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534 lines
22 KiB
Text
534 lines
22 KiB
Text
ZDoom Release History
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More detailed info can be found in the file docs/rh-log.txt included with
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the source code.
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1.22 (12 December 1999)
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=======================
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* Scroll_Texture_Both and TranslucentLine specials can now be used from ACS.
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* Fixed compiler-dependent cvar ordering during netgame arbitration.
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* Fixed certain polyobject movement combinations that would not stop even
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though they were supposed to.
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* Did some cleanup for Alpha processors.
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1.21 (26 November 1999)
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=======================
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* Fixed problems with thinkers removing themselves and causing other thinkers
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to not get a chance to think.
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* Added hud_scale cvar.
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1.20 (25 November 1999)
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=======================
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* Fixed saving, reloading, and then resaving games when travelling between
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levels in a hub.
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* Fixed saving of ACS scripts scheduled to occur on a future level.
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1.19 (24 November 1999)
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=======================
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* DeHackEd patches that set an actor's death sound to 0 without removing
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the A_Scream call no longer crash.
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* Fixed sync problems when playing with bullet puffs as particles vs as
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sprites.
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* Fixed friction when walking on the bottom of swimmable water.
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* Added Jeffrey Cuenco's fixes to get -host and -join to work properly.
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* Fixed BOOM generalized locked doors so that the open/close type will
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actually close.
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* Added pointer tracking and cleanup. This should fix the occasional
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crashes when saving games and various other anomalies.
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1.18b (15 September 1999)
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=========================
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* Fixed crash when saving games with more than 1024 objects.
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* Fixed crash when loading a game without starting a new one first.
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* Reduced the size and frequency of pregame network packets, under the
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assumption that problems people were having using 1.18 on the Internet
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are a result of limited modem bandwidth.
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1.18a (12 September 1999)
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=========================
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* Fixed liquid warping temporarily stopping when changing levels.
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* +/-mlook commands do not generate unknown command messages.
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* Fixed support for maps with >10 deathmatch starts. Thanks to Roman
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Hatsiev.
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* Fixed support for the special "maps" EndGame? in MAPINFO lumps.
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* Teleport destination (no gravity) now works as intended.
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* Hopefully fixed savegame problems.
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* Bots are restored from savegames.
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* Fixed keyboard turning speed when -dup is used.
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* Network commands get executed only once when -dup is used.
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* In sectors with damaging floors and swimmable deep water, the damage
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will also be applied while the player is swimming and not just when
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the player is on the ground.
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1.18 (5 September 1999)
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=======================
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* Replaced the older Cajun 0.71 with Cajun 0.97.
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* Fixed handling of status bar faces with skins that provide them.
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* Added swimmable water.
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* Messages printed to the middle of the screen also print to the console.
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* Skill and other server cvars get saved in savegames again.
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* Added liquid texture warping.
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* Bad MAPINFO lumps generate error messages instead of hanging.
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* Realized that it's impossible to guarantee that all object pointers will
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be valid without some effort, so FArchive saves DObject objects as NULL
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objects now instead of aborting with an error.
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* Added the ACS built-in functions localambientsound, activatorsound, and
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setlinemonsterblocking.
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* Added a thing that does nothing but count toward the number of secrets.
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* Added a fly mode.
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* Finally implemented the +moveup and +movedown commands.
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118test10-source only (14 August 1999)
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======================================
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* Reimplemented hub travel.
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* Optimized R_MapPlane slightly.
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* Added fov command.
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* Added vertical sub-pixel accuracy to the renderer.
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* Added searches for an IWAD in the current directory, $DOOMWADDIR, and
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$HOME.
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118test9 (9 August 1999)
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========================
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* Fixed the "wild" bot spinning problem.
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* Commands like changemap that could make network games go out of sync
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should work properly now. The reason they would do that is closely related
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to the reason that the bots would start spinning.
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* Finished the serializer. Now savegames work. Hubs don't, because I haven't
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written the player travelling code yet.
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* Various other code cleanup.
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118test8 (20 July 1999)
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=======================
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* Fixed a crash problem with the "burn" screen wipe.
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* Fixed a crash problem with playing non-assigned sound sequences.
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* Fixed a crash problem related to trying to shutdown the music subsystem
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twice.
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* If you try to add more coop bots than there are coop starts, the extra
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bot leaves quietly instead of ending the game.
