249 lines
12 KiB
Text
249 lines
12 KiB
Text
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0.2.1 (???):
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This release is dedicated to Dylan 'Toke' McIntosh, who was
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tragically killed in a car crash earlier this year. I knew Dylan
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from IRC and the Doomworld forums for several years, and he had
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a deep passion for this game. He was also a huge help for me while
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developing Chocolate Doom, as he helped point out a lot of small
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quirks in Vanilla Doom that I didn't know about. His death is a
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great loss. RIP Toke.
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This is version 0.2.1: the reason for this is to distinguish from
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the various beta versions that have been built over the past months
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before this release, as these all had the version "0.2.0".
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Big new features:
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* Multiplayer! This version includes an entirely new multiplayer
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engine, based on a packet server architecture. I'd like to thank
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joe, pritch, Meph and myk, and everyone else who has helped test
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the new code for their support, feedback and help in testing this.
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The new code still needs more testing, and I'm eager to hear any
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feedback on this.
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* A working setup tool. This has the same look and feel as the
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original setup.exe. I hope people like it! Note that it has
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some advantages over the original setup.exe - for example,
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you can use the mouse.
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Other new features:
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* New mus conversion code thanks to Ben Ryves. This converts the
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Doom .mus format to .mid a lot better. As one example, tnt.wad
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Map02 is now a lot closer to how Vanilla says. Also, the music
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on the deca.wad titlescreen now plays!
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* x3, x4 and x5 display scale (thanks to MikeRS for x5 scale).
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* Fullscreen "letterbox" mode allows Chocolate Doom to run on machines
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where 1.6:1 aspect ratio modes are unavailable (320x200/640x400).
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The game runs in 320x240/640x480 instead, with black borders.
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The system automatically adjusts to this if closer modes are
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unavailable.
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* Aspect ratio correction: you can (also) run at 640x480 without black
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borders at the top and bottom of the screen.
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* PC speaker sound effect support. Chocolate Doom can output real
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PC speaker sounds on Linux, or emulate a PC speaker through the
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sound card.
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* Working three-screen mode, as seen in early versions of Doom!
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To test this out, put three computers on a LAN and type:
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chocolate-doom -server
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chocolate-doom -autojoin -left
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chocolate-doom -autojoin -right
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* Allow a delay to be specified on startup, to allow the display to
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settle after changing modes before starting the game.
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* Allow the full path and filename to be specified when loading demos:
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It is now possible to type 'chocolate-doom -playdemo /tmp/foo.lmp'
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for example.
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* Savegames are now stored in separate directories depending on
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the IWAD: eg. the savegames for Doom II are stored in a different
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place to those for Doom I, Final Doom, etc. (this does not affect
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Windows).
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* New mouse acceleration code works based on a threshold and
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acceleration. Hopefully this should be closer to what the DOS
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drivers do. There is a 'test' feature in the setup tool to help
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in configuring this.
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* New '-nwtmerge' command line option that emulates NWT's '-merge'
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option. This allows TiC's Obituary TC to be played.
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* The ENDOOM screen no longer closes automatically, you have to click
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the window to make it go away.
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* Spechit overrun fixes and improvements. Thanks to entryway for
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his continued research on this topic (and because I stole your
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improvements :-). Thanks to Quasar for reporting a bug as well.
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* Multiple dehacked patches can be specified on the command line,
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in the same way as with WADs - eg. -deh foo.deh bar.deh baz.deh.
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* Default zone memory size increased to 16MB; this can be controlled
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using the -mb command-line option.
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* It is now possible to record demos of unlimited length (by default,
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the Vanilla limit still applies, but it can now be disabled).
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* Autoadjusting the screen mode can now be disabled.
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* On Windows, the registry is queried to detect installed versions of
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Doom and automatically locate IWAD files.
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* Added DOOMWADPATH that can be used like PATH to specify multiple
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locations in which to search for IWAD files. Also, '-iwad' is
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now enhanced, so that eg. '-iwad doom.wad' will now search all
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IWAD search paths for 'doom.wad'.
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* Improved mouse tracking that should no longer lag. Thanks to
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entryway for research into this.
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* The SDL driver can now be specified in the configuration file.
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The setup tool has an option on Windows to select between
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DirectX and windib.
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Portability improvements:
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* Chocolate Doom now compiles and runs cleanly on MacOS X. Huge
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thanks go to Insomniak who kindly gave me an account on his machine
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so that I could debug this remotely. Big thanks also go to
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athanatos on the Doomworld forums for his patience in testing
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various ideas as I tried to get Chocolate Doom up and running
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on MacOS.
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* Chocolate Doom now compiles and runs natively on AMD64.
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* Chocolate Doom now compiles and runs on Solaris/SPARC, including
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the Sun compiler. Thanks to Mike Spooner for some portability
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fixes.
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* Improved audio rate conversion, so that sound should play properly
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on machines that don't support low bitrate output.
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Compatibility fixes:
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* Check for IWADs in the same order as Vanilla Doom.
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* Dehacked code will now not allow string replacements to be longer than
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those possible through DOS dehacked.
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* Fix sound effects playing too loud on level 8 (thanks to myk
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for his continued persistence in getting me to fix this)
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* Save demos when quitting normally - it is no longer necessary to
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press 'q' to quit and save a demo.
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* Fix spacing of -devparm mode dots.
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* Fix sky behavior to be the same as Vanilla Doom - when playing in
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Doom II, the skies never change from the sky on the first level
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unless the player loads from a savegame.
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* Make -nomouse and config file use_mouse work again.
