123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567 |
- This file shows a history of changes between PrBoom versions since v2.1.0.
- For historical reference, the complete LxDoom changelog follows it.
- Changes from v2.4.7 to v2.5.0
- - Limit the game to one CPU core on a multicore machine [prb+]
- - Fix crash when out-of-range values are used in fixed point arithmetic [prb+]
- - Allow the game to build without SDL_mixer, add --without-mixer option to
- ./configure to force this. Music support will be disabled in this case
- - Don't set the default game skill from the new game menu
- Instead there is an option to set it explicitly in the General menu
- - Fix the brightness of the player's weapon
- - Fix linear filtering on flats in software mode
- - Fix crash when an unknown sprite is used with a non-zero frame number
- - Restore special case for trivial maps (bug #1837422)
- - Fix screenshots in high colour screen modes - if libpng is available at
- build time it will be used, otherwise a BMP will be saved
- - Don't process mouse input in the menus [prb+]
- - Always use Doom's main menu order to avoid bugs with Alien Vendetta [prb+]
- - Remove line of junk graphics below status bar [prb+]
- - Restore Boom friction and bobbing code [prb+]
- - Fix crash by testing for null targets in mancubus fire code pointers
- - Restore last known enemy check in Boom compatibility [prb+]
- - Animated middle textures with zero index forced [prb+]
- - Better handling of unrecognised demo formats [prb+]
- - Fix for hanging decoration disappearing in Batman Doom MAP02 [prb+]
- - Fix menu description: pain elementals are limited to 21 lost souls
- - Manual page fixes from Debian
- - Fix position of netgame player arrows on the automap in rotate mode
- - Ignore chat key presses in multiplayer demo playback and -solo-net
- - In deathmatch demo playback always draw player arrows on the automap
- - In a multiplayer demo, don't reset view to console player on a new map
- - Fix crash when MP3 music is being used and the player changes back to
- a piece of music that's already been loaded before
- - Avoid HOM effect on large maps such as epic.wad 5 [prb+]
- - Fix sound origins on large levels [prb+]
- - Handle demos with bad or missing headers [prb+]
- - Fix the colour of player 4 (red) in multiplayer
- - Play correct player pickup sounds in multiplayer demos
- - Don't allow solids to pass through no-clipping objects in Doom [prb+]
- - Restore Dehacked's ability to set the raisestate of a mobj [prb+]
- - Handle demos with a missing end marker [prb+]
- - Ignore switches that reference unknown textures instead of exiting
- - Fix crash when resetting a menu to defaults [prb+]
- - Fix crash when trying to play demos from Boom 2.00 [prb+]
- - Fix crash in multiplayer demos when there are still sounds playing
- on map changes (e.g. players revving chainsaws) [prb+]
- - Fix mouse clicks on the intermission screen being ignored
- - Don't eat screenshot key presses (see sf bug #1843280)
- - Detect Hexen-format maps and refuse to play them, instead of crashing
- - Fix crash when loading maps with missing player starts
- - The backs of switches must be pressable in any demo recorded by
- Boom 2.01, even those in Boom's "compatibility" mode [prb+]
- - Force comp_doorstuck=1 in Boom 2.01 compatibility mode [prb+]
- - comp_dropoff=1 was broken in MBF compatibility mode [prb+]
- - Restore --disable-dogs but make sure it doesn't break Dehacked
- - Fix desync if the user presses pause on the intermission screen [prb+]
- - comp_666 fixed: either cyberdemon or spider can end E2M8 or E3M8;
- killing a baron on E3M8 won't cause the level to end any more [prb+]
- - Fix broken string matching in Dehacked [prb+]
- - Passing --without-net to ./configure will compile the game without
- network support; this may help if your platform lacks SDL_net
- - Fix crash when reloading network savegames (bug #1590350)
- - Fix bug in transparency rendering caused by doing it in two places
- - Added high color rendering
- Changes from v2.4.6 to v2.4.7
- - Fixed comp_soul and comp_maskedanim options not actually being optional.