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* Weapondrop is now a "server" cvar, which it should have been in the
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first place.
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* Changed the nodetable file format to be more compact.
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* Bots can now be recorded in demos.
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* Bots work in multiplayer games. Still buggy. Spawning bots can cause
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consistancy failures, and they can start spinning wildly.
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118test7 (12 July 1999)
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=======================
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* Fixed handling of maps with scrolling walls.
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* Single player works again. In test6, all games were considered either coop
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or deathmatch.
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* Disabled the bot thinking code in single player games, so you don't suffer
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a performance hitwhen not using bots.
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* Added some performance counters accessible through the stat command.
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118test6 (10 July 1999)
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=======================
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* Rewrote the wu line drawer to look better (especially in overlay mode).
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* Stretched skies now get stretched horizontally as well as vertically.
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* Did an initial integration of the Cajun Bot 0.71 code.
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118test5 (6 July 1999)
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======================
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* Fixed a potential infinite loop that was introduced in 118test1.
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* Delayed the initial execution of cvar callbacks.
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* Added Heretic's anti-aliased Wu line drawer to the automap.
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118test4 (3 July 1999)
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======================
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* Fixed the "Bad DCanvas::CopyRect" problem introduced in test3.
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* Fixed sound sequences that should not be cut off when stopped (such as
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the standard doors).
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118test3 (2 July 1999)
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======================
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* Removed unnecessary display mode switches.
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* Created a DCanvas class to encapsulate most 2D rendering.
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118test2 (1 July 1999)
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======================
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* Fixed vertical aim clipping (BFG works again).
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* Fixed monster wandering.
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* Maps with mapthings of type 0 no longer generate warning messages.
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* Crushers that do no damage no longer act as if they inflict pain to
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actors.
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* The alias command lists aliases again.
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* Aliases are saved to the config file again.
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118test1 (30 June 1999)
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=======================
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* Tweaked the optimized renderer for fifth-generation processors.
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* Added the following specials:
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- Line_AlignFloor
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- Line_AlignCeiling
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- Sector_SetRotation
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- Sector_SetCeilingPanning
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- Sector_SetFloorPanning
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- Secter_SetCeilingScale
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- Sector_SetFloorScale
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* Added an additional parameter to the Transfer_Heights special.
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* Switched to the OpenPTC library for display.
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* Converted lots of code to an object-oriented C++ architecture.
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1.17c (5 May 1999)
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==================
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* Fixed game saving crashes on maps with wind/current effects.
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* In deep water sectors, the underwater light and fog colors can now be
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set independently of the area above water.
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* Added nojump, allowjump, nofreelook, and allowfreelook keywords for
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use in MAPINFO lumps.
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* The random number seed now changes each time you run the program.
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1.17b (15 March 1999)
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=====================
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1.17b contains some minor bug fixes over 1.17 and 1.17a. It also loads
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faster because the sprite dimensions are not cached until they are
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actually needed. There are also some other internal changes in
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preparation for supporting Heretic and Hexen, but those don't affect
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the user yet.
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1.17a (21 February 1999)
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========================
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1.17a is mostly minor bug fixes and was released because Herian 2 needed
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some of those fixes. There are a few new features, however:
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* If you have a skins directory in the same directory as zdoom.exe,
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every wad file in it will be automatically loaded when the game starts.
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This way, you don't have to load your skins by hand to use them.
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* New formatting options for text printed using ACS.
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* A code pointer to make monsters fire a railgun.
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1.17 (17 February 1999)
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=======================
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* I'm releasing both DOS and Win32 versions simultaneously. (The DOS version
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does not support MIDI/MUS music or a joystick.)
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Bug fixes:
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* Multiplayer games with monsters do not crash.
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* Player corpses do not levitate and then fall down when a player respawns
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in multiplayer games.
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* Using togglemap outside of a game will not crash.
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* Monsters stop attacking their target once it's dead.
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* EV_StopPlat() does not get stuck in an infinite loop if there are moving
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platforms.
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* Partially invisible players are drawn the proper colors (instead of
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green) if r_drawfuzz is 0.
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* If you are invisible, so are your muzzle flashes.
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* Trying to execute a non-existant script will not crash.
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* Using a ChangeCamera special from an open script will not crash.
