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  1. This file shows a history of changes between PrBoom versions since v2.1.0.
  2. For historical reference, the complete LxDoom changelog follows it.
  3. Changes from v2.4.7 to v2.5.0
  4. - Limit the game to one CPU core on a multicore machine [prb+]
  5. - Fix crash when out-of-range values are used in fixed point arithmetic [prb+]
  6. - Allow the game to build without SDL_mixer, add --without-mixer option to
  7. ./configure to force this. Music support will be disabled in this case
  8. - Don't set the default game skill from the new game menu
  9. Instead there is an option to set it explicitly in the General menu
  10. - Fix the brightness of the player's weapon
  11. - Fix linear filtering on flats in software mode
  12. - Fix crash when an unknown sprite is used with a non-zero frame number
  13. - Restore special case for trivial maps (bug #1837422)
  14. - Fix screenshots in high colour screen modes - if libpng is available at
  15. build time it will be used, otherwise a BMP will be saved
  16. - Don't process mouse input in the menus [prb+]
  17. - Always use Doom's main menu order to avoid bugs with Alien Vendetta [prb+]
  18. - Remove line of junk graphics below status bar [prb+]
  19. - Restore Boom friction and bobbing code [prb+]
  20. - Fix crash by testing for null targets in mancubus fire code pointers
  21. - Restore last known enemy check in Boom compatibility [prb+]
  22. - Animated middle textures with zero index forced [prb+]
  23. - Better handling of unrecognised demo formats [prb+]
  24. - Fix for hanging decoration disappearing in Batman Doom MAP02 [prb+]
  25. - Fix menu description: pain elementals are limited to 21 lost souls
  26. - Manual page fixes from Debian
  27. - Fix position of netgame player arrows on the automap in rotate mode
  28. - Ignore chat key presses in multiplayer demo playback and -solo-net
  29. - In deathmatch demo playback always draw player arrows on the automap
  30. - In a multiplayer demo, don't reset view to console player on a new map
  31. - Fix crash when MP3 music is being used and the player changes back to
  32. a piece of music that's already been loaded before
  33. - Avoid HOM effect on large maps such as epic.wad 5 [prb+]
  34. - Fix sound origins on large levels [prb+]
  35. - Handle demos with bad or missing headers [prb+]
  36. - Fix the colour of player 4 (red) in multiplayer
  37. - Play correct player pickup sounds in multiplayer demos
  38. - Don't allow solids to pass through no-clipping objects in Doom [prb+]
  39. - Restore Dehacked's ability to set the raisestate of a mobj [prb+]
  40. - Handle demos with a missing end marker [prb+]
  41. - Ignore switches that reference unknown textures instead of exiting
  42. - Fix crash when resetting a menu to defaults [prb+]
  43. - Fix crash when trying to play demos from Boom 2.00 [prb+]
  44. - Fix crash in multiplayer demos when there are still sounds playing
  45. on map changes (e.g. players revving chainsaws) [prb+]
  46. - Fix mouse clicks on the intermission screen being ignored
  47. - Don't eat screenshot key presses (see sf bug #1843280)
  48. - Detect Hexen-format maps and refuse to play them, instead of crashing
  49. - Fix crash when loading maps with missing player starts
  50. - The backs of switches must be pressable in any demo recorded by
  51. Boom 2.01, even those in Boom's "compatibility" mode [prb+]
  52. - Force comp_doorstuck=1 in Boom 2.01 compatibility mode [prb+]
  53. - comp_dropoff=1 was broken in MBF compatibility mode [prb+]
  54. - Restore --disable-dogs but make sure it doesn't break Dehacked
  55. - Fix desync if the user presses pause on the intermission screen [prb+]
  56. - comp_666 fixed: either cyberdemon or spider can end E2M8 or E3M8;
  57. killing a baron on E3M8 won't cause the level to end any more [prb+]
  58. - Fix broken string matching in Dehacked [prb+]
  59. - Passing --without-net to ./configure will compile the game without
  60. network support; this may help if your platform lacks SDL_net
  61. - Fix crash when reloading network savegames (bug #1590350)
  62. - Fix bug in transparency rendering caused by doing it in two places
  63. - Added high color rendering
  64. Changes from v2.4.6 to v2.4.7
  65. - Fixed comp_soul and comp_maskedanim options not actually being optional.
