail when a texture name can't be looked up
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- Increased several limits - Thanks to entryway and RjY
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- Increased number of sidedef limit to 65534
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- Increased number of vertexes limit to 65535
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- Fixed crash when crossing sectors with very big height differences
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- fix crash on E4M8
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- New command-line options for setting a window (-window) or fullscreen
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(-nowindow) mode temporarily.
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- The maximal supported resolution is increased from 1600x1200 to 2048x1536
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- GLBoom will use the closest supported resolution when running fullscreen
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- The "RUN" key inverts the autorun state
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- Live monsters are highlighted in a different colour on the iddt-automap
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- Fixed OpenGL sky rendering in Requiem and Memento Mori
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- The "Show coordinates of automap pointer" setting works now
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- merged many cleanups and fixes from PrBoom 2.3
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- fix translucency map file handle leak
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- fix consistency failures in netgames
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- prevent crashes at 800x600 caused by rounding errors with naive clipping
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- fixed slowdown at 1024x768 on some systems
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- ability to play tasdoom demos directly
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- -solo-net option is a shortcut for one-player network games
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- emulate spechit overflows for dosdoom and tasdoom compatibility
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- made several cleanups and fixes
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Changes from v2.4.2 to v2.4.3
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- Massive speed improvements in higher resolutions taken from Eternity.
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Thanks to SoM and Quasar!!!
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- fix bugs in gameplay occurring with gcc-4.1
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- Mac OS X: Add "Show Game Folder" to menus, for easy installation of new
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game wads
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- Mac OS X: Disable games in popup menu whose wads cannot be found
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- fix compilation warnings
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- tidy up configure script
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Changes from v2.4.1 to v2.4.2
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- Move gamma correction tables into prboom.wad
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- Clean up light level calculations for walls & sprites
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- CheckIWAD uses ANSI C streams for better portability and error handling
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- Make screen wipe time independent of resolution
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- Applied various small cleanups and fixes from PrBoom 2.3.1
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- Fix problems with dehacked substitution of long strings
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- End of level sound crash fixed
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- Mac OS X: Added simple launcher which allows to configure the most common
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settings
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- Mac OS X: Uses Quicktime for music now to fix crashes (adapted from Jaakko
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Keränen's work in Doomsday)
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- Windows: Converted project files to free Visual Studio 2005 Express Edition
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Changes from v2.4.0 to v2.4.1
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- PrBoom demos are now recorded with high-precision turning (like the
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"Doom v1.91" hack that is floating around)
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- when both -nodraw and -nosound are supplied, then no graphics will be
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initialized and no windows opened
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- add ultdoom compatibility level, and bring compatibility levels into line
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with Prboom+
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- screenshots now use correct palette in software mode
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- screenshots now in PNG format on Linux/Unix where available
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- suppress use-supershotgun key in compatibility mode
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- removed obsolete video related code
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- fix screenshots on 64bit systems
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- fix comp_666
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Changes from v2.2.6 to v2.4.0
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- emulate reject overflows and spechit overflows - from prboom-plus
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- more original doom compatibility options
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- improve stretched graphics drawing for hires
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- fix super-shotgun reload on last shot
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- fix compilation with gcc 4.x
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- fix some more dehacked support problems (e.g. Hacx)
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- fix crash if pwad contains zero-length sound lumps
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- added possibility to use mmap for wad access, this leads to less memory usage
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- simplified the memory handling
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- removed old Doom v1.2 lumps from prboom.wad
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- windows also uses prboom.wad now
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- add Mac OS X bundle build
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- removed lumps and tables which are in prboom.wad from source
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Changes from v2.2.5 to v2.2.6
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- fix Inferno intermission screen crash
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- fix lockup for other netgame clients when one client quits
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- fix memory leak in netgame server
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- fix SDL_LockScreen crashes on Win32
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- fix fuzz drawing for hi-res
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- network games should survive temporary loss of connection
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- fix dehacked NOSECTOR/NOBLOCKMAP effects
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- fix player spawn sound
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Changes from v2.2.4 to v2.2.5
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- fix crash caused by long messages in HUD
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- live monster counter on HUD
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- notify server if client quits during startup wait
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- improved response file parser
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- fast forward to given map # in demo playback
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- fixes for various sound bugs
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- fix doom2 demos at levels with >10 deathmatch starts