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* Fix the -nomusic command-line parameter. Make the snd_sfxdevice
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snd_musicdevice values in the configuration file work, so that it
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is possible to disable sound, as with Vanilla.
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* Repeat key presses when the key is held down (this is the Vanilla
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behavior) - thanks to Mad_Mac for pointing this out.
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* Don't print a list of all arguments read from response files - Vanilla
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doesn't do this.
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* Autorun only when joyb_speed >= 10, not >= 4. Thanks to Janizdreg
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for this.
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* Emulate a bug in DOS dehacked that can overflow the dehacked
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frame table and corrupt the weaponinfo table. Note that this means
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Batman Doom will no longer play properly (identical behavior
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to Vanilla); vbatman.deh needs to also be applied to fix it.
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(Thanks grazza)
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* Allow dehacked 2.3 patches to be loaded.
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* Add more dehacked string replacements.
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* Compatibility option to enable or disable native key mappings. This
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means that people with non-US keyboards can decide whether to use
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their correct native mapping or behave like Vanilla mapping (which
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assumes all keyboards are US).
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* Emulate overflow bug in P_FindNextHighestFloor. Thanks to
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entryway for the fix for this.
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Bugs fixed:
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* Fix crash when starting new levels due to the intermission screen
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being drawn after the WI_ subsystem is shut down (thanks
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pritch and joe)
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* Catch failures to initialise sound properly, and fail gracefully.
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* Fix crasher in 1427uv01.lmp (thanks ultdoomer)
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* Fix crash in udm1.wad.
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* Fix crash when loading a savegame with revenant tracer missiles.
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* Fix crash when loading a savegame when a mancubus was in the middle
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of firing.
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* Fix Doom 1 E1-3 intermission screen animations.
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* Fix loading of dehacked "sound" sections.
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* Make sure that modified copyright banners always end in a newline
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- this fixes a bug with av.wad (thanks myk)
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* Added missing quit message ("are you sure you want to quit this
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great game?").
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* Fix when playing long sound effects - the death sound in marina.wad
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now plays properly, for example.
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* Fix buffer overrun on the quicksave prompt screen that caused a
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mysterious cycling character to appear.
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* IDCLEV should not work in net games (thanks Janizdreg)
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0.1.4 (2006-02-13):
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NWT-style merging command line options (allows Mordeth to be played)
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Unix manpage (thanks Jon Dowland)
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Dehacked improvements/fixes:
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* Allow changing the names of graphic lumps used in menu, status bar
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intermission screen, etc.
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* Allow changing skies, animated flats + textures
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* Allow changing more startup strings.
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* Allow text replacements on music + sfx lump names
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Fix for plutonia map12 crash.
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Fix bug with playing long sfx at odd sample rates.
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Big Endian fixes (for MacOS X). Thanks to athanatos for helping
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find some of these.
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Install into /usr/games, rather than /usr/bin (thanks Jon Dowland)
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0.1.3 (2006-01-20):
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Imported the spechit overrun emulation code from prboom-plus. Thanks to
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Andrey Budko for this.
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New show_endoom option in the chocolate-doom.cfg config file allows
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the ENDOOM screen to be disabled.
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Chocolate Doom is now savegame-compatible with Vanilla Doom.
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Fixes for big endian machines (thanks locust)
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Fixed the behavior of the dehacked maximum health setting.
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Fix the "-skill 0" hack to play without any items (thanks to Janizdreg
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for pointing out that this was nonfunctional)
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Fix playing of sounds at odd sample rates (again). Sound effects at
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any sample rate now play, but only sounds with valid headers.
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This is the *real* way Vanilla Doom behaves. Thanks to myk for
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pointing out the incorrect behavior.
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0.1.2 (2005-10-29):
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Silence sounds at odd sample rates (rather than bombing out); this
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is the way Vanilla Doom behaves.
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Handle multiple replacements of the same sprite in a PWAD.
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Support specifying a specific version to emulate via the command line
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(-gameversion)
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Fix help screen orderings and skull positions. Behave exactly as
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the original executables do.
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0.1.1 (2005-10-18):
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Display startup "banners" if they have been modified through
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dehacked.
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Dehacked "Misc" section support.
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Bugs fixed:
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* Doom 1 skies always using Episode 1 sky
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* Crash when switching applications while running fullscreen
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* Lost soul bounce logic (do not bounce in Registered/Shareware)
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* Mouse buttons mapped incorrectly (button 1 is right, 2 is middle)
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* Music not pausing when game is paused, when using SDL_mixer's
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native MIDI playback.
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* Pink icon on startup (palette should be fully set before anything is
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loaded)
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0.1.0 (2005-10-09):
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Dehacked support
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WAD merging for TCs
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ENDOOM display
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Fix bug with invalid MUS files causing crashes
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Final Doom fixes
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0.0.4 (2005-09-27):
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Application icon and version info included in Windows .exe files
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Fixes for non-x86 architectures
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Fix uac_dead.wad (platform drop on e1m8 should occur when all
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bosses die, not just barons)
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Fix "loading" icon to work for all graphics modes
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0.0.3 (2005-09-17):
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Mouse acceleration code to emulate the behaviour of old
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DOS mouse drivers (thanks to Toke for information about
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this and suggestions)
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Lock surfaces properly when we have to (fixes crash under
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Windows 98)
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0.0.2 (2005-09-13):
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Remove temporary MIDI files generated by sound code.
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Fix sound not playing at the right volume
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Allow alt-tab away while running in fullscreen under Windows
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Add second configuration file (chocolate-doom.cfg) to allow
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chocolate-doom specific settings.
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Fix switches not changing in Ultimate Doom
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0.0.1 (2005-09-07):
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First beta release
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