  66. - Fixed searching for IWAD/prboom.wad (bugs #1585185, #1585600)
  67. - Multiple sound crash fixes (bugs #1577495, #1586800)
  68. - Fix for previously introduced HOM error
  69. - Fix frame numbering problem in MBF dehacked patches (bug #1576151)
  70. Changes from v2.4.5 to v2.4.6
  71. - Mac OS X: Fixed music volume slider
  72. - Implemented patch clipping. This fixes bug #1557501.
  73. - Fixed update of compatibility options after use of TNTCOMP cheat
  74. - Reenabled padding if short or missing reject lumps.
  75. Patch #1570517 by RjY.
  76. - Removed unaligned memory access in r_drawflush.inl. This should fix bus
  77. errors on architectures where unaligned access is forbidden and should
  78. give a slight speedup on other architectures.
  79. - Stop right after the quit sound stops, instead of waiting three seconds
  80. - Fixed sound origin for switches. This is compatibility optioned.
  81. Patch #1533045 by RjY.
  82. - Fixed "oof" sound when hitting ground while already dead
  83. Patch #1532700 by RjY.
  84. - Ported Eternitys fix to show the "ouch" face when severly hit
  85. - Unified drawing functions, this speeds things up a bit and fixes most
  86. artifacts on small numbers and fonts in high resolution modes.
  87. - Mac OS X: Add resolution and video mode (OpenGL vs software) selection to
  88. launcher
  89. - Added rendering filters for software mode, they are configurable in a new
  90. page in general settings
  91. - Emulate some texture composition bugs
  92. - Fix more common WAD bugs that can cause crashes
  93. - Fixed random crashes caused by use of uninitialized memory
  94. - Fix some demo incompatibilities caused by slime trail removal
  95. - Fixed crashes with WADs which use newer gl nodes or don't have any nodes
  96. - Automatically load gwa files with gl nodes
  97. - Fixed integer overrun in automap on large levels (from PrBoom+)
  98. Changes from v2.4.4 to v2.4.5
  99. - fix crash when saving the game in levels with lots of monsters
  100. (bug introduced in 2.4.4)
  101. - -nodeh option to disable automatic loading of dehacked-in-wad lump
  102. - Unified software and opengl engine into one binary
  103. - Added video mode selection to menu
  104. - fix demo desyncs on E1M5 on x86_64 systems
  105. - Fullscreen setting will only take effect after game restart
  106. - reduce red palette translation if the menu is up, so the menu can still be read
  107. - screenshots now in PNG format on Linux/Unix in GL mode too
  108. - Added experimental -checksum option for demo playback comparison
  109. - Merged new internal patch (graphics) format from PrBoom 2.3
  110. - Mac OS X: Launcher now uses drawers instead of tabs
  111. - Mac OS X: Fix some longstanding Wad chooser issues
  112. - Mac OS X: Add a console to display text output from PrBoom
  113. Changes from v2.4.3 to v2.4.4
  114. - Don't fail when a texture name can't be looked up
  115. - Increased several limits - Thanks to entryway and RjY
  116. - Increased number of sidedef limit to 65534
  117. - Increased number of vertexes limit to 65535
  118. - Fixed crash when crossing sectors with very big height differences
  119. - fix crash on E4M8
  120. - New command-line options for setting a window (-window) or fullscreen
  121. (-nowindow) mode temporarily.
  122. - The maximal supported resolution is increased from 1600x1200 to 2048x1536
  123. - GLBoom will use the closest supported resolution when running fullscreen
  124. - The "RUN" key inverts the autorun state
  125. - Live monsters are highlighted in a different colour on the iddt-automap
  126. - Fixed OpenGL sky rendering in Requiem and Memento Mori
  127. - The "Show coordinates of automap pointer" setting works now
  128. - merged many cleanups and fixes from PrBoom 2.3
  129. - fix translucency map file handle leak
  130. - fix consistency failures in netgames
  131. - prevent crashes at 800x600 caused by rounding errors with naive clipping
  132. - fixed slowdown at 1024x768 on some systems
  133. - ability to play tasdoom demos directly
  134. - -solo-net option is a shortcut for one-player network games
  135. - emulate spechit overflows for dosdoom and tasdoom compatibility
  136. - made several cleanups and fixes
  137. Changes from v2.4.2 to v2.4.3
  138. - Massive speed improvements in higher resolutions taken from Eternity.