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- and more compatibility and demo fixes
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- support higher-turning-resolution demos from v1.91
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- fix compilation with gcc 3.4.x
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Changes from v2.2.3 to v2.2.4
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- fixed sky-over-sky HOM
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- add sound compatibility option
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- improve sound volume accuracy
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- shared texture palette isn't the default anymore
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- better invulnerabilty rendering for non paletted OpenGL
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- network game server can now read config files to set game options
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- fix latency problems in LAN games
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- small compilation fixed for OpenGL on some unix platforms
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- fix for dehacked files which change frames
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- fixed name clash when compiling for some unix platforms
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- flag counted items with different colour on the IDDT automap
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- fixed extra shot sound when chaingun runs out of ammo
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- fix some telefragging related desyncs
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- fixed offsets for flipped sprites
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- hopefully fix problems with network games on big-endian platforms
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Changes from v2.2.2 to v2.2.3
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- improved mouse handling
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- intermission demo sync bug fixed
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- framebuffer update fixes (solves flicker on fbcon)
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- -forceoldbsp allowed in non-GL version, and saved in demos
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- fix player colours in multiplayer demos
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- apply workarounds for buggy pwads even during demo playback
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- fix numpad 5 key
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- allow compilation on systems where SDL is built without joystick support
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- fix comp_skymap
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- using anisotropic filtering when the OpenGL extension is available
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- using paletted textures when the OpenGL extension is available
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- added gl_use_paletted_texture option to glboom configuration file
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- using shared texture palette when the OpenGL extension is available
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- added gl_use_shared_texture_palette option to glboom configuration file
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Changes from v2.2.1 to v2.2.2
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- more demo sync problems for original Doom and Boom fixed
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- added changeable samplerate for soundmixing
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- added fullscreen/window toggle in option menu
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- added double buffering
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- floor rendering made more accurate
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- Win32 config file handling fixed
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- fix endian conversion problem on Linux/PPC
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Changes from v2.2.0 to v2.2.1
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- improved fix for demo sync problems with lost souls bouncing off floors
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- fixed bug where loading a -fast or -respawn savegame failed to restore
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those options properly
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- fixed demo sync bug with doors also tagged to lift triggers
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- fix some endianness problems in the OpenGL renderer
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- hopefully fixed some problems compiling for Linux/ARM
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- fix multi-level demo time totals to agree with compet-n
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- linux rpm is now a bit more standardised
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Changes from v2.1.2 to v2.2.0
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- fix compiling problem on alpha processors (size_t != unsigned long)
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- fixed stair building (ex. TNT - Evilution MAP30)
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- fixed OpenGL menu drawing bug
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- hopefully fixed top sky line bug for some OpenGL drivers
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- added joystick support through SDL
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- made a (temporary) fix for the crash at 800x600 when timidity can't find cfg
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- fixed some key binding problems
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- fixed linking problems on some UNIX systems
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Changes from v2.1.1 to v2.1.2
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- fix problem with sound stereo
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- fix problem with new network games
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- supports demo files with base name >8 characters
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- enable IDDT and other display cheats in demo playback
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- various fixes for running on Solaris/sparc
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Changes from v2.1.0 to v2.1.1
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- config file is now prboom.cfg for the non-GL version, glboom.cfg
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for the GL version. If you have used PrBoom (or LxDoom) before,
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rename your old config file (boom.cfg) appropriately.
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- fullscreen is now default for new prboom.cfg
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- included sdl_mixer.dll now plays midi-files
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- if waveout is used for sound (Windows NT4) the sound doesn't stutter anymore
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- redid parts of the OpenGL renderer
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- sprites behind translucent walls are rendered correctly
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- translucent walls are rendered correctly
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- support for glBSP nodes
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- compliant to glBSP spec v2
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- use_mipmapping option in boom.cfg
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- the default for zone memory in OpenGL is now 16MB
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- fix screen melt transition
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- most Boom demos should now work
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- a lot more original Doom demos work
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- keycard switches are shown coloured on the map, like doors
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- improved ENDOOM rendering
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- non-highres rendering functions dropped
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-----------------------------------------------------------------------------
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This file is a log of all the changes to LxDoom since v1.0.0.
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Note that LxDoom v0.* was a seperate line of development.
