Author: jmtd-guest Date: 2007-06-23 15:25:27 +0000 (Sat, 23 Jun 2007) New Revision: 3071
Removed: packages/trunk/prboom/ICONS/ packages/trunk/prboom/NEWS packages/trunk/prboom/doc/ packages/trunk/prboom/src/ Log: remove more (part 2) Deleted: packages/trunk/prboom/NEWS =================================================================== --- packages/trunk/prboom/NEWS 2007-06-23 15:24:43 UTC (rev 3070) +++ packages/trunk/prboom/NEWS 2007-06-23 15:25:27 UTC (rev 3071) @@ -1,497 +0,0 @@ -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 -For historical reference, the complete LxDoom changelog follows it.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 v2.4.5 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. - _______________________________________________ Pkg-games-commits mailing list [email protected] http://lists.alioth.debian.org/mailman/listinfo/pkg-games-commits