  139. Thanks to SoM and Quasar!!!
  140. - fix bugs in gameplay occurring with gcc-4.1
  141. - Mac OS X: Add "Show Game Folder" to menus, for easy installation of new
  142. game wads
  143. - Mac OS X: Disable games in popup menu whose wads cannot be found
  144. - fix compilation warnings
  145. - tidy up configure script
  146. Changes from v2.4.1 to v2.4.2
  147. - Move gamma correction tables into prboom.wad
  148. - Clean up light level calculations for walls & sprites
  149. - CheckIWAD uses ANSI C streams for better portability and error handling
  150. - Make screen wipe time independent of resolution
  151. - Applied various small cleanups and fixes from PrBoom 2.3.1
  152. - Fix problems with dehacked substitution of long strings
  153. - End of level sound crash fixed
  154. - Mac OS X: Added simple launcher which allows to configure the most common
  155. settings
  156. - Mac OS X: Uses Quicktime for music now to fix crashes (adapted from Jaakko
  157. Keränen's work in Doomsday)
  158. - Windows: Converted project files to free Visual Studio 2005 Express Edition
  159. Changes from v2.4.0 to v2.4.1
  160. - PrBoom demos are now recorded with high-precision turning (like the
  161. "Doom v1.91" hack that is floating around)
  162. - when both -nodraw and -nosound are supplied, then no graphics will be
  163. initialized and no windows opened
  164. - add ultdoom compatibility level, and bring compatibility levels into line
  165. with Prboom+
  166. - screenshots now use correct palette in software mode
  167. - screenshots now in PNG format on Linux/Unix where available
  168. - suppress use-supershotgun key in compatibility mode
  169. - removed obsolete video related code
  170. - fix screenshots on 64bit systems
  171. - fix comp_666
  172. Changes from v2.2.6 to v2.4.0
  173. - emulate reject overflows and spechit overflows - from prboom-plus
  174. - more original doom compatibility options
  175. - improve stretched graphics drawing for hires
  176. - fix super-shotgun reload on last shot
  177. - fix compilation with gcc 4.x
  178. - fix some more dehacked support problems (e.g. Hacx)
  179. - fix crash if pwad contains zero-length sound lumps
  180. - added possibility to use mmap for wad access, this leads to less memory usage
  181. - simplified the memory handling
  182. - removed old Doom v1.2 lumps from prboom.wad
  183. - windows also uses prboom.wad now
  184. - add Mac OS X bundle build
  185. - removed lumps and tables which are in prboom.wad from source
  186. Changes from v2.2.5 to v2.2.6
  187. - fix Inferno intermission screen crash
  188. - fix lockup for other netgame clients when one client quits
  189. - fix memory leak in netgame server
  190. - fix SDL_LockScreen crashes on Win32
  191. - fix fuzz drawing for hi-res
  192. - network games should survive temporary loss of connection
  193. - fix dehacked NOSECTOR/NOBLOCKMAP effects
  194. - fix player spawn sound
  195. Changes from v2.2.4 to v2.2.5
  196. - fix crash caused by long messages in HUD
  197. - live monster counter on HUD
  198. - notify server if client quits during startup wait
  199. - improved response file parser
  200. - fast forward to given map # in demo playback
  201. - fixes for various sound bugs
  202. - fix doom2 demos at levels with >10 deathmatch starts
  203. - and more compatibility and demo fixes
  204. - support higher-turning-resolution demos from v1.91
  205. - fix compilation with gcc 3.4.x
  206. Changes from v2.2.3 to v2.2.4
  207. - fixed sky-over-sky HOM
  208. - add sound compatibility option
  209. - improve sound volume accuracy
  210. - shared texture palette isn't the default anymore
  211. - better invulnerabilty rendering for non paletted OpenGL
  212. - network game server can now read config files to set game options
  213. - fix latency problems in LAN games
  214. - small compilation fixed for OpenGL on some unix platforms
  215. - fix for dehacked files which change frames
  216. - fixed name clash when compiling for some unix platforms
