mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 16:41:07 +00:00
534 lines
22 KiB
Text
534 lines
22 KiB
Text
ZDoom Release History
|
|
|
|
More detailed info can be found in the file docs/rh-log.txt included with
|
|
the source code.
|
|
|
|
|
|
1.22 (12 December 1999)
|
|
=======================
|
|
* Scroll_Texture_Both and TranslucentLine specials can now be used from ACS.
|
|
* Fixed compiler-dependent cvar ordering during netgame arbitration.
|
|
* Fixed certain polyobject movement combinations that would not stop even
|
|
though they were supposed to.
|
|
* Did some cleanup for Alpha processors.
|
|
|
|
|
|
1.21 (26 November 1999)
|
|
=======================
|
|
* Fixed problems with thinkers removing themselves and causing other thinkers
|
|
to not get a chance to think.
|
|
* Added hud_scale cvar.
|
|
|
|
|
|
1.20 (25 November 1999)
|
|
=======================
|
|
* Fixed saving, reloading, and then resaving games when travelling between
|
|
levels in a hub.
|
|
* Fixed saving of ACS scripts scheduled to occur on a future level.
|
|
|
|
|
|
1.19 (24 November 1999)
|
|
=======================
|
|
* DeHackEd patches that set an actor's death sound to 0 without removing
|
|
the A_Scream call no longer crash.
|
|
* Fixed sync problems when playing with bullet puffs as particles vs as
|
|
sprites.
|
|
* Fixed friction when walking on the bottom of swimmable water.
|
|
* Added Jeffrey Cuenco's fixes to get -host and -join to work properly.
|
|
* Fixed BOOM generalized locked doors so that the open/close type will
|
|
actually close.
|
|
* Added pointer tracking and cleanup. This should fix the occasional
|
|
crashes when saving games and various other anomalies.
|
|
|
|
|
|
1.18b (15 September 1999)
|
|
=========================
|
|
* Fixed crash when saving games with more than 1024 objects.
|
|
* Fixed crash when loading a game without starting a new one first.
|
|
* Reduced the size and frequency of pregame network packets, under the
|
|
assumption that problems people were having using 1.18 on the Internet
|
|
are a result of limited modem bandwidth.
|
|
|
|
|
|
1.18a (12 September 1999)
|
|
=========================
|
|
* Fixed liquid warping temporarily stopping when changing levels.
|
|
* +/-mlook commands do not generate unknown command messages.
|
|
* Fixed support for maps with >10 deathmatch starts. Thanks to Roman
|
|
Hatsiev.
|
|
* Fixed support for the special "maps" EndGame? in MAPINFO lumps.
|
|
* Teleport destination (no gravity) now works as intended.
|
|
* Hopefully fixed savegame problems.
|
|
* Bots are restored from savegames.
|
|
* Fixed keyboard turning speed when -dup is used.
|
|
* Network commands get executed only once when -dup is used.
|
|
* In sectors with damaging floors and swimmable deep water, the damage
|
|
will also be applied while the player is swimming and not just when
|
|
the player is on the ground.
|
|
|
|
|
|
1.18 (5 September 1999)
|
|
=======================
|
|
* Replaced the older Cajun 0.71 with Cajun 0.97.
|
|
* Fixed handling of status bar faces with skins that provide them.
|
|
* Added swimmable water.
|
|
* Messages printed to the middle of the screen also print to the console.
|
|
* Skill and other server cvars get saved in savegames again.
|
|
* Added liquid texture warping.
|
|
* Bad MAPINFO lumps generate error messages instead of hanging.
|
|
* Realized that it's impossible to guarantee that all object pointers will
|
|
be valid without some effort, so FArchive saves DObject objects as NULL
|
|
objects now instead of aborting with an error.
|
|
* Added the ACS built-in functions localambientsound, activatorsound, and
|
|
setlinemonsterblocking.
|
|
* Added a thing that does nothing but count toward the number of secrets.
|
|
* Added a fly mode.
|
|
* Finally implemented the +moveup and +movedown commands.
|
|
|
|
|
|
118test10-source only (14 August 1999)
|
|
======================================
|
|
* Reimplemented hub travel.
|
|
* Optimized R_MapPlane slightly.
|
|
* Added fov command.
|
|
* Added vertical sub-pixel accuracy to the renderer.
|
|
* Added searches for an IWAD in the current directory, $DOOMWADDIR, and
|
|
$HOME.