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* The FloorAndCeiling_RaiseByValue and FloorAndCeiling_LowerByValues now
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behave like Hexen's.
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* Using -loadgame from the command line works.
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* Fixed a memory leak during generation of the translucency tables.
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* In high resolutions, weapon sprites meet the bottom of the screen.
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* Sounds will not cut out mysteriously when there is no reason for them to
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do so.
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* Sounds will also not be stopped immediately when a thing is removed, so
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explosion sounds will play to their full length.
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* Things can make more than one sound at once.
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* The deathmatch scoreboard is aligned properly at high resolutions.
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* Spynext and spyprev work properly instead of leaving the status bar
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"lagging behind" the player being viewed.
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* The light-amp does not disable colored lighting.
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* The sky gets inverted when using the invulnerability powerup.
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* Implemented better z-checking code (from Heretic/Hexen).
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* Pain elementals will spawn one lost soul at a time instead of two inside
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of each other.
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* Bex patches that use thing mnemonics really do work now, and unknown bit
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messages aren't generated for regular DeHackEd patches.
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* Linedef type 134 for regular DOOM/BOOM maps requires a red key for
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activation (it was being improperly translated to require a blue one).
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* Monsters can activate secret lines when they cross them. (See DOOM2/MAP08).
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* The player extreme death sound is used.
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* When a player leaves a network game, their body is removed instead of
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being left empty.
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* 0-length sounds are treated as empty sounds instead of sounds 4 gigs long.
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* Skins that replaced player sounds with sounds in the IWAD work.
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* Muzzle flashes do not light up foggy areas, and fullbright sprites stay
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shrouded in fog.
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* Alphanumeric keys no longer automatically repeat on the console.
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* Wads such as gothicdm2 that used new flats in addition to the ones in the
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IWAD with the regular doom.exe work.
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New features:
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* Significant speed improvements on modern processors.
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* Armor and keys are shown on the fullscreen HUD.
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* Colored text.
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* A playdemo console command.
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* A chasecam.
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* A particle sytsem.
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* An optional railgun to show off the particle system. (Start the game with
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-deh railgun.bex if you want to use it.)
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New features interesting for wad authors:
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* Polyobjects.
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* Sound sequences.
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* WAVE files can be used as sound lumps without converting them to DMX's
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format first.
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* A sky can be specified to not be stretched even if it is shorter than 200
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pixels.
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* Sparks.
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* Particle fountains.
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* Parallax skies.
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* Some new DeHackEd thing flags from Hexen (bobbing, reflective, etc.).
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1.16 (22 December 1998)
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=======================
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Bug fixes:
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* No more limit on size of savegames or demos.
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* Screen resolutions above 320x200 are now the proper brightness (they were
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too bright before.)
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* Improved the brightness of the console font.
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* Bullet puffs can show up on the floor and ceiling and not just walls.
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* Missile weapons can trigger gun activation lines.
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* Barrels now bounce around as much as they did in original DOOM. (They were
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too "inert" in 1.14.)
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* If a demo is being recorded, quitting the game normally will save the demo
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to disk. (Previously, you had to use the stop command to do this.)
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New features for players:
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* Proper support for BOOM maps.
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* Mouse wheel support and weapnext/weapprev commands.
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* Doublebindings.
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* Better analog joystick support.
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* 180 degree turn command for keyboarders.
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* Damage done by a rocket to its shooter is configurable and defaults to the
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original Doom behavior.
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* User-configurable gender. (Even though I don't have any new player sounds,
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at least the obituaries are gender-aware. :-)
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* Teamplay mode.
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* New cvar to disable manual aiming of the BFG to prevent someone from
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shooting it at the floor and quickly triggering tracer damage before.
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* Maps no longer need to have as many deathmatch starts as there are players
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in a deathmatch game.
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* Support for Doom Legacy skins.
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* Rewrote the MIDI/MUS code so that it has a working volume control.
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* Many more console commands and cvars.
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New features for editors:
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* Proper support for BOOM maps.
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* Obituaries are configurable with a .bex patch.
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* Moster paths
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* Colored lighting
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* Fog can be applied to only part of a level instead of all of it.
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* Per-sector gravity settings.
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* Support for up to 256 ambient sounds (as opposed to the limit of 64 in
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earlier versions).
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* Sector damage adjustable from between 0-255 points of damage.