  217. - flag counted items with different colour on the IDDT automap
  218. - fixed extra shot sound when chaingun runs out of ammo
  219. - fix some telefragging related desyncs
  220. - fixed offsets for flipped sprites
  221. - hopefully fix problems with network games on big-endian platforms
  222. Changes from v2.2.2 to v2.2.3
  223. - improved mouse handling
  224. - intermission demo sync bug fixed
  225. - framebuffer update fixes (solves flicker on fbcon)
  226. - -forceoldbsp allowed in non-GL version, and saved in demos
  227. - fix player colours in multiplayer demos
  228. - apply workarounds for buggy pwads even during demo playback
  229. - fix numpad 5 key
  230. - allow compilation on systems where SDL is built without joystick support
  231. - fix comp_skymap
  232. - using anisotropic filtering when the OpenGL extension is available
  233. - using paletted textures when the OpenGL extension is available
  234. - added gl_use_paletted_texture option to glboom configuration file
  235. - using shared texture palette when the OpenGL extension is available
  236. - added gl_use_shared_texture_palette option to glboom configuration file
  237. Changes from v2.2.1 to v2.2.2
  238. - more demo sync problems for original Doom and Boom fixed
  239. - added changeable samplerate for soundmixing
  240. - added fullscreen/window toggle in option menu
  241. - added double buffering
  242. - floor rendering made more accurate
  243. - Win32 config file handling fixed
  244. - fix endian conversion problem on Linux/PPC
  245. Changes from v2.2.0 to v2.2.1
  246. - improved fix for demo sync problems with lost souls bouncing off floors
  247. - fixed bug where loading a -fast or -respawn savegame failed to restore
  248. those options properly
  249. - fixed demo sync bug with doors also tagged to lift triggers
  250. - fix some endianness problems in the OpenGL renderer
  251. - hopefully fixed some problems compiling for Linux/ARM
  252. - fix multi-level demo time totals to agree with compet-n
  253. - linux rpm is now a bit more standardised
  254. Changes from v2.1.2 to v2.2.0
  255. - fix compiling problem on alpha processors (size_t != unsigned long)
  256. - fixed stair building (ex. TNT - Evilution MAP30)
  257. - fixed OpenGL menu drawing bug
  258. - hopefully fixed top sky line bug for some OpenGL drivers
  259. - added joystick support through SDL
  260. - made a (temporary) fix for the crash at 800x600 when timidity can't find cfg
  261. - fixed some key binding problems
  262. - fixed linking problems on some UNIX systems
  263. Changes from v2.1.1 to v2.1.2
  264. - fix problem with sound stereo
  265. - fix problem with new network games
  266. - supports demo files with base name >8 characters
  267. - enable IDDT and other display cheats in demo playback
  268. - various fixes for running on Solaris/sparc
  269. Changes from v2.1.0 to v2.1.1
  270. - config file is now prboom.cfg for the non-GL version, glboom.cfg
  271. for the GL version. If you have used PrBoom (or LxDoom) before,
  272. rename your old config file (boom.cfg) appropriately.
  273. - fullscreen is now default for new prboom.cfg
  274. - included sdl_mixer.dll now plays midi-files
  275. - if waveout is used for sound (Windows NT4) the sound doesn't stutter anymore
  276. - redid parts of the OpenGL renderer
  277. - sprites behind translucent walls are rendered correctly
  278. - translucent walls are rendered correctly
  279. - support for glBSP nodes
  280. - compliant to glBSP spec v2
  281. - use_mipmapping option in boom.cfg
  282. - the default for zone memory in OpenGL is now 16MB
  283. - fix screen melt transition
  284. - most Boom demos should now work
  285. - a lot more original Doom demos work
  286. - keycard switches are shown coloured on the map, like doors
  287. - improved ENDOOM rendering
  288. - non-highres rendering functions dropped
  289. -----------------------------------------------------------------------------