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* Changes from v1.4.4 to the PrBoom merger
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- Fix rare demo sync problem (LxDoom v1.4.x bug, only noticed on Memento
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Mori DEMO3)
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- Fix memory management bugs
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- Memory wasted by bug in Z_FreeTags (original Doom bug)
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- Store correct size in extra memory blocks (Boom/MBF bug, harmless
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except when debugging)
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- Fix level precaching
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- Disabled by default, controlled by config file
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- Fix needlessly locked lumps (bug since LxDoom v1.3.2)
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* Changes v1.4.3 to v1.4.4
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- Install documentation in the right directory
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- Sound code cleanup
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- Fix problem with network games often desyncing immediately at startup
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* Changes v1.4.2 to v1.4.3
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- Improved mouse resolution, thanks to a patch from Barry Mead
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- Various robustness fixed to the networking code
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- Fixed various build problems
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- gcc 2.7.2 compile problems fixed
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- uid_t problems on odd systems should be fixed
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* Changes v1.4.1 to v1.4.2
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- Fixed various build problems, including
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- Networking not work on many systems
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- Portability improvements, in particular for Sparc
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- Autoconf getting confused on systems with X headers in the include path
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- Fix bug with music not looping after being unpaused
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- Misc minor improvements
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* Changes v1.4.0 to v1.4.1
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- Fixed occasional tutti fruiti on non-power-of-2 short textures
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- Fixed minor bug in the WAD autoloading code
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- Fixed the function keys in lsdoom, thanks to a patch from Chris Purnell
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- Fixed all compile warnings with the new gcc
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* Changes v1.3.7 to v1.4.0
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- License is now the GNU General Public License, see COPYING.
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- autoconf based setup makes compiling LxDoom simple on most systems;
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automatically compiles only the versions and features your system
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supports.
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- Fixed rendering bugs:
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- tall vertical shafts did not block vision on the automap, and on x86
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systems there could be crashes in the column rendering near such shafts (
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bug from original Doom).
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- fixed slowdown caused by non-power of 2 height textures in the case
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where they don't tile (i.e. almost all cases) (this was the tutti-fruiti
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"fix" from Boom, I've "fixed the fix" in a sense)
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- fixed a slight slowdown caused by a bad optimisation (an old LxDoom bug)
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- Fixed bug where things were rendered brighter in high-res, depending on the
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resolution (bug from PRBoom).
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- Improvements to the sound code:
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- Fixed noise at the start of sounds playing (thanks to Steve Van Devender).
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- LxDoom detects the music or sound server exiting (alright, so I mean
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crashing ;-) and stops sending more data.
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- Performance improvements, including:
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- New algorithm in P_GroupLines, saves seconds when loading big levels.
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- Fixed problems with the networking code, where multihomed machines could
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get the wrong IP registered with the server.
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- Screen code improvements:
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- Rewrote screen layout logic, fixing numerous bugs.
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- Fixed bug with flipped patches in high-res that could cause crashes,
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thanks to Gady Kozma.
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- Independent x and y scaling of the status bar, by Gady Kozma.
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- Added warning messages whenever LxDoom auto-corrects errors in buggy
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PWADs. Also made -devparm cause LxDoom to initialise all textures at
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startup, so all texture errors are found at once.
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- Store config files and save games in ~/.lxdoom/ instead of the current
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directory, removed the -cdrom parameter.
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- Fixed Doom bug where the "got a medikit you REALLY needed" message was
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never used. Thanks to James "Quasar" Haley for pointing that one out.
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- Made the numeric keypad keys be treated differently from their normal
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equivalents, so you can bind them to different actions.
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- Fixed bad importing of mobj pointer reference code from MBF.
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- The level completed screen is now shown after ExM8 levels in Doom 1/
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Ultimate Doom.
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- Minor coop improvements:
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- Total game time shown on the intermission screen, as for single player
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- Quicksave enabled
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- Removed the frame rate dots, instead I added a cheat code "IDRATE" to show
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various rendering stats, including the frame rate.
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- Fixed the intermission screen code to store its data right (bad code from
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original Doom).
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* Changes v1.3.6 to v1.3.7
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- Client-server style net-games, including new server program
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- LxDoom starts faster, thanks to an idea borrowed from DosDoom
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- Player colours system sorted out, now your personal player colour is part of
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your player preferences.
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- Fix for problems with 24bpp screens, new option in config file to deal with
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this.
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- Fix key setup problems where certain choices of key setup could hinder
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message typing in multi-player.