- - Fixed searching for IWAD/prboom.wad (bugs #1585185, #1585600)
- - Multiple sound crash fixes (bugs #1577495, #1586800)
- - Fix for previously introduced HOM error
- - Fix frame numbering problem in MBF dehacked patches (bug #1576151)
- Changes from v2.4.5 to v2.4.6
- - Mac OS X: Fixed music volume slider
- - Implemented patch clipping. This fixes bug #1557501.
- - Fixed update of compatibility options after use of TNTCOMP cheat
- - Reenabled padding if short or missing reject lumps.
- Patch #1570517 by RjY.
- - Removed unaligned memory access in r_drawflush.inl. This should fix bus
- errors on architectures where unaligned access is forbidden and should
- give a slight speedup on other architectures.
- - Stop right after the quit sound stops, instead of waiting three seconds
- - Fixed sound origin for switches. This is compatibility optioned.
- Patch #1533045 by RjY.
- - Fixed "oof" sound when hitting ground while already dead
- Patch #1532700 by RjY.
- - Ported Eternitys fix to show the "ouch" face when severly hit
- - Unified drawing functions, this speeds things up a bit and fixes most
- artifacts on small numbers and fonts in high resolution modes.
- - Mac OS X: Add resolution and video mode (OpenGL vs software) selection to
- launcher
- - Added rendering filters for software mode, they are configurable in a new
- page in general settings
- - Emulate some texture composition bugs
- - Fix more common WAD bugs that can cause crashes
- - Fixed random crashes caused by use of uninitialized memory
- - Fix some demo incompatibilities caused by slime trail removal
- - Fixed crashes with WADs which use newer gl nodes or don't have any nodes
- - Automatically load gwa files with gl nodes
- - Fixed integer overrun in automap on large levels (from PrBoom+)
- Changes from v2.4.4 to v2.4.5
- - fix crash when saving the game in levels with lots of monsters
- (bug introduced in 2.4.4)
- - -nodeh option to disable automatic loading of dehacked-in-wad lump
- - Unified software and opengl engine into one binary
- - Added video mode selection to menu
- - fix demo desyncs on E1M5 on x86_64 systems
- - Fullscreen setting will only take effect after game restart
- - reduce red palette translation if the menu is up, so the menu can still be read
- - screenshots now in PNG format on Linux/Unix in GL mode too
- - Added experimental -checksum option for demo playback comparison
- - Merged new internal patch (graphics) format from PrBoom 2.3
- - Mac OS X: Launcher now uses drawers instead of tabs
- - Mac OS X: Fix some longstanding Wad chooser issues
- - Mac OS X: Add a console to display text output from PrBoom
- Changes from v2.4.3 to v2.4.4
- - Don't fail when a texture name can't be looked up
- - Increased several limits - Thanks to entryway and RjY
- - Increased number of sidedef limit to 65534
- - Increased number of vertexes limit to 65535
- - Fixed crash when crossing sectors with very big height differences
- - fix crash on E4M8
- - New command-line options for setting a window (-window) or fullscreen
- (-nowindow) mode temporarily.
- - The maximal supported resolution is increased from 1600x1200 to 2048x1536
- - GLBoom will use the closest supported resolution when running fullscreen
- - The "RUN" key inverts the autorun state
- - Live monsters are highlighted in a different colour on the iddt-automap
- - Fixed OpenGL sky rendering in Requiem and Memento Mori
- - The "Show coordinates of automap pointer" setting works now
- - merged many cleanups and fixes from PrBoom 2.3
- - fix translucency map file handle leak
- - fix consistency failures in netgames
- - prevent crashes at 800x600 caused by rounding errors with naive clipping
- - fixed slowdown at 1024x768 on some systems
- - ability to play tasdoom demos directly
- - -solo-net option is a shortcut for one-player network games
- - emulate spechit overflows for dosdoom and tasdoom compatibility
- - made several cleanups and fixes
- Changes from v2.4.2 to v2.4.3
- - Massive speed improvements in higher resolutions taken from Eternity.
- Thanks to SoM and Quasar!!!