  290. This file is a log of all the changes to LxDoom since v1.0.0.
  291. Note that LxDoom v0.* was a seperate line of development.
  292. * Changes from v1.4.4 to the PrBoom merger
  293. - Fix rare demo sync problem (LxDoom v1.4.x bug, only noticed on Memento
  294. Mori DEMO3)
  295. - Fix memory management bugs
  296. - Memory wasted by bug in Z_FreeTags (original Doom bug)
  297. - Store correct size in extra memory blocks (Boom/MBF bug, harmless
  298. except when debugging)
  299. - Fix level precaching
  300. - Disabled by default, controlled by config file
  301. - Fix needlessly locked lumps (bug since LxDoom v1.3.2)
  302. * Changes v1.4.3 to v1.4.4
  303. - Install documentation in the right directory
  304. - Sound code cleanup
  305. - Fix problem with network games often desyncing immediately at startup
  306. * Changes v1.4.2 to v1.4.3
  307. - Improved mouse resolution, thanks to a patch from Barry Mead
  308. - Various robustness fixed to the networking code
  309. - Fixed various build problems
  310. - gcc 2.7.2 compile problems fixed
  311. - uid_t problems on odd systems should be fixed
  312. * Changes v1.4.1 to v1.4.2
  313. - Fixed various build problems, including
  314. - Networking not work on many systems
  315. - Portability improvements, in particular for Sparc
  316. - Autoconf getting confused on systems with X headers in the include path
  317. - Fix bug with music not looping after being unpaused
  318. - Misc minor improvements
  319. * Changes v1.4.0 to v1.4.1
  320. - Fixed occasional tutti fruiti on non-power-of-2 short textures
  321. - Fixed minor bug in the WAD autoloading code
  322. - Fixed the function keys in lsdoom, thanks to a patch from Chris Purnell
  323. - Fixed all compile warnings with the new gcc
  324. * Changes v1.3.7 to v1.4.0
  325. - License is now the GNU General Public License, see COPYING.
  326. - autoconf based setup makes compiling LxDoom simple on most systems;
  327. automatically compiles only the versions and features your system
  328. supports.
  329. - Fixed rendering bugs:
  330. - tall vertical shafts did not block vision on the automap, and on x86
  331. systems there could be crashes in the column rendering near such shafts (
  332. bug from original Doom).
  333. - fixed slowdown caused by non-power of 2 height textures in the case
  334. where they don't tile (i.e. almost all cases) (this was the tutti-fruiti
  335. "fix" from Boom, I've "fixed the fix" in a sense)
  336. - fixed a slight slowdown caused by a bad optimisation (an old LxDoom bug)
  337. - Fixed bug where things were rendered brighter in high-res, depending on the
  338. resolution (bug from PRBoom).
  339. - Improvements to the sound code:
  340. - Fixed noise at the start of sounds playing (thanks to Steve Van Devender).
  341. - LxDoom detects the music or sound server exiting (alright, so I mean
  342. crashing ;-) and stops sending more data.
  343. - Performance improvements, including:
  344. - New algorithm in P_GroupLines, saves seconds when loading big levels.
  345. - Fixed problems with the networking code, where multihomed machines could
  346. get the wrong IP registered with the server.
  347. - Screen code improvements:
  348. - Rewrote screen layout logic, fixing numerous bugs.
  349. - Fixed bug with flipped patches in high-res that could cause crashes,
  350. thanks to Gady Kozma.
  351. - Independent x and y scaling of the status bar, by Gady Kozma.
  352. - Added warning messages whenever LxDoom auto-corrects errors in buggy
  353. PWADs. Also made -devparm cause LxDoom to initialise all textures at
  354. startup, so all texture errors are found at once.
  355. - Store config files and save games in ~/.lxdoom/ instead of the current
  356. directory, removed the -cdrom parameter.
  357. - Fixed Doom bug where the "got a medikit you REALLY needed" message was
  358. never used. Thanks to James "Quasar" Haley for pointing that one out.
  359. - Made the numeric keypad keys be treated differently from their normal
  360. equivalents, so you can bind them to different actions.
  361. - Fixed bad importing of mobj pointer reference code from MBF.
  362. - The level completed screen is now shown after ExM8 levels in Doom 1/
  363. Ultimate Doom.
  364. - Minor coop improvements:
  365. - Total game time shown on the intermission screen, as for single player
  366. - Quicksave enabled
  367. - Removed the frame rate dots, instead I added a cheat code "IDRATE" to show
  368. various rendering stats, including the frame rate.
  369. - Fixed the intermission screen code to store its data right (bad code from
  370. original Doom).
  371. * Changes v1.3.6 to v1.3.7
  372. - Client-server style net-games, including new server program
  373. - LxDoom starts faster, thanks to an idea borrowed from DosDoom
  374. - Player colours system sorted out, now your personal player colour is part of
  375. your player preferences.
