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author | Simon Howard | 2005-10-29 21:50:08 +0000 |
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committer | Simon Howard | 2005-10-29 21:50:08 +0000 |
commit | 1e9ce0901c8439ebb3299b77690cd7cd4ccf25b0 (patch) | |
tree | b26bae02ed092fea7bcd3a4f2ee195f3f36b99be | |
parent | 93695f4abf66ed29e00ae52874c02e87bb293cc8 (diff) | |
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Update ChangeLog
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 227
-rw-r--r-- | ChangeLog | 33 |
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@@ -1,3 +1,36 @@ +Sat Oct 29 21:48:55 2005 fraggle + + 0.1.2 + +Sat Oct 29 21:38:55 2005 fraggle + + Fix help screen orderings and skull positions to make Chocolate Doom + behave exactly like the original executables. + +Wed Oct 26 00:56:40 2005 fraggle + + Final Doom teleport logic was backwards + +Mon Oct 24 18:50:39 2005 fraggle + + Allow the game version to emulate to be specified from the command line + and set compatibility options accordingly. + +Sun Oct 23 20:22:34 2005 fraggle + + Drastically refactor the WAD merging code. Allow multiple replacements + of the same sprite in a PWAD (fixes Scientist 2) + +Sun Oct 23 18:39:44 2005 fraggle + + Reproduce the behavior when playing a sound at a sample rate which + is not 11025 or 22050Hz. This is to "fix" a bug in Scientist 2: + however, it does not fix the playing of sounds, only silence + them. I tested Vanilla Doom and this is how it behaves when it + receives sound effects with odd sample rates. The bug here is + actually in the Scientist 2 WAD, which has sound effects that + have the wrong sample rate. + Tue Oct 18 19:05:18 2005 fraggle 0.1.1 |