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1This file shows a history of changes between PrBoom versions since v2.1.0.
2For historical reference, the complete LxDoom changelog follows it.
3
4Changes from v2.4.7 to v2.5.0
5- Limit the game to one CPU core on a multicore machine [prb+]
6- Fix crash when out-of-range values are used in fixed point arithmetic [prb+]
7- Allow the game to build without SDL_mixer, add --without-mixer option to
8 ./configure to force this. Music support will be disabled in this case
9- Don't set the default game skill from the new game menu
10 Instead there is an option to set it explicitly in the General menu
11- Fix the brightness of the player's weapon
12- Fix linear filtering on flats in software mode
13- Fix crash when an unknown sprite is used with a non-zero frame number
14- Restore special case for trivial maps (bug #1837422)
15- Fix screenshots in high colour screen modes - if libpng is available at
16 build time it will be used, otherwise a BMP will be saved
17- Don't process mouse input in the menus [prb+]
18- Always use Doom's main menu order to avoid bugs with Alien Vendetta [prb+]
19- Remove line of junk graphics below status bar [prb+]
20- Restore Boom friction and bobbing code [prb+]
21- Fix crash by testing for null targets in mancubus fire code pointers
22- Restore last known enemy check in Boom compatibility [prb+]
23- Animated middle textures with zero index forced [prb+]
24- Better handling of unrecognised demo formats [prb+]
25- Fix for hanging decoration disappearing in Batman Doom MAP02 [prb+]
26- Fix menu description: pain elementals are limited to 21 lost souls
27- Manual page fixes from Debian
28- Fix position of netgame player arrows on the automap in rotate mode
29- Ignore chat key presses in multiplayer demo playback and -solo-net
30- In deathmatch demo playback always draw player arrows on the automap
31- In a multiplayer demo, don't reset view to console player on a new map
32- Fix crash when MP3 music is being used and the player changes back to
33 a piece of music that's already been loaded before
34- Avoid HOM effect on large maps such as epic.wad 5 [prb+]
35- Fix sound origins on large levels [prb+]
36- Handle demos with bad or missing headers [prb+]
37- Fix the colour of player 4 (red) in multiplayer
38- Play correct player pickup sounds in multiplayer demos
39- Don't allow solids to pass through no-clipping objects in Doom [prb+]
40- Restore Dehacked's ability to set the raisestate of a mobj [prb+]
41- Handle demos with a missing end marker [prb+]
42- Ignore switches that reference unknown textures instead of exiting
43- Fix crash when resetting a menu to defaults [prb+]
44- Fix crash when trying to play demos from Boom 2.00 [prb+]
45- Fix crash in multiplayer demos when there are still sounds playing
46 on map changes (e.g. players revving chainsaws) [prb+]
47- Fix mouse clicks on the intermission screen being ignored
48- Don't eat screenshot key presses (see sf bug #1843280)
49- Detect Hexen-format maps and refuse to play them, instead of crashing
50- Fix crash when loading maps with missing player starts
51- The backs of switches must be pressable in any demo recorded by
52 Boom 2.01, even those in Boom's "compatibility" mode [prb+]
53- Force comp_doorstuck=1 in Boom 2.01 compatibility mode [prb+]
54- comp_dropoff=1 was broken in MBF compatibility mode [prb+]
55- Restore --disable-dogs but make sure it doesn't break Dehacked
56- Fix desync if the user presses pause on the intermission screen [prb+]
57- comp_666 fixed: either cyberdemon or spider can end E2M8 or E3M8;
58 killing a baron on E3M8 won't cause the level to end any more [prb+]
59- Fix broken string matching in Dehacked [prb+]
60- Passing --without-net to ./configure will compile the game without
61 network support; this may help if your platform lacks SDL_net
62- Fix crash when reloading network savegames (bug #1590350)
63- Fix bug in transparency rendering caused by doing it in two places
64- Added high color rendering
65
66Changes from v2.4.6 to v2.4.7
67- Fixed comp_soul and comp_maskedanim options not actually being optional.