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- Misc stuff
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* Changes v1.3.5 to v1.3.6
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- Hires for the SVGALib version
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- Automap rotation/overlay
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- Modified to work with the new musserver
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- Various misc improvements
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* Changes v1.3.4 to v1.3.5
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- Fixed nasty overflow in I_GetTime_RealTime, causing hangs
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- Removed a load of I_GetTime references in m_menu.c
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- Added support for music pausing/unpausing
|
|
|
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* Changes from v1.3.3 to v1.3.4
|
|
- More MBF features/improvements imported:
|
|
- Internal improvements (mobj pointer reference counting)
|
|
- Enhanced skies support
|
|
- Status bar scaling for high-res
|
|
- Bug fixes:
|
|
- Occasional corrupt save-games in large levels fixed (Boom/MBF bug)
|
|
- -loadgame crashes fixed
|
|
- Performance improvements
|
|
- Command line argument parsing logic changed for convenience in shell scripts
|
|
(later arguments take precedence)
|
|
|
|
* Changes from v1.3.2 to v1.3.3
|
|
- Optimised i386 assembly some more, about 2% improvement in fps
|
|
- Tested to compile and run on FreeBSD
|
|
- Modified #includes to use current headers
|
|
- Updated makefile hints for FreeBSD compiling
|
|
- Made install script more portable
|
|
|
|
* Changes from v1.3.1 to v1.3.2
|
|
- Imported/added some MBF features
|
|
- New code pointers added
|
|
- "Faster" sprite sorting
|
|
- Improved Dehacked handling (more reliable, Dehacked-in-a-PWAD)
|
|
- Fractional floor attributes saved in save-games
|
|
- Auto-correction of common errors in wads
|
|
- Massive internal improvements, making LxDoom more stable - WAD lump locking,
|
|
rewritten patch drawing code.
|
|
- Improved config file handling - now accepts (and writes out selected) numbers
|
|
in hex, entries are sorted into sections with headers, and internally the
|
|
handling is better.
|
|
- Portability improvements - LxDoom is now near-completely endian-corrected, so it
|
|
should be compilable on big-endian machines, read the little endian Doom data
|
|
files fine, and even network with other machines regardless of endianness.
|
|
Also lots of misc portability stuff, explicitly signing some variables, a
|
|
lot more stuff made const, etc. The only problem I think is that save-games aren't
|
|
yet interchangeable across endiannesses.
|
|
- More memory efficient - block memory allocator reduces memory fragmentation,
|
|
video buffers allocated only when needed, more things made constant and
|
|
initialised better.
|
|
- Imported bug fixes from MBF:
|
|
- File handle leak in translucency code
|
|
- Water sector sprite problems
|
|
- No chat in demo playback
|
|
- Archville fire spawn
|
|
- Scroller calculations overflow
|
|
- Fast shots going through walls
|
|
- Improved d_deh.c fixed numerous SIGSEGV's and error code bugs
|
|
- Zombie players exiting levels
|
|
- New thing flags caused incompatibility with buggy Doom wads
|
|
- Setup menu backspace
|
|
- Indigo/Brown default chat keys reversed
|
|
- Glide (3dfx) frame-buffer target (warning - released only in source code form and
|
|
only for alpha testing purposes, not ready for normal use).
|
|
- Improved ENDOOM support - (optional) colour ENDOOM display, non-ASCII
|
|
characters displayed, sensible choice between ENDOOM and ENDBOOM (displays
|
|
any from a PWAD in preference, randomly chooses otherwise).
|
|
- Minor improvements so LxDoom integrates more naturally into UNIX systems; sound
|
|
and music server are now searched for via the path, and wads are looked for in
|
|
/usr/local/games/wads/ if no DOOMWADDIR is set.
|
|
- More keys work in the SVGALib version (notably PAUSE).
|
|
- Monster-monster kills in coop are assigned to the player the monster was
|
|
targeting, or a random player if it wasn't targeting any, so coop
|
|
monster kills stats total 100% at the end-level screen.
|
|
- Total game time is displayed on the intermission screens. This is a simple
|
|
total of the times shown on the end-level screens so far this game, not
|
|
including intermission times, and accurate to 1/35 of a second.
|
|
- Low sound volume fixed.
|
|
- Multi-player colours selectable in the config file.
|
|
- Misc minor fixes and improvements inspired by MBF:
|
|
- Support for -noload parameter
|
|
- Support auto-loading of deh/BEX files as well as wads
|
|
- Removed limit on number of wad-files loaded.