- - fix bugs in gameplay occurring with gcc-4.1
- - Mac OS X: Add "Show Game Folder" to menus, for easy installation of new
- game wads
- - Mac OS X: Disable games in popup menu whose wads cannot be found
- - fix compilation warnings
- - tidy up configure script
- Changes from v2.4.1 to v2.4.2
- - Move gamma correction tables into prboom.wad
- - Clean up light level calculations for walls & sprites
- - CheckIWAD uses ANSI C streams for better portability and error handling
- - Make screen wipe time independent of resolution
- - Applied various small cleanups and fixes from PrBoom 2.3.1
- - Fix problems with dehacked substitution of long strings
- - End of level sound crash fixed
- - Mac OS X: Added simple launcher which allows to configure the most common
- settings
- - Mac OS X: Uses Quicktime for music now to fix crashes (adapted from Jaakko
- Keränen's work in Doomsday)
- - Windows: Converted project files to free Visual Studio 2005 Express Edition
- Changes from v2.4.0 to v2.4.1
- - PrBoom demos are now recorded with high-precision turning (like the
- "Doom v1.91" hack that is floating around)
- - when both -nodraw and -nosound are supplied, then no graphics will be
- initialized and no windows opened
- - add ultdoom compatibility level, and bring compatibility levels into line
- with Prboom+
- - screenshots now use correct palette in software mode
- - screenshots now in PNG format on Linux/Unix where available
- - suppress use-supershotgun key in compatibility mode
- - removed obsolete video related code
- - fix screenshots on 64bit systems
- - fix comp_666
- Changes from v2.2.6 to v2.4.0
- - emulate reject overflows and spechit overflows - from prboom-plus
- - more original doom compatibility options
- - improve stretched graphics drawing for hires
- - fix super-shotgun reload on last shot
- - fix compilation with gcc 4.x
- - fix some more dehacked support problems (e.g. Hacx)
- - fix crash if pwad contains zero-length sound lumps
- - added possibility to use mmap for wad access, this leads to less memory usage
- - simplified the memory handling
- - removed old Doom v1.2 lumps from prboom.wad
- - windows also uses prboom.wad now
- - add Mac OS X bundle build
- - removed lumps and tables which are in prboom.wad from source
- Changes from v2.2.5 to v2.2.6
- - fix Inferno intermission screen crash
- - fix lockup for other netgame clients when one client quits
- - fix memory leak in netgame server
- - fix SDL_LockScreen crashes on Win32
- - fix fuzz drawing for hi-res
- - network games should survive temporary loss of connection
- - fix dehacked NOSECTOR/NOBLOCKMAP effects
- - fix player spawn sound
- Changes from v2.2.4 to v2.2.5
- - fix crash caused by long messages in HUD
- - live monster counter on HUD
- - notify server if client quits during startup wait
- - improved response file parser
- - fast forward to given map # in demo playback
- - fixes for various sound bugs
- - fix doom2 demos at levels with >10 deathmatch starts
- - and more compatibility and demo fixes
- - support higher-turning-resolution demos from v1.91
- - fix compilation with gcc 3.4.x
- Changes from v2.2.3 to v2.2.4
- - fixed sky-over-sky HOM
- - add sound compatibility option
- - improve sound volume accuracy
- - shared texture palette isn't the default anymore
- - better invulnerabilty rendering for non paletted OpenGL
- - network game server can now read config files to set game options
- - fix latency problems in LAN games
- - small compilation fixed for OpenGL on some unix platforms
- - fix for dehacked files which change frames
- - fixed name clash when compiling for some unix platforms
- - flag counted items with different colour on the IDDT automap
- - fixed extra shot sound when chaingun runs out of ammo
- - fix some telefragging related desyncs
- - fixed offsets for flipped sprites
- - hopefully fix problems with network games on big-endian platforms
- Changes from v2.2.2 to v2.2.3
- - improved mouse handling
- - intermission demo sync bug fixed
- - framebuffer update fixes (solves flicker on fbcon)
- - -forceoldbsp allowed in non-GL version, and saved in demos
- - fix player colours in multiplayer demos
- - apply workarounds for buggy pwads even during demo playback
- - fix numpad 5 key
- - allow compilation on systems where SDL is built without joystick support
- - fix comp_skymap
- - using anisotropic filtering when the OpenGL extension is available
- - using paletted textures when the OpenGL extension is available