68- Fixed searching for IWAD/prboom.wad (bugs #1585185, #1585600)
69- Multiple sound crash fixes (bugs #1577495, #1586800)
70- Fix for previously introduced HOM error
71- Fix frame numbering problem in MBF dehacked patches (bug #1576151)
72
73Changes from v2.4.5 to v2.4.6
74- Mac OS X: Fixed music volume slider
75- Implemented patch clipping. This fixes bug #1557501.
76- Fixed update of compatibility options after use of TNTCOMP cheat
77- Reenabled padding if short or missing reject lumps.
78 Patch #1570517 by RjY.
79- Removed unaligned memory access in r_drawflush.inl. This should fix bus
80 errors on architectures where unaligned access is forbidden and should
81 give a slight speedup on other architectures.
82- Stop right after the quit sound stops, instead of waiting three seconds
83- Fixed sound origin for switches. This is compatibility optioned.
84 Patch #1533045 by RjY.
85- Fixed "oof" sound when hitting ground while already dead
86 Patch #1532700 by RjY.
87- Ported Eternitys fix to show the "ouch" face when severly hit
88- Unified drawing functions, this speeds things up a bit and fixes most
89 artifacts on small numbers and fonts in high resolution modes.
90- Mac OS X: Add resolution and video mode (OpenGL vs software) selection to
91 launcher
92- Added rendering filters for software mode, they are configurable in a new
93 page in general settings
94- Emulate some texture composition bugs
95- Fix more common WAD bugs that can cause crashes
96- Fixed random crashes caused by use of uninitialized memory
97- Fix some demo incompatibilities caused by slime trail removal
98- Fixed crashes with WADs which use newer gl nodes or don't have any nodes
99- Automatically load gwa files with gl nodes
100- Fixed integer overrun in automap on large levels (from PrBoom+)
101
102Changes from v2.4.4 to v2.4.5
103- fix crash when saving the game in levels with lots of monsters
104 (bug introduced in 2.4.4)
105- -nodeh option to disable automatic loading of dehacked-in-wad lump
106- Unified software and opengl engine into one binary
107- Added video mode selection to menu
108- fix demo desyncs on E1M5 on x86_64 systems
109- Fullscreen setting will only take effect after game restart
110- reduce red palette translation if the menu is up, so the menu can still be read
111- screenshots now in PNG format on Linux/Unix in GL mode too
112- Added experimental -checksum option for demo playback comparison
113- Merged new internal patch (graphics) format from PrBoom 2.3
114- Mac OS X: Launcher now uses drawers instead of tabs
115- Mac OS X: Fix some longstanding Wad chooser issues
116- Mac OS X: Add a console to display text output from PrBoom
117
118Changes from v2.4.3 to v2.4.4
119- Don't fail when a texture name can't be looked up
120- Increased several limits - Thanks to entryway and RjY
121 - Increased number of sidedef limit to 65534
122 - Increased number of vertexes limit to 65535
123 - Fixed crash when crossing sectors with very big height differences
124- fix crash on E4M8
125- New command-line options for setting a window (-window) or fullscreen
126 (-nowindow) mode temporarily.
127- The maximal supported resolution is increased from 1600x1200 to 2048x1536
128- GLBoom will use the closest supported resolution when running fullscreen
129- The "RUN" key inverts the autorun state
130- Live monsters are highlighted in a different colour on the iddt-automap
131- Fixed OpenGL sky rendering in Requiem and Memento Mori
132- The "Show coordinates of automap pointer" setting works now
133- merged many cleanups and fixes from PrBoom 2.3
134- fix translucency map file handle leak
135- fix consistency failures in netgames
136- prevent crashes at 800x600 caused by rounding errors with naive clipping
137- fixed slowdown at 1024x768 on some systems
138- ability to play tasdoom demos directly
139- -solo-net option is a shortcut for one-player network games
140- emulate spechit overflows for dosdoom and tasdoom compatibility
141- made several cleanups and fixes
142
143Changes from v2.4.2 to v2.4.3
144- Massive speed improvements in higher resolutions taken from Eternity.