  376. - Fix for problems with 24bpp screens, new option in config file to deal with
  377. this.
  378. - Fix key setup problems where certain choices of key setup could hinder
  379. message typing in multi-player.
  380. - Misc stuff
  381. * Changes v1.3.5 to v1.3.6
  382. - Hires for the SVGALib version
  383. - Automap rotation/overlay
  384. - Modified to work with the new musserver
  385. - Various misc improvements
  386. * Changes v1.3.4 to v1.3.5
  387. - Fixed nasty overflow in I_GetTime_RealTime, causing hangs
  388. - Removed a load of I_GetTime references in m_menu.c
  389. - Added support for music pausing/unpausing
  390. * Changes from v1.3.3 to v1.3.4
  391. - More MBF features/improvements imported:
  392. - Internal improvements (mobj pointer reference counting)
  393. - Enhanced skies support
  394. - Status bar scaling for high-res
  395. - Bug fixes:
  396. - Occasional corrupt save-games in large levels fixed (Boom/MBF bug)
  397. - -loadgame crashes fixed
  398. - Performance improvements
  399. - Command line argument parsing logic changed for convenience in shell scripts
  400. (later arguments take precedence)
  401. * Changes from v1.3.2 to v1.3.3
  402. - Optimised i386 assembly some more, about 2% improvement in fps
  403. - Tested to compile and run on FreeBSD
  404. - Modified #includes to use current headers
  405. - Updated makefile hints for FreeBSD compiling
  406. - Made install script more portable
  407. * Changes from v1.3.1 to v1.3.2
  408. - Imported/added some MBF features
  409. - New code pointers added
  410. - "Faster" sprite sorting
  411. - Improved Dehacked handling (more reliable, Dehacked-in-a-PWAD)
  412. - Fractional floor attributes saved in save-games
  413. - Auto-correction of common errors in wads
  414. - Massive internal improvements, making LxDoom more stable - WAD lump locking,
  415. rewritten patch drawing code.
  416. - Improved config file handling - now accepts (and writes out selected) numbers
  417. in hex, entries are sorted into sections with headers, and internally the
  418. handling is better.
  419. - Portability improvements - LxDoom is now near-completely endian-corrected, so it
  420. should be compilable on big-endian machines, read the little endian Doom data
  421. files fine, and even network with other machines regardless of endianness.
  422. Also lots of misc portability stuff, explicitly signing some variables, a
  423. lot more stuff made const, etc. The only problem I think is that save-games aren't
  424. yet interchangeable across endiannesses.
  425. - More memory efficient - block memory allocator reduces memory fragmentation,
  426. video buffers allocated only when needed, more things made constant and
  427. initialised better.
  428. - Imported bug fixes from MBF:
  429. - File handle leak in translucency code
  430. - Water sector sprite problems
  431. - No chat in demo playback
  432. - Archville fire spawn
  433. - Scroller calculations overflow
  434. - Fast shots going through walls
  435. - Improved d_deh.c fixed numerous SIGSEGV's and error code bugs
  436. - Zombie players exiting levels
  437. - New thing flags caused incompatibility with buggy Doom wads
  438. - Setup menu backspace
  439. - Indigo/Brown default chat keys reversed
  440. - Glide (3dfx) frame-buffer target (warning - released only in source code form and
  441. only for alpha testing purposes, not ready for normal use).
  442. - Improved ENDOOM support - (optional) colour ENDOOM display, non-ASCII
  443. characters displayed, sensible choice between ENDOOM and ENDBOOM (displays
  444. any from a PWAD in preference, randomly chooses otherwise).
  445. - Minor improvements so LxDoom integrates more naturally into UNIX systems; sound
  446. and music server are now searched for via the path, and wads are looked for in
  447. /usr/local/games/wads/ if no DOOMWADDIR is set.
  448. - More keys work in the SVGALib version (notably PAUSE).
  449. - Monster-monster kills in coop are assigned to the player the monster was
  450. targeting, or a random player if it wasn't targeting any, so coop
  451. monster kills stats total 100% at the end-level screen.
  452. - Total game time is displayed on the intermission screens. This is a simple
  453. total of the times shown on the end-level screens so far this game, not
  454. including intermission times, and accurate to 1/35 of a second.
  455. - Low sound volume fixed.
  456. - Multi-player colours selectable in the config file.