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* Changable camera views.
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* The following editing features that were introduced in Hexen are also
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available in ZDoom:
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- Most line specials take arguments that modify their behavior.
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- ACS scripting.
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- Hubs.
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- Earthquakes.
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- Dormant monsters.
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- Trigger events to happen on monster deaths.
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- "Waggling" floors.
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- Pillar builders.
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- Push activation lines (walking into a wall can trigger an event).
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- Thing spawning (e.g. for traps/gifts).
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1.14a (27 July 1998)
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====================
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Bugs fixed are:
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* No more crashing about freeing a pointer without ZONEID when changing
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levels.
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* Skies wider than 256 pixels are drawn correctly.
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* Monsters' heights are once again the same as they were in id's original
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DOOM, so certain areas work properly again.
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* Monsters shouldn't teleport into each other anymore.
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* Improved support for international keyboards.
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* The skill level chosen for a new game is no longer ignored if the new
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game is started while a demo is playing.
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Cosmetic changes:
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* No more "sv_gravity changed to...", "skill changed to...", etc. messages
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in single player games.
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* Activating the player setup menu automatically stops any playing demos,
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since it doesn't work properly while they play.
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* Barrels don't go flying away when exploding anymore.
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* Added def_patch cvar to automatically load a DeHackEd patch each time the
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game is started.
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* ZDoom save games now use the name zdoomsv?.dsg instead of doomsav?.dsg.
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This version also includes some preliminary BOOM support as I started
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integrating some of the BOOM source code with ZDoom:
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* Medusa fix.
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* Openings limit removed.
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* Removed limit on switches and animations.
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* Added support for BOOM-like ANIMATED and SWITCHES lumps in PWADs.
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* Added support for BOOM-style scrollers (including conveyors).
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* Added partial deep-water support.
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1.14 (14 July 1998)
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===================
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Bugs fixed:
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* The bunny scroller at the end of E3M8 no longer crashes the game.
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* The IDKFA cheat gives the proper amount of armor again.
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* Demo recording works again.
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* Telefragging works again.
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* Picking up the invulnerability sphere displays the correct colors now.
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* DeHackEd patches containing text replacements no longer crash the game.
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* Printing a string containing "%s" to the console and then changing the
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video mode will no longer crash the game.
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* Chat mode finally works again.
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* If MIDAS can't initialize, you can still play the game but without sound.
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* Pistol and chaingun sounds no longer cut out when there are lots of
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zombie men shooting their pistols at you.
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* Mouse input should no longer be so jerky under Windows NT.
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* The crosshair is finally accurate for aiming.
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* Autoaim is properly remembered each time you start ZDoom.
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* Switches in the Ultimate Doom that aren't also in the shareware Doom
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properly change their appearance when switched.
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New features:
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* Players can choose their own colors and names.
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(Player setup menu is included).
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* 8-player support (untested but should work).
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* Miscellaneous internal code changes have been borrowed from the BOOM
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source. (This does *not* mean that ZDoom supports BOOM levels yet.)
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* Cheats, chat messages, and gamestate changes are now recorded in demos.
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* Single-player demos recorded with ZDoom are generally smaller than
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before.
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* Quake 2-style deathmatch flags.
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* Cheats (optionally) work in multiplayer games.
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* Mode X is now supported under Win95, so all the machines that couldn't
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run ZDoom in 320x200 before should be able to now.
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* Fewer conditions result in error messages that quit the game. (If you
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have Heretic, try this: Start ZDoom with -file heretic and go to the
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console and type "MAP E1M1".)
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* Keys can repeat in the console.
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* The console and chat mode now use the localized keymap set with the
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Keyboard control panel.
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* Messages at the top of the screen now break along between words instead
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of in the middle of them.
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* Added -config command line parameter.
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* Added -fastdemo command line parameter.
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* Added new screen shot command. (bound to "Print Screen" key by default)
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* Added Quake-like +showscores command. (bound to "\" key by default)
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* Aliases are now saved in the config file.
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* Added support for multiple pitched sounds like in very old version of
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Doom. (Use the snd_pitched cvar to turn it on and off.)
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1.13 (26 May 1998)
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==================
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* Fixed some major bugs (that crashed the game) and other lesser bugs that were
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just annoying.
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* 3-D collisions for walking under and standing on other things.
