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authorSimon Howard2006-11-02 19:01:30 +0000
committerSimon Howard2006-11-02 19:01:30 +0000
commit61e6842f06a8960112d46af9637ea81811bc80ad (patch)
treee8eb7047af19f464bb3f97db1cfab3f5e8a20b60 /NEWS
parent8258632f22992446473a55bf31a9c8d5f53fe4a6 (diff)
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Update NEWS file.
Subversion-branch: /trunk/chocolate-doom Subversion-revision: 745
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@@ -1,17 +1,74 @@
-0.2.0 (???):
- Multiplayer! This version includes an entirely new multiplayer
- engine, based on a packet server architecture. I'd like to thank
- joe, pritch, Meph and myk for their support, feedback and help in
- testing this. The new code still needs more testing, and I'm eager
- to hear any feedback on this.
-
- Fullscreen "letterbox" mode allows Chocolate Doom to run on machines
- where 1.6:1 aspect ratio modes are unavailable (320x200/640x400).
- The game runs in 320x240/640x480 instead, with black borders.
- The system automatically adjusts to this if closer modes are
- unavailable.
-
+0.2.1 (???):
+
+ This release is dedicated to Dylan 'Toke' McIntosh, who was
+ tragically killed in a car crash earlier this year. I knew Dylan
+ from IRC and the Doomworld forums for several years, and he had
+ a deep passion for this game. He was also a huge help for me while
+ developing Chocolate Doom, as he helped point out a lot of small
+ quirks in Vanilla Doom that I didn't know about. His death is a
+ great loss. RIP Toke.
+
+ This is version 0.2.1: the reason for this is to distinguish from
+ the various beta versions that have been built over the past months
+ before this release, as these all had the version "0.2.0".
+
+ Big new features:
+ * Multiplayer! This version includes an entirely new multiplayer
+ engine, based on a packet server architecture. I'd like to thank
+ joe, pritch, Meph and myk, and everyone else who has helped test
+ the new code for their support, feedback and help in testing this.
+ The new code still needs more testing, and I'm eager to hear any
+ feedback on this.
+ * A working setup tool. This has the same look and feel as the
+ original setup.exe. I hope people like it! Note that it has
+ some advantages over the original setup.exe - for example,
+ you can use the mouse.
+
+ Other new features:
+ * New mus conversion code thanks to Ben Ryves. This converts the
+ Doom .mus format to .mid a lot better. As one example, tnt.wad
+ Map02 is now a lot closer to how Vanilla says. Also, the music
+ on the deca.wad titlescreen now plays!
+ * x3 and x4 display scale.
+ * Fullscreen "letterbox" mode allows Chocolate Doom to run on machines
+ where 1.6:1 aspect ratio modes are unavailable (320x200/640x400).
+ The game runs in 320x240/640x480 instead, with black borders.
+ The system automatically adjusts to this if closer modes are
+ unavailable.
+ * Working three-screen mode, as seen in early versions of Doom!
+ To test this out, put three computers on a LAN and type:
+ chocolate-doom -server
+ chocolate-doom -autojoin -left
+ chocolate-doom -autojoin -right
+ * Allow a delay to be specified on startup, to allow the display to
+ settle after changing modes before starting the game.
+ * Allow the full path and filename to be specified when loading demos:
+ It is now possible to type 'chocolate-doom -playdemo /tmp/foo.lmp'
+ for example.
+ * Savegames are now stored in separate directories depending on
+ the IWAD: eg. the savegames for Doom II are stored in a different
+ place to those for Doom I, Final Doom, etc. (this does not affect
+ Windows).
+ * New mouse acceleration code works based on a threshold and
+ acceleration. Hopefully this should be closer to what the DOS
+ drivers do. There is a 'test' feature in the setup tool to help
+ in configuring this.
+ * New '-nwtmerge' command line option that emulates NWT's '-merge'
+ option. This allows TiC's Obituary TC to be played.
+ * The ENDOOM screen no longer closes automatically, you have to click
+ the window to make it go away.
+ * Spechit overrun fixes and improvements. Thanks to entryway for
+ his continued research on this topic (and because I stole your
+ improvements :-). Thanks to Quasar for reporting a bug as well.
+ * Multiple dehacked patches can be specified on the command line,
+ in the same way as with WADs - eg. -deh foo.deh bar.deh baz.deh.
+ * Default zone memory size increased to 16MB; this can be controlled
+ using the -mb command-line option.
+ * It is now possible to record demos of unlimited length (by default,
+ the Vanilla limit still applies, but it can now be disabled).
+ * Autoadjusting the screen mode can now be disabled.
+
Portability improvements:
* Chocolate Doom now compiles and runs cleanly on MacOS X. Huge
thanks go to Insomniak who kindly gave me an account on his machine
@@ -21,15 +78,50 @@
on MacOS.
* Chocolate Doom now compiles and runs natively on AMD64.
+ Compatibility fixes:
+ * Check for IWADs in the same order as Vanilla Doom.
+ * Dehacked code will now not allow string replacements to be longer than
+ those possible through DOS dehacked.
+ * Fix sound effects playing too loud on level 8 (thanks to myk
+ for his continued persistence in getting me to fix this)
+ * Save demos when quitting normally - it is no longer necessary to
+ press 'q' to quit and save a demo.
+ * Fix spacing of -devparm mode dots.
+ * Fix sky behavior to be the same as Vanilla Doom - when playing in
+ Doom II, the skies never change from the sky on the first level
+ unless the player loads from a savegame.
+ * Make -nomouse and config file use_mouse work again.
+ * Fix the -nomusic command-line parameter. Make the snd_sfxdevice
+ snd_musicdevice values in the configuration file work, so that it
+ is possible to disable sound, as with Vanilla.
+ * Repeat key presses when the key is held down (this is the Vanilla
+ behavior) - thanks to Mad_Mac for pointing this out.
+ * Don't print a list of all arguments read from response files - Vanilla
+ doesn't do this.
+ * Autorun only when joyb_speed >= 10, not >= 4. Thanks to Janizdreg
+ for this.
+ * Emulate a bug in DOS dehacked that can overflow the dehacked
+ frame table and corrupt the weaponinfo table. Note that this means
+ Batman Doom will no longer play properly (identical behavior
+ to Vanilla); vbatman.deh needs to also be applied to fix it.
+ (Thanks grazza)
+ * Allow dehacked 2.3 patches to be loaded.
+ * Add more dehacked string replacements.
+
Bugs fixed:
- * Check for IWADs in the same order as Vanilla Doom
* Fix crash when starting new levels due to the intermission screen
being drawn after the WI_ subsystem is shut down (thanks
pritch and joe)
* Catch failures to initialise sound properly, and fail gracefully.
- * Fix sound effects playing too loud on level 8 (thanks to myk
- for his continued persistence in getting me to fix this)
* Fix crasher in 1427uv01.lmp (thanks ultdoomer)
+ * Fix crash in udm1.wad.
+ * Fix crash when loading a savegame with revenant tracer missiles.
+ * Fix crash when loading a savegame when a mancubus was in the middle
+ of firing.
+ * Fix Doom 1 E1-3 intermission screen animations.
+ * Fix loading of dehacked "sound" sections.
+ * Make sure that modified copyright banners always end in a newline
+ - this fixes a bug with av.wad (thanks myk)
0.1.4 (2006-02-13):