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authorSimon Howard2005-10-29 21:50:08 +0000
committerSimon Howard2005-10-29 21:50:08 +0000
commit1e9ce0901c8439ebb3299b77690cd7cd4ccf25b0 (patch)
treeb26bae02ed092fea7bcd3a4f2ee195f3f36b99be /ChangeLog
parent93695f4abf66ed29e00ae52874c02e87bb293cc8 (diff)
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+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