145 Thanks to SoM and Quasar!!!
146- fix bugs in gameplay occurring with gcc-4.1
147- Mac OS X: Add "Show Game Folder" to menus, for easy installation of new
148 game wads
149- Mac OS X: Disable games in popup menu whose wads cannot be found
150- fix compilation warnings
151- tidy up configure script
152
153Changes from v2.4.1 to v2.4.2
154- Move gamma correction tables into prboom.wad
155- Clean up light level calculations for walls & sprites
156- CheckIWAD uses ANSI C streams for better portability and error handling
157- Make screen wipe time independent of resolution
158- Applied various small cleanups and fixes from PrBoom 2.3.1
159- Fix problems with dehacked substitution of long strings
160- End of level sound crash fixed
161- Mac OS X: Added simple launcher which allows to configure the most common
162 settings
163- Mac OS X: Uses Quicktime for music now to fix crashes (adapted from Jaakko
164 Keränen's work in Doomsday)
165- Windows: Converted project files to free Visual Studio 2005 Express Edition
166
167Changes from v2.4.0 to v2.4.1
168- PrBoom demos are now recorded with high-precision turning (like the
169 "Doom v1.91" hack that is floating around)
170- when both -nodraw and -nosound are supplied, then no graphics will be
171 initialized and no windows opened
172- add ultdoom compatibility level, and bring compatibility levels into line
173 with Prboom+
174- screenshots now use correct palette in software mode
175- screenshots now in PNG format on Linux/Unix where available
176- suppress use-supershotgun key in compatibility mode
177- removed obsolete video related code
178- fix screenshots on 64bit systems
179- fix comp_666
180
181Changes from v2.2.6 to v2.4.0
182- emulate reject overflows and spechit overflows - from prboom-plus
183- more original doom compatibility options
184- improve stretched graphics drawing for hires
185- fix super-shotgun reload on last shot
186- fix compilation with gcc 4.x
187- fix some more dehacked support problems (e.g. Hacx)
188- fix crash if pwad contains zero-length sound lumps
189- added possibility to use mmap for wad access, this leads to less memory usage
190- simplified the memory handling
191- removed old Doom v1.2 lumps from prboom.wad
192- windows also uses prboom.wad now
193- add Mac OS X bundle build
194- removed lumps and tables which are in prboom.wad from source
195
196Changes from v2.2.5 to v2.2.6
197- fix Inferno intermission screen crash
198- fix lockup for other netgame clients when one client quits
199- fix memory leak in netgame server
200- fix SDL_LockScreen crashes on Win32
201- fix fuzz drawing for hi-res
202- network games should survive temporary loss of connection
203- fix dehacked NOSECTOR/NOBLOCKMAP effects
204- fix player spawn sound
205
206Changes from v2.2.4 to v2.2.5
207- fix crash caused by long messages in HUD
208- live monster counter on HUD
209- notify server if client quits during startup wait
210- improved response file parser
211- fast forward to given map # in demo playback
212- fixes for various sound bugs
213- fix doom2 demos at levels with >10 deathmatch starts
214- and more compatibility and demo fixes
215- support higher-turning-resolution demos from v1.91
216- fix compilation with gcc 3.4.x
217
218Changes from v2.2.3 to v2.2.4
219- fixed sky-over-sky HOM
220- add sound compatibility option
221- improve sound volume accuracy
222- shared texture palette isn't the default anymore
223- better invulnerabilty rendering for non paletted OpenGL
224- network game server can now read config files to set game options
225- fix latency problems in LAN games
226- small compilation fixed for OpenGL on some unix platforms
227- fix for dehacked files which change frames
228- fixed name clash when compiling for some unix platforms
229- flag counted items with different colour on the IDDT automap