|
|
|
|
|
|
118test9 (9 August 1999)
|
|
========================
|
|
* Fixed the "wild" bot spinning problem.
|
|
* Commands like changemap that could make network games go out of sync
|
|
should work properly now. The reason they would do that is closely related
|
|
to the reason that the bots would start spinning.
|
|
* Finished the serializer. Now savegames work. Hubs don't, because I haven't
|
|
written the player travelling code yet.
|
|
* Various other code cleanup.
|
|
|
|
|
|
118test8 (20 July 1999)
|
|
=======================
|
|
* Fixed a crash problem with the "burn" screen wipe.
|
|
* Fixed a crash problem with playing non-assigned sound sequences.
|
|
* Fixed a crash problem related to trying to shutdown the music subsystem
|
|
twice.
|
|
* If you try to add more coop bots than there are coop starts, the extra
|
|
bot leaves quietly instead of ending the game.
|
|
* Weapondrop is now a "server" cvar, which it should have been in the
|
|
first place.
|
|
* Changed the nodetable file format to be more compact.
|
|
* Bots can now be recorded in demos.
|
|
* Bots work in multiplayer games. Still buggy. Spawning bots can cause
|
|
consistancy failures, and they can start spinning wildly.
|
|
|
|
|
|
118test7 (12 July 1999)
|
|
=======================
|
|
* Fixed handling of maps with scrolling walls.
|
|
* Single player works again. In test6, all games were considered either coop
|
|
or deathmatch.
|
|
* Disabled the bot thinking code in single player games, so you don't suffer
|
|
a performance hitwhen not using bots.
|
|
* Added some performance counters accessible through the stat command.
|
|
|
|
|
|
118test6 (10 July 1999)
|
|
=======================
|
|
* Rewrote the wu line drawer to look better (especially in overlay mode).
|
|
* Stretched skies now get stretched horizontally as well as vertically.
|
|
* Did an initial integration of the Cajun Bot 0.71 code.
|
|
|
|
|
|
118test5 (6 July 1999)
|
|
======================
|
|
* Fixed a potential infinite loop that was introduced in 118test1.
|
|
* Delayed the initial execution of cvar callbacks.
|
|
* Added Heretic's anti-aliased Wu line drawer to the automap.
|
|
|
|
|
|
118test4 (3 July 1999)
|
|
======================
|
|
* Fixed the "Bad DCanvas::CopyRect" problem introduced in test3.
|
|
* Fixed sound sequences that should not be cut off when stopped (such as
|
|
the standard doors).
|
|
|
|
|
|
118test3 (2 July 1999)
|
|
======================
|
|
* Removed unnecessary display mode switches.
|
|
* Created a DCanvas class to encapsulate most 2D rendering.
|
|
|
|
|
|
118test2 (1 July 1999)
|
|
======================
|
|
* Fixed vertical aim clipping (BFG works again).
|
|
* Fixed monster wandering.
|
|
* Maps with mapthings of type 0 no longer generate warning messages.
|
|
* Crushers that do no damage no longer act as if they inflict pain to
|
|
actors.
|
|
* The alias command lists aliases again.
|
|
* Aliases are saved to the config file again.
|
|
|
|
|
|
118test1 (30 June 1999)
|
|
=======================
|
|
* Tweaked the optimized renderer for fifth-generation processors.
|
|
* Added the following specials:
|
|
- Line_AlignFloor
|
|
- Line_AlignCeiling
|
|
- Sector_SetRotation
|
|
- Sector_SetCeilingPanning
|
|
- Sector_SetFloorPanning
|
|
- Secter_SetCeilingScale
|
|
- Sector_SetFloorScale
|
|
* Added an additional parameter to the Transfer_Heights special.
|
|
* Switched to the OpenPTC library for display.
|
|
* Converted lots of code to an object-oriented C++ architecture.
|
|
|
|
|
|
1.17c (5 May 1999)
|
|
==================
|
|
* Fixed game saving crashes on maps with wind/current effects.
|
|
* In deep water sectors, the underwater light and fog colors can now be
|
|
set independently of the area above water.
|
|
* Added nojump, allowjump, nofreelook, and allowfreelook keywords for
|
|
use in MAPINFO lumps.
|
|
* The random number seed now changes each time you run the program.
|
|
|
|
|
|
1.17b (15 March 1999)
|
|
=====================
|
|
1.17b contains some minor bug fixes over 1.17 and 1.17a. It also loads
|
|
faster because the sprite dimensions are not cached until they are
|
|
actually needed. There are also some other internal changes in
|
|
preparation for supporting Heretic and Hexen, but those don't affect
|
|
the user yet.