  457. - Misc minor fixes and improvements inspired by MBF:
  458. - Support for -noload parameter
  459. - Support auto-loading of deh/BEX files as well as wads
  460. - Removed limit on number of wad-files loaded.
  461. - Fixed buffer overrun in menu text writing code by wrapping long lines.
  462. * Changes from v1.3.0 to v1.3.1
  463. - Fixed saving of config file (bug affected most Linux systems)
  464. - Binaries are now use libc.so.6.
  465. - 24 bpp and 32 bpp true colour X displays are now supported (untested) (24
  466. bpp only supported for i386 systems).
  467. - Auto-loading of wad files - in the config file there is a new option
  468. which lists wad files to be loaded automatically (several directories are
  469. searched as for IWADs).
  470. - Loading saved games during a multi-player game now works. Very handy for
  471. coop games :).
  472. - New config file option controls music pausing - when the game pauses
  473. the music can either continue or be stopped. So people playing at home can
  474. have the music continue while they read the map; people playing at work
  475. can pause when the boss comes in and have the music stop ;).
  476. - Several more variables added to config file, most notably the
  477. default size of the LxDoom window (for high-res).
  478. - PRBoom v2.02 networking code is now used. It still doesn't network with
  479. PRBoom though. Net games with just LxDoom work fine still. Anyone with ideas
  480. why it won't go with PRBoom let me know.
  481. - If saving a demo/screen-shot/save-game to disk fails an error message is
  482. displayed. One of the most frustrating features of all versions of Doom that I
  483. have used is that they always say "Game Saved" even if you are
  484. out of disk space and it didn't save. I'm glad to have this one fixed.
  485. - Fixed the -cdrom parameter.
  486. - Fixed makefile hints for FreeBSD.
  487. - Fixed music pausing causing musserver crash.
  488. - Documentation updates.
  489. * Changes from v1.2.0 to v1.3.0
  490. - Hi-res added to X-windows version
  491. - Portability improvements (FreeBSD and RISC stuff in the makefile, minor code
  492. changes included)
  493. - Minor bug-fixes
  494. * Changes from v1.1.1 to v1.2.0
  495. - Boom v2.02 updates incorporated (see TeamTNT's site for info on that)
  496. - Improved music comms code, to pass instruments and volume info
  497. - Code reorganisation & tweaking; video code is more logically organised,
  498. and SVGALib code is neater now.
  499. * Changes from v1.1.0 to v1.1.1
  500. - Fixed crash using -warp parameter with SVGALib version
  501. - Fixed music server communication code
  502. - Should compile using glibc
  503. * Changes from v1.0.1 to v1.1.0
  504. - SVGALib version
  505. - Fixed timing problem on buggy kernels causing crashes in the wipe screens
  506. - Fixed bug in sound server communications which prevented Doom 1 working
  507. - Fixed problem with sound code causing accelerated sound on v2.1.125 kernel
  508. - Removed need for IPC in sound server communications, used pipe instead
  509. - Improved mouse grabbing/ungrabbing code in XFree86 version, now depends on
  510. game and window status
  511. - Improved TrueColor/DirectColor 16 bpp support
  512. - X version is more multitasking friendly - detects when it is hidden or paused
  513. or an intermission screen is up, and tries to free some more CPU time.
  514. * Changes from v1.0.0 to v1.0.1:
  515. - 16 bpp colour modes now supported. If you use a 16 bpp colour mode (65
  516. thousand colours approx.), then you don't have to change your X setup to 256
  517. colours (8 bpp) before using lxdoom anymore. However, it is still a good idea
  518. to use 256 colours, because it is faster that way.
  519. - fixed a minor bug in routine used for the 8 bpp '-2' option (screen
  520. doubling), which caused a couple of lines to be missed at the bottom of the
  521. display window.
  522. - fixed a Boom bug which caused crashes in multi-player games. The bug occurred
  523. when, during a single game session, first the players played one level at
  524. which someone died, and then later exited that level, and later still another
  525. player died. I.e in a multilevel death-match, or a long coop game. Caused one
  526. machine to exit lxdoom with 'Segmentation Violation'. The version of PRBoom I
  527. have also exhibits these symptoms, though obviously I can't be sure that this
  528. is the cause; Boom v2.0 and v2.01 had this bug.