230- fixed extra shot sound when chaingun runs out of ammo
231- fix some telefragging related desyncs
232- fixed offsets for flipped sprites
233- hopefully fix problems with network games on big-endian platforms
234
235Changes from v2.2.2 to v2.2.3
236- improved mouse handling
237- intermission demo sync bug fixed
238- framebuffer update fixes (solves flicker on fbcon)
239- -forceoldbsp allowed in non-GL version, and saved in demos
240- fix player colours in multiplayer demos
241- apply workarounds for buggy pwads even during demo playback
242- fix numpad 5 key
243- allow compilation on systems where SDL is built without joystick support
244- fix comp_skymap
245- using anisotropic filtering when the OpenGL extension is available
246- using paletted textures when the OpenGL extension is available
247- added gl_use_paletted_texture option to glboom configuration file
248- using shared texture palette when the OpenGL extension is available
249- added gl_use_shared_texture_palette option to glboom configuration file
250
251Changes from v2.2.1 to v2.2.2
252- more demo sync problems for original Doom and Boom fixed
253- added changeable samplerate for soundmixing
254- added fullscreen/window toggle in option menu
255- added double buffering
256- floor rendering made more accurate
257- Win32 config file handling fixed
258- fix endian conversion problem on Linux/PPC
259
260Changes from v2.2.0 to v2.2.1
261- improved fix for demo sync problems with lost souls bouncing off floors
262- fixed bug where loading a -fast or -respawn savegame failed to restore
263 those options properly
264- fixed demo sync bug with doors also tagged to lift triggers
265- fix some endianness problems in the OpenGL renderer
266- hopefully fixed some problems compiling for Linux/ARM
267- fix multi-level demo time totals to agree with compet-n
268- linux rpm is now a bit more standardised
269
270Changes from v2.1.2 to v2.2.0
271- fix compiling problem on alpha processors (size_t != unsigned long)
272- fixed stair building (ex. TNT - Evilution MAP30)
273- fixed OpenGL menu drawing bug
274- hopefully fixed top sky line bug for some OpenGL drivers
275- added joystick support through SDL
276- made a (temporary) fix for the crash at 800x600 when timidity can't find cfg
277- fixed some key binding problems
278- fixed linking problems on some UNIX systems
279
280Changes from v2.1.1 to v2.1.2
281- fix problem with sound stereo
282- fix problem with new network games
283- supports demo files with base name >8 characters
284- enable IDDT and other display cheats in demo playback
285- various fixes for running on Solaris/sparc
286
287Changes from v2.1.0 to v2.1.1
288- config file is now prboom.cfg for the non-GL version, glboom.cfg
289 for the GL version. If you have used PrBoom (or LxDoom) before,
290 rename your old config file (boom.cfg) appropriately.
291- fullscreen is now default for new prboom.cfg
292- included sdl_mixer.dll now plays midi-files
293- if waveout is used for sound (Windows NT4) the sound doesn't stutter anymore
294- redid parts of the OpenGL renderer
295 - sprites behind translucent walls are rendered correctly
296 - translucent walls are rendered correctly
297 - support for glBSP nodes
298 - compliant to glBSP spec v2
299 - use_mipmapping option in boom.cfg
300 - the default for zone memory in OpenGL is now 16MB
301- fix screen melt transition
302- most Boom demos should now work
303- a lot more original Doom demos work
304- keycard switches are shown coloured on the map, like doors
305- improved ENDOOM rendering
306- non-highres rendering functions dropped
307
308-----------------------------------------------------------------------------
309This file is a log of all the changes to LxDoom since v1.0.0.
310Note that LxDoom v0.* was a seperate line of development.