- - added gl_use_paletted_texture option to glboom configuration file
- - using shared texture palette when the OpenGL extension is available
- - added gl_use_shared_texture_palette option to glboom configuration file
- Changes from v2.2.1 to v2.2.2
- - more demo sync problems for original Doom and Boom fixed
- - added changeable samplerate for soundmixing
- - added fullscreen/window toggle in option menu
- - added double buffering
- - floor rendering made more accurate
- - Win32 config file handling fixed
- - fix endian conversion problem on Linux/PPC
- Changes from v2.2.0 to v2.2.1
- - improved fix for demo sync problems with lost souls bouncing off floors
- - fixed bug where loading a -fast or -respawn savegame failed to restore
- those options properly
- - fixed demo sync bug with doors also tagged to lift triggers
- - fix some endianness problems in the OpenGL renderer
- - hopefully fixed some problems compiling for Linux/ARM
- - fix multi-level demo time totals to agree with compet-n
- - linux rpm is now a bit more standardised
- Changes from v2.1.2 to v2.2.0
- - fix compiling problem on alpha processors (size_t != unsigned long)
- - fixed stair building (ex. TNT - Evilution MAP30)
- - fixed OpenGL menu drawing bug
- - hopefully fixed top sky line bug for some OpenGL drivers
- - added joystick support through SDL
- - made a (temporary) fix for the crash at 800x600 when timidity can't find cfg
- - fixed some key binding problems
- - fixed linking problems on some UNIX systems
- Changes from v2.1.1 to v2.1.2
- - fix problem with sound stereo
- - fix problem with new network games
- - supports demo files with base name >8 characters
- - enable IDDT and other display cheats in demo playback
- - various fixes for running on Solaris/sparc
- Changes from v2.1.0 to v2.1.1
- - config file is now prboom.cfg for the non-GL version, glboom.cfg
- for the GL version. If you have used PrBoom (or LxDoom) before,
- rename your old config file (boom.cfg) appropriately.
- - fullscreen is now default for new prboom.cfg
- - included sdl_mixer.dll now plays midi-files
- - if waveout is used for sound (Windows NT4) the sound doesn't stutter anymore
- - redid parts of the OpenGL renderer
- - sprites behind translucent walls are rendered correctly
- - translucent walls are rendered correctly
- - support for glBSP nodes
- - compliant to glBSP spec v2
- - use_mipmapping option in boom.cfg
- - the default for zone memory in OpenGL is now 16MB
- - fix screen melt transition
- - most Boom demos should now work
- - a lot more original Doom demos work
- - keycard switches are shown coloured on the map, like doors
- - improved ENDOOM rendering
- - non-highres rendering functions dropped
- -----------------------------------------------------------------------------
- This file is a log of all the changes to LxDoom since v1.0.0.
- Note that LxDoom v0.* was a seperate line of development.
- * Changes from v1.4.4 to the PrBoom merger
- - Fix rare demo sync problem (LxDoom v1.4.x bug, only noticed on Memento
- Mori DEMO3)
- - Fix memory management bugs
- - Memory wasted by bug in Z_FreeTags (original Doom bug)
- - Store correct size in extra memory blocks (Boom/MBF bug, harmless
- except when debugging)
- - Fix level precaching
- - Disabled by default, controlled by config file
- - Fix needlessly locked lumps (bug since LxDoom v1.3.2)
- * Changes v1.4.3 to v1.4.4
- - Install documentation in the right directory
- - Sound code cleanup
- - Fix problem with network games often desyncing immediately at startup
- * Changes v1.4.2 to v1.4.3
- - Improved mouse resolution, thanks to a patch from Barry Mead
- - Various robustness fixed to the networking code
- - Fixed various build problems
- - gcc 2.7.2 compile problems fixed
- - uid_t problems on odd systems should be fixed
- * Changes v1.4.1 to v1.4.2
- - Fixed various build problems, including
- - Networking not work on many systems
- - Portability improvements, in particular for Sparc
- - Autoconf getting confused on systems with X headers in the include path
- - Fix bug with music not looping after being unpaused
- - Misc minor improvements
- * Changes v1.4.0 to v1.4.1
- - Fixed occasional tutti fruiti on non-power-of-2 short textures
- - Fixed minor bug in the WAD autoloading code
- - Fixed the function keys in lsdoom, thanks to a patch from Chris Purnell
- - Fixed all compile warnings with the new gcc
- * Changes v1.3.7 to v1.4.0
- - License is now the GNU General Public License, see COPYING.
