419 lines
20 KiB
Text
419 lines
20 KiB
Text
...
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* Chocolate Doom now runs on Windows Mobile/Windows CE!
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* It is possible to rebind most/all of the keys that control
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the menu, shortcuts, automap and weapon switching. The
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main reason for this is to support the Windows CE port
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and other platforms where a full keyboard may not be present.
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* Memory-mapped WAD I/O is disabled by default, as it caused
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various issues, including a slowdown/crash with Plutonia 2
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MAP23. It can be explicitly re-enabled using the '-mmap'
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command line parameter.
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* The video mode auto-adjust code will automatically choose
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windowed mode if no fullscreen video modes are available.
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* The zone memory size is automatically reduced on systems
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with a small amount of memory.
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* There is now a second, small textscreen font, so that the
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ENDOOM screen and setup tool can be used on low resolution
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devices (eg. PDAs/embedded devices)
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* The textscreen library now has a scrollable pane widget.
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* Doxygen documentation was added for the textscreen library.
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* The "join game" window in the setup tool now has an option
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to automatically join a game on the local network.
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Compatibility:
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* The A_BossDeath behavior in v1.9 emulation mode was fixed
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(thanks entryway)
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Bugs fixed:
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* Crash when saving games due to the ~/.chocolate-doom/savegames
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directory not being created (thanks to everyone who reported
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this).
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* Chocolate Doom will now under Win95/98, as the
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SetProcessAffinityMask function is looked up dynamically.
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* Compilation under Linux with older versions of libc will now
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work (the semantics for sched_setaffinity were different in
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older versions)
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* Sound clipping when using libsamplerate was improved (thanks
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David Flater)
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* The audio buffer size is now calculated based on the sample rate,
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so there is not a noticeable delay when using a lower sample
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rate.
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* The manpage documentation for the DOOMWADPATH variable was fixed
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(thanks MikeRS).
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* Compilation with FEATURE_MULTIPLAYER and FEATURE_SOUND disabled
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was fixed.
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1.2.1 (2008-12-10):
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This version just fixes a crash at the intermission screen when
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playing Doom 1 levels.
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1.2.0 (2008-12-10):
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Happy 15th Birthday, Doom!
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* Chocolate Doom now has an icon that is not based on the proprietary
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Doom artwork.
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* There is now memory-mapped WAD I/O support, which should be useful
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on some embedded systems.
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* Chex quest emulation support is now included, although an
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auxiliary dehacked patch is needed (chexdeh.zip in the idgames
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archive).
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Compatibility:
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* The armor class is always set to 2 when picking up a megasphere
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(thanks entryway).
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* The quit screen prompts to quit "to dos" instead of just to quit
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(thanks MikeRS)
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* The "dimensional shambler" quit message was fixed.
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* Fix crash related to A_BFGSpray with NULL target when using
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dehacked patches - discovered with insaned2.deh
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(thanks CSonicGo)
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* NUL characters are stripped from dehacked files, to ensure correct
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behavior with some dehacked patches (eg. the one with portal.wad).
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Bugs fixed:
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* "Python Image Library" should have been "Python Imaging Library"
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(thanks exp(x)).
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* The setup tool should no longer ask for elevated permissions
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on Windows Vista (this fix possibly may not work).
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* The application icon is set properly when running under Windows
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XP with the "Luna" theme.
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* Fix compilation under Cygwin to detect libraries and headers from
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the correct environment.
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* The video code does not try to read SDL events before SDL has
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been properly initialised - this was causing problems with some
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older versions of SDL.
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1.1.1 (2008-04-20):
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The previous release (v1.1.0) included a bug that broke compilation
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when libsamplerate support was enabled. The only change in this
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version is to fix this bug.
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1.1.0 (2008-04-19):
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* The video mode code has been radically restructured. The video mode is
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now chosen by directly specifying the mode to use; the scale factor is
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then chosen to fit the screen. This is helpful when using widescreen
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monitors (thanks Linguica)
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* MSVC build project files (thanks GhostlyDeath and entryway).
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* Unix manpage improvements; the manpage now lists the environment
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variables that Chocolate Doom uses. Manpages have been added for
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chocolate-setup and chocolate-server, from the versions for the Debian
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Chocolate Doom package (thanks Jon Dowland).
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* INSTALL file with installation instructions for installing Chocolate
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Doom on Unix systems.
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* Support for high quality resampling of sound effects using
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libsamplerate (thanks David Flater).
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* A low pass filter is applied when doing sound resampling in an
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attempt to filter out high frequency noise from the resampling
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process.
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* R_Main progress box is not displayed if stdout is a file (produces
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cleaner output).
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* Client/server version checking can be disabled to allow different
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versions of Chocolate Doom to play together, or Chocolate Doom
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clients to play with Strawberry Doom clients.
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* Unix manpages are now generated for the Chocolate Doom
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configuration files.
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* The BSD PC speaker driver now works on FreeBSD.
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Compatibility:
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* Use the same spechits compatibility value as PrBoom+, for consistency
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(thanks Lemonzest).
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* The intercepts overrun code has been refactored to work on big
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endian machines.
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* The default startup delay has been set to one second, to allow
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time for the screen to settle before starting the game (some
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monitors have a delay before they come back on after changing modes).
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* If a savegame buffer overrun occurs, the savegame does not get saved
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and existing savegames are not overwritten (same behaviour as
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Vanilla).
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Bugs fixed:
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* Desync with STRAIN demos and dehacked Misc values not being set
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properly (thanks Lemonzest)
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* Don't grab the mouse if the mouse is disabled via -nomouse or use_mouse
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in the configuration file (thanks MikeRS).
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* Don't center the mouse on startup if the mouse is disabled (thanks
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Siggi).
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* Reset the palette when the window is restored to clear any screen
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corruption (thanks Catoptromancy).
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* mus2mid.c should use MEM_SEEK_SET, not SEEK_SET (thanks Russell)
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* Fast/Respawn options were not being exchanged when starting netgames
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(thanks GhostlyDeath).
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* Letterbox mode is more accurately described as "pillarboxed" or
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"windowboxed" where appropriate (thanks MikeRS)
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* Process affinity mask is set to 1 on Windows, to work around a
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bug in SDL_mixer that can cause crashes on multi-core machines
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(thanks entryway).
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* Bugs in the joystick configuration dialog in the setup tool have
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been fixed.
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1.0.0 (2007-12-10):
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This release is dedicated to Dylan 'Toke' McIntosh, who was
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tragically killed in a car crash in 2006. 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 the first release to reach full feature parity with
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Vanilla Doom. As a result, I have made this version 1.0.0, so
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Chocolate Doom is no longer beta!
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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. IWADs installed through
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Steam are also autodetected.
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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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* Joystick support.
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* Configuration file option to change the sound sample rate.
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* More than three mouse buttons are now supported.
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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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* Add -netdemo command line parameter, for playing back netgame
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demos recorded with a single player.
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* The numeric keypad now behaves like Vanilla Doom does.
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* Fix some crashes when loading from savegames.
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* Add intercepts overrun emulation from PrBoom-plus. Thanks again
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to entryway for his research on this subject.
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* Add playeringame overrun emulation.
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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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* Stop music playing at the ENDOOM screen.
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* Fix sound sample rate conversion crash.
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* Fix 'pop' heard at the end of sound effects.
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* Fix crash when playing long sounds.
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* Fix bug with -timedemo accuracy over multi-level demos.
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* Fix bug with the automap always following player 1 in multiplayer
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mode (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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