|
|
- Fixed buffer overrun in menu text writing code by wrapping long lines.
|
|
|
|
* Changes from v1.3.0 to v1.3.1
|
|
- Fixed saving of config file (bug affected most Linux systems)
|
|
- Binaries are now use libc.so.6.
|
|
- 24 bpp and 32 bpp true colour X displays are now supported (untested) (24
|
|
bpp only supported for i386 systems).
|
|
- Auto-loading of wad files - in the config file there is a new option
|
|
which lists wad files to be loaded automatically (several directories are
|
|
searched as for IWADs).
|
|
- Loading saved games during a multi-player game now works. Very handy for
|
|
coop games :).
|
|
- New config file option controls music pausing - when the game pauses
|
|
the music can either continue or be stopped. So people playing at home can
|
|
have the music continue while they read the map; people playing at work
|
|
can pause when the boss comes in and have the music stop ;).
|
|
- Several more variables added to config file, most notably the
|
|
default size of the LxDoom window (for high-res).
|
|
- PRBoom v2.02 networking code is now used. It still doesn't network with
|
|
PRBoom though. Net games with just LxDoom work fine still. Anyone with ideas
|
|
why it won't go with PRBoom let me know.
|
|
- If saving a demo/screen-shot/save-game to disk fails an error message is
|
|
displayed. One of the most frustrating features of all versions of Doom that I
|
|
have used is that they always say "Game Saved" even if you are
|
|
out of disk space and it didn't save. I'm glad to have this one fixed.
|
|
- Fixed the -cdrom parameter.
|
|
- Fixed makefile hints for FreeBSD.
|
|
- Fixed music pausing causing musserver crash.
|
|
- Documentation updates.
|
|
|
|
* Changes from v1.2.0 to v1.3.0
|
|
- Hi-res added to X-windows version
|
|
- Portability improvements (FreeBSD and RISC stuff in the makefile, minor code
|
|
changes included)
|
|
- Minor bug-fixes
|
|
|
|
* Changes from v1.1.1 to v1.2.0
|
|
- Boom v2.02 updates incorporated (see TeamTNT's site for info on that)
|
|
- Improved music comms code, to pass instruments and volume info
|
|
- Code reorganisation & tweaking; video code is more logically organised,
|
|
and SVGALib code is neater now.
|
|
|
|
* Changes from v1.1.0 to v1.1.1
|
|
- Fixed crash using -warp parameter with SVGALib version
|
|
- Fixed music server communication code
|
|
- Should compile using glibc
|
|
|
|
* Changes from v1.0.1 to v1.1.0
|
|
- SVGALib version
|
|
- Fixed timing problem on buggy kernels causing crashes in the wipe screens
|
|
- Fixed bug in sound server communications which prevented Doom 1 working
|
|
- Fixed problem with sound code causing accelerated sound on v2.1.125 kernel
|
|
- Removed need for IPC in sound server communications, used pipe instead
|
|
- Improved mouse grabbing/ungrabbing code in XFree86 version, now depends on
|
|
game and window status
|
|
- Improved TrueColor/DirectColor 16 bpp support
|
|
- X version is more multitasking friendly - detects when it is hidden or paused
|
|
or an intermission screen is up, and tries to free some more CPU time.
|
|
|
|
* Changes from v1.0.0 to v1.0.1:
|
|
- 16 bpp colour modes now supported. If you use a 16 bpp colour mode (65
|
|
thousand colours approx.), then you don't have to change your X setup to 256
|
|
colours (8 bpp) before using lxdoom anymore. However, it is still a good idea
|
|
to use 256 colours, because it is faster that way.
|
|
- fixed a minor bug in routine used for the 8 bpp '-2' option (screen
|
|
doubling), which caused a couple of lines to be missed at the bottom of the
|
|
display window.
|
|
- fixed a Boom bug which caused crashes in multi-player games. The bug occurred
|
|
when, during a single game session, first the players played one level at
|
|
which someone died, and then later exited that level, and later still another
|
|
player died. I.e in a multilevel death-match, or a long coop game. Caused one
|
|
machine to exit lxdoom with 'Segmentation Violation'. The version of PRBoom I
|
|
have also exhibits these symptoms, though obviously I can't be sure that this
|
|
is the cause; Boom v2.0 and v2.01 had this bug.
|
|
|