From 61e6842f06a8960112d46af9637ea81811bc80ad Mon Sep 17 00:00:00 2001 From: Simon Howard Date: Thu, 2 Nov 2006 19:01:30 +0000 Subject: Update NEWS file. Subversion-branch: /trunk/chocolate-doom Subversion-revision: 745 --- NEWS | 124 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++--------- 1 file changed, 108 insertions(+), 16 deletions(-) (limited to 'NEWS') diff --git a/NEWS b/NEWS index 8c3ad9a5..575689ca 100644 --- a/NEWS +++ b/NEWS @@ -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): -- cgit v1.2.3