311
312* Changes from v1.4.4 to the PrBoom merger
313- Fix rare demo sync problem (LxDoom v1.4.x bug, only noticed on Memento
314 Mori DEMO3)
315- Fix memory management bugs
316 - Memory wasted by bug in Z_FreeTags (original Doom bug)
317 - Store correct size in extra memory blocks (Boom/MBF bug, harmless
318 except when debugging)
319 - Fix level precaching
320 - Disabled by default, controlled by config file
321 - Fix needlessly locked lumps (bug since LxDoom v1.3.2)
322
323* Changes v1.4.3 to v1.4.4
324- Install documentation in the right directory
325- Sound code cleanup
326- Fix problem with network games often desyncing immediately at startup
327
328* Changes v1.4.2 to v1.4.3
329- Improved mouse resolution, thanks to a patch from Barry Mead
330- Various robustness fixed to the networking code
331- Fixed various build problems
332 - gcc 2.7.2 compile problems fixed
333 - uid_t problems on odd systems should be fixed
334
335* Changes v1.4.1 to v1.4.2
336- Fixed various build problems, including
337 - Networking not work on many systems
338 - Portability improvements, in particular for Sparc
339 - Autoconf getting confused on systems with X headers in the include path
340- Fix bug with music not looping after being unpaused
341- Misc minor improvements
342
343* Changes v1.4.0 to v1.4.1
344- Fixed occasional tutti fruiti on non-power-of-2 short textures
345- Fixed minor bug in the WAD autoloading code
346- Fixed the function keys in lsdoom, thanks to a patch from Chris Purnell
347- Fixed all compile warnings with the new gcc
348
349* Changes v1.3.7 to v1.4.0
350- License is now the GNU General Public License, see COPYING.
351- autoconf based setup makes compiling LxDoom simple on most systems;
352 automatically compiles only the versions and features your system
353 supports.
354- Fixed rendering bugs:
355 - tall vertical shafts did not block vision on the automap, and on x86
356 systems there could be crashes in the column rendering near such shafts (
357 bug from original Doom).
358 - fixed slowdown caused by non-power of 2 height textures in the case
359 where they don't tile (i.e. almost all cases) (this was the tutti-fruiti
360 "fix" from Boom, I've "fixed the fix" in a sense)
361 - fixed a slight slowdown caused by a bad optimisation (an old LxDoom bug)
362- Fixed bug where things were rendered brighter in high-res, depending on the
363 resolution (bug from PRBoom).
364- Improvements to the sound code:
365 - Fixed noise at the start of sounds playing (thanks to Steve Van Devender).
366 - LxDoom detects the music or sound server exiting (alright, so I mean
367 crashing ;-) and stops sending more data.
368- Performance improvements, including:
369 - New algorithm in P_GroupLines, saves seconds when loading big levels.
370- Fixed problems with the networking code, where multihomed machines could
371 get the wrong IP registered with the server.
372- Screen code improvements:
373 - Rewrote screen layout logic, fixing numerous bugs.
374 - Fixed bug with flipped patches in high-res that could cause crashes,
375 thanks to Gady Kozma.
376 - Independent x and y scaling of the status bar, by Gady Kozma.
377- Added warning messages whenever LxDoom auto-corrects errors in buggy
378 PWADs. Also made -devparm cause LxDoom to initialise all textures at
379 startup, so all texture errors are found at once.
380- Store config files and save games in ~/.lxdoom/ instead of the current
381 directory, removed the -cdrom parameter.
382- Fixed Doom bug where the "got a medikit you REALLY needed" message was
383 never used. Thanks to James "Quasar" Haley for pointing that one out.
384- Made the numeric keypad keys be treated differently from their normal
385 equivalents, so you can bind them to different actions.
386- Fixed bad importing of mobj pointer reference code from MBF.
387- The level completed screen is now shown after ExM8 levels in Doom 1/
388 Ultimate Doom.
389- Minor coop improvements:
390 - Total game time shown on the intermission screen, as for single player
391 - Quicksave enabled
392- Removed the frame rate dots, instead I added a cheat code "IDRATE" to show
393 various rendering stats, including the frame rate.
394- Fixed the intermission screen code to store its data right (bad code from
395 original Doom).
396
397* Changes v1.3.6 to v1.3.7
398- Client-server style net-games, including new server program
399- LxDoom starts faster, thanks to an idea borrowed from DosDoom
400- Player colours system sorted out, now your personal player colour is part of
401 your player preferences.
402- Fix for problems with 24bpp screens, new option in config file to deal with
403 this.
