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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For historical reference, the complete LxDoom changelog follows it.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.