- - autoconf based setup makes compiling LxDoom simple on most systems;
- automatically compiles only the versions and features your system
- supports.
- - Fixed rendering bugs:
- - tall vertical shafts did not block vision on the automap, and on x86
- systems there could be crashes in the column rendering near such shafts (
- bug from original Doom).
- - fixed slowdown caused by non-power of 2 height textures in the case
- where they don't tile (i.e. almost all cases) (this was the tutti-fruiti
- "fix" from Boom, I've "fixed the fix" in a sense)
- - fixed a slight slowdown caused by a bad optimisation (an old LxDoom bug)
- - Fixed bug where things were rendered brighter in high-res, depending on the
- resolution (bug from PRBoom).
- - Improvements to the sound code:
- - Fixed noise at the start of sounds playing (thanks to Steve Van Devender).
- - LxDoom detects the music or sound server exiting (alright, so I mean
- crashing ;-) and stops sending more data.
- - Performance improvements, including:
- - New algorithm in P_GroupLines, saves seconds when loading big levels.
- - Fixed problems with the networking code, where multihomed machines could
- get the wrong IP registered with the server.
- - Screen code improvements:
- - Rewrote screen layout logic, fixing numerous bugs.
- - Fixed bug with flipped patches in high-res that could cause crashes,
- thanks to Gady Kozma.
- - Independent x and y scaling of the status bar, by Gady Kozma.
- - Added warning messages whenever LxDoom auto-corrects errors in buggy
- PWADs. Also made -devparm cause LxDoom to initialise all textures at
- startup, so all texture errors are found at once.
- - Store config files and save games in ~/.lxdoom/ instead of the current
- directory, removed the -cdrom parameter.
- - Fixed Doom bug where the "got a medikit you REALLY needed" message was
- never used. Thanks to James "Quasar" Haley for pointing that one out.
- - Made the numeric keypad keys be treated differently from their normal
- equivalents, so you can bind them to different actions.
- - Fixed bad importing of mobj pointer reference code from MBF.
- - The level completed screen is now shown after ExM8 levels in Doom 1/
- Ultimate Doom.
- - Minor coop improvements:
- - Total game time shown on the intermission screen, as for single player
- - Quicksave enabled
- - Removed the frame rate dots, instead I added a cheat code "IDRATE" to show
- various rendering stats, including the frame rate.
- - Fixed the intermission screen code to store its data right (bad code from
- original Doom).
- * Changes v1.3.6 to v1.3.7
- - Client-server style net-games, including new server program
- - LxDoom starts faster, thanks to an idea borrowed from DosDoom
- - Player colours system sorted out, now your personal player colour is part of
- your player preferences.
- - Fix for problems with 24bpp screens, new option in config file to deal with
- this.
- - Fix key setup problems where certain choices of key setup could hinder
- message typing in multi-player.
- - Misc stuff
- * Changes v1.3.5 to v1.3.6
- - Hires for the SVGALib version
- - Automap rotation/overlay
- - Modified to work with the new musserver
- - Various misc improvements
- * Changes v1.3.4 to v1.3.5
- - Fixed nasty overflow in I_GetTime_RealTime, causing hangs
- - Removed a load of I_GetTime references in m_menu.c
- - Added support for music pausing/unpausing
- * 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.
|