404- Fix key setup problems where certain choices of key setup could hinder
405 message typing in multi-player.
406- Misc stuff
407
408* Changes v1.3.5 to v1.3.6
409- Hires for the SVGALib version
410- Automap rotation/overlay
411- Modified to work with the new musserver
412- Various misc improvements
413
414* Changes v1.3.4 to v1.3.5
415- Fixed nasty overflow in I_GetTime_RealTime, causing hangs
416- Removed a load of I_GetTime references in m_menu.c
417- Added support for music pausing/unpausing
418
419* Changes from v1.3.3 to v1.3.4
420- More MBF features/improvements imported:
421 - Internal improvements (mobj pointer reference counting)
422 - Enhanced skies support
423- Status bar scaling for high-res
424- Bug fixes:
425 - Occasional corrupt save-games in large levels fixed (Boom/MBF bug)
426 - -loadgame crashes fixed
427- Performance improvements
428- Command line argument parsing logic changed for convenience in shell scripts
429 (later arguments take precedence)
430
431* Changes from v1.3.2 to v1.3.3
432- Optimised i386 assembly some more, about 2% improvement in fps
433- Tested to compile and run on FreeBSD
434- Modified #includes to use current headers
435- Updated makefile hints for FreeBSD compiling
436- Made install script more portable
437
438* Changes from v1.3.1 to v1.3.2
439- Imported/added some MBF features
440 - New code pointers added
441 - "Faster" sprite sorting
442 - Improved Dehacked handling (more reliable, Dehacked-in-a-PWAD)
443 - Fractional floor attributes saved in save-games
444 - Auto-correction of common errors in wads
445- Massive internal improvements, making LxDoom more stable - WAD lump locking,
446 rewritten patch drawing code.
447- Improved config file handling - now accepts (and writes out selected) numbers
448 in hex, entries are sorted into sections with headers, and internally the
449 handling is better.
450- Portability improvements - LxDoom is now near-completely endian-corrected, so it
451 should be compilable on big-endian machines, read the little endian Doom data
452 files fine, and even network with other machines regardless of endianness.
453 Also lots of misc portability stuff, explicitly signing some variables, a
454 lot more stuff made const, etc. The only problem I think is that save-games aren't
455 yet interchangeable across endiannesses.
456- More memory efficient - block memory allocator reduces memory fragmentation,
457 video buffers allocated only when needed, more things made constant and
458 initialised better.
459- Imported bug fixes from MBF:
460 - File handle leak in translucency code
461 - Water sector sprite problems
462 - No chat in demo playback
463 - Archville fire spawn
464 - Scroller calculations overflow
465 - Fast shots going through walls
466 - Improved d_deh.c fixed numerous SIGSEGV's and error code bugs
467 - Zombie players exiting levels
468 - New thing flags caused incompatibility with buggy Doom wads
469 - Setup menu backspace
470 - Indigo/Brown default chat keys reversed
471- Glide (3dfx) frame-buffer target (warning - released only in source code form and
472 only for alpha testing purposes, not ready for normal use).
473- Improved ENDOOM support - (optional) colour ENDOOM display, non-ASCII
474 characters displayed, sensible choice between ENDOOM and ENDBOOM (displays
475 any from a PWAD in preference, randomly chooses otherwise).
476- Minor improvements so LxDoom integrates more naturally into UNIX systems; sound
477 and music server are now searched for via the path, and wads are looked for in
478 /usr/local/games/wads/ if no DOOMWADDIR is set.
479- More keys work in the SVGALib version (notably PAUSE).
480- Monster-monster kills in coop are assigned to the player the monster was
481 targeting, or a random player if it wasn't targeting any, so coop
482 monster kills stats total 100% at the end-level screen.
483- Total game time is displayed on the intermission screens. This is a simple
484 total of the times shown on the end-level screens so far this game, not
485 including intermission times, and accurate to 1/35 of a second.
486- Low sound volume fixed.
487- Multi-player colours selectable in the config file.