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* The status bar can be scaled to the full width of the screen.
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* The screen mode can be selected from a menu inside the game.
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* ZDoom can run in a window on the desktop.
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* Better DeHackEd support. Only a few text replacements are not supported.
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Everything else works (including monster infighting which I haven't seen
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in any other port).
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* New features for level designers (see editing.txt for details):
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Specification of next and secret maps on a per-map basis.
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Specify sky texture on a per-map basis.
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Use any lump in a wad as music for a map.
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Give maps a custom name without using a DeHackEd patch.
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Maps can be named anything (not just E?M? or MAP??).
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Place any messages of any length between any two maps.
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Hexen-style fog (of any color).
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Ambient sounds--either point like Quake or global like Heretic and Hexen.
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Automatic use of DeHackEd patches in PWADs.
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No more tutti-frutti for short textures of certain heights.
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zdoom.wcf file for use with WadAuthor.
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* Rocket jumping. (One very important note about this: You need to be *in the
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air* when your rocket explodes for rocket jumping to work. This is different
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from Quake, and I will probably rewrite it for the next release.)
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* Dynamic palette flashes.
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* Supports stretching skies for freelook.
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* Larger freelook range.
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* Added tab-completion to the console.
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* zdoom.cfg is now the name of the default configuration file since Doom
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Legacy decided to start using config.cfg.
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* French language support. (Set language cvar to "french".)
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* Player obituaries.
|
|
* Unlimited ammo cheat (use g_unlimitedammo cvar).
|
|
|
|
|
|
1.12 (7 April 1998)
|
|
===================
|
|
* Some visual enhancements were made such as centering the menus and
|
|
drawing borders around the status bar in higher resolutions.
|
|
* Console commands can now be specified on the command line.
|
|
* Removed some of DOOM's limits such as VisPlanes, VisSprites, and 2S
|
|
HOM.
|
|
* Rewrote some of the inner loops in assembly. (There was some assembly
|
|
in 1.11, but it never got used.)
|
|
* New cvars relating to mouse movement. (invertmouse, m_pitch, m_yaw,
|
|
etc.)
|
|
* Mouse movement doesn't get sluggish in high resolutions.
|
|
* Automap colors are customizable.
|
|
* Automap overlay and rotation are available.
|
|
* Eight crosshairs.
|
|
* Shoot up/down.
|
|
* Alt-Tab and Pause work properly on all machines now.
|
|
* The +jump command now works.
|
|
* 25% and 75% translucency levels in addition to 50%. The translucency
|
|
tables now get saved to disk, too, so they only need to be calculated
|
|
once instead of every time the game is run.
|
|
* The console font is now editable.
|
|
* Near complete support for DeHackEd patches. (Only monster infighting
|
|
and changing a few minor text strings are not supported.)
|
|
* Sky height and position is now fixed for high resolutions. (It still
|
|
wraps if you look up, but at least now if you look straight ahead, it
|
|
never will.)
|
|
* Weapon sprite is always drawn at the correct location. (It was being
|
|
drawn too low in some resolutions like 400x300.)
|
|
* New options menu, which includes a key configuration screen.
|
|
* "Stealth" monsters.
|
|
* New full-screen HUD.
|
|
* And a few other things not worth mentioning separately.
|
|
|
|
|
|
1.11 (6 March 1998) Initial Release
|
|
===================================
|
|
* Works under both Windows 95 and NT 4.0, although it works best under
|
|
Win95.
|
|
* Limited support for the Pause key. It works with some keyboards on
|
|
some machines.
|
|
* Supports any resolution compatible with your DirectDraw drivers.
|
|
* Look up/down ala Heretic.
|
|
* Translucency for selected objects.
|
|
* Has a console with most of the functionality of Quake's. The only
|
|
significant missing feature is Tab-completion.
|
|
* Notarget cheat.
|
|
* Command to kill all monsters in a level or yourself.
|
|
* Can play MUS, MIDI, and MOD music.
|
|
* Selected sounds are played in surround sound.
|
|
* Doors that need keys to open are highlighted on the automap.
|
|
* Automap now shows various statistics in addition to the level name.
|
|
* True keybindings. Bind any key to any command or sequence of
|
|
commands.
|
|
* Intermission screen can now display your stats using absolute values
|
|
rather than percentages.
|
|
* A new more general demo format.
|