488- Misc minor fixes and improvements inspired by MBF:
489 - Support for -noload parameter
490 - Support auto-loading of deh/BEX files as well as wads
491 - Removed limit on number of wad-files loaded.
492 - Fixed buffer overrun in menu text writing code by wrapping long lines.
493
494* Changes from v1.3.0 to v1.3.1
495- Fixed saving of config file (bug affected most Linux systems)
496- Binaries are now use libc.so.6.
497- 24 bpp and 32 bpp true colour X displays are now supported (untested) (24
498 bpp only supported for i386 systems).
499- Auto-loading of wad files - in the config file there is a new option
500 which lists wad files to be loaded automatically (several directories are
501 searched as for IWADs).
502- Loading saved games during a multi-player game now works. Very handy for
503 coop games :).
504- New config file option controls music pausing - when the game pauses
505 the music can either continue or be stopped. So people playing at home can
506 have the music continue while they read the map; people playing at work
507 can pause when the boss comes in and have the music stop ;).
508- Several more variables added to config file, most notably the
509 default size of the LxDoom window (for high-res).
510- PRBoom v2.02 networking code is now used. It still doesn't network with
511 PRBoom though. Net games with just LxDoom work fine still. Anyone with ideas
512 why it won't go with PRBoom let me know.
513- If saving a demo/screen-shot/save-game to disk fails an error message is
514 displayed. One of the most frustrating features of all versions of Doom that I
515 have used is that they always say "Game Saved" even if you are
516 out of disk space and it didn't save. I'm glad to have this one fixed.
517- Fixed the -cdrom parameter.
518- Fixed makefile hints for FreeBSD.
519- Fixed music pausing causing musserver crash.
520- Documentation updates.
521
522* Changes from v1.2.0 to v1.3.0
523- Hi-res added to X-windows version
524- Portability improvements (FreeBSD and RISC stuff in the makefile, minor code
525 changes included)
526- Minor bug-fixes
527
528* Changes from v1.1.1 to v1.2.0
529- Boom v2.02 updates incorporated (see TeamTNT's site for info on that)
530- Improved music comms code, to pass instruments and volume info
531- Code reorganisation & tweaking; video code is more logically organised,
532 and SVGALib code is neater now.
533
534* Changes from v1.1.0 to v1.1.1
535- Fixed crash using -warp parameter with SVGALib version
536- Fixed music server communication code
537- Should compile using glibc
538
539* Changes from v1.0.1 to v1.1.0
540- SVGALib version
541- Fixed timing problem on buggy kernels causing crashes in the wipe screens
542- Fixed bug in sound server communications which prevented Doom 1 working
543- Fixed problem with sound code causing accelerated sound on v2.1.125 kernel
544- Removed need for IPC in sound server communications, used pipe instead
545- Improved mouse grabbing/ungrabbing code in XFree86 version, now depends on
546 game and window status
547- Improved TrueColor/DirectColor 16 bpp support
548- X version is more multitasking friendly - detects when it is hidden or paused
549 or an intermission screen is up, and tries to free some more CPU time.
550
551* Changes from v1.0.0 to v1.0.1:
552- 16 bpp colour modes now supported. If you use a 16 bpp colour mode (65
553 thousand colours approx.), then you don't have to change your X setup to 256
554 colours (8 bpp) before using lxdoom anymore. However, it is still a good idea
555 to use 256 colours, because it is faster that way.
556- fixed a minor bug in routine used for the 8 bpp '-2' option (screen
557 doubling), which caused a couple of lines to be missed at the bottom of the
558 display window.
559- fixed a Boom bug which caused crashes in multi-player games. The bug occurred
560 when, during a single game session, first the players played one level at
561 which someone died, and then later exited that level, and later still another
562 player died. I.e in a multilevel death-match, or a long coop game. Caused one
563 machine to exit lxdoom with 'Segmentation Violation'. The version of PRBoom I
564 have also exhibits these symptoms, though obviously I can't be sure that this
565 is the cause; Boom v2.0 and v2.01 had this bug.
566