|
|
|
|
|
|
1.17a (21 February 1999)
|
|
========================
|
|
1.17a is mostly minor bug fixes and was released because Herian 2 needed
|
|
some of those fixes. There are a few new features, however:
|
|
|
|
* If you have a skins directory in the same directory as zdoom.exe,
|
|
every wad file in it will be automatically loaded when the game starts.
|
|
This way, you don't have to load your skins by hand to use them.
|
|
* New formatting options for text printed using ACS.
|
|
* A code pointer to make monsters fire a railgun.
|
|
|
|
|
|
1.17 (17 February 1999)
|
|
=======================
|
|
* I'm releasing both DOS and Win32 versions simultaneously. (The DOS version
|
|
does not support MIDI/MUS music or a joystick.)
|
|
|
|
Bug fixes:
|
|
* Multiplayer games with monsters do not crash.
|
|
* Player corpses do not levitate and then fall down when a player respawns
|
|
in multiplayer games.
|
|
* Using togglemap outside of a game will not crash.
|
|
* Monsters stop attacking their target once it's dead.
|
|
* EV_StopPlat() does not get stuck in an infinite loop if there are moving
|
|
platforms.
|
|
* Partially invisible players are drawn the proper colors (instead of
|
|
green) if r_drawfuzz is 0.
|
|
* If you are invisible, so are your muzzle flashes.
|
|
* Trying to execute a non-existant script will not crash.
|
|
* Using a ChangeCamera special from an open script will not crash.
|
|
* The FloorAndCeiling_RaiseByValue and FloorAndCeiling_LowerByValues now
|
|
behave like Hexen's.
|
|
* Using -loadgame from the command line works.
|
|
* Fixed a memory leak during generation of the translucency tables.
|
|
* In high resolutions, weapon sprites meet the bottom of the screen.
|
|
* Sounds will not cut out mysteriously when there is no reason for them to
|
|
do so.
|
|
* Sounds will also not be stopped immediately when a thing is removed, so
|
|
explosion sounds will play to their full length.
|
|
* Things can make more than one sound at once.
|
|
* The deathmatch scoreboard is aligned properly at high resolutions.
|
|
* Spynext and spyprev work properly instead of leaving the status bar
|
|
"lagging behind" the player being viewed.
|
|
* The light-amp does not disable colored lighting.
|
|
* The sky gets inverted when using the invulnerability powerup.
|
|
* Implemented better z-checking code (from Heretic/Hexen).
|
|
* Pain elementals will spawn one lost soul at a time instead of two inside
|
|
of each other.
|
|
* Bex patches that use thing mnemonics really do work now, and unknown bit
|
|
messages aren't generated for regular DeHackEd patches.
|
|
* Linedef type 134 for regular DOOM/BOOM maps requires a red key for
|
|
activation (it was being improperly translated to require a blue one).
|
|
* Monsters can activate secret lines when they cross them. (See DOOM2/MAP08).
|
|
* The player extreme death sound is used.
|
|
* When a player leaves a network game, their body is removed instead of
|
|
being left empty.
|
|
* 0-length sounds are treated as empty sounds instead of sounds 4 gigs long.
|
|
* Skins that replaced player sounds with sounds in the IWAD work.
|
|
* Muzzle flashes do not light up foggy areas, and fullbright sprites stay
|
|
shrouded in fog.
|
|
* Alphanumeric keys no longer automatically repeat on the console.
|
|
* Wads such as gothicdm2 that used new flats in addition to the ones in the
|
|
IWAD with the regular doom.exe work.
|
|
|
|
New features:
|
|
* Significant speed improvements on modern processors.
|
|
* Armor and keys are shown on the fullscreen HUD.
|
|
* Colored text.
|
|
* A playdemo console command.
|
|
* A chasecam.
|
|
* A particle sytsem.
|
|
* An optional railgun to show off the particle system. (Start the game with
|
|
-deh railgun.bex if you want to use it.)
|
|
|
|
New features interesting for wad authors:
|
|
* Polyobjects.
|
|
* Sound sequences.
|
|
* WAVE files can be used as sound lumps without converting them to DMX's
|
|
format first.
|
|
* A sky can be specified to not be stretched even if it is shorter than 200
|
|
pixels.
|
|
* Sparks.
|
|
* Particle fountains.
|
|
* Parallax skies.
|
|
* Some new DeHackEd thing flags from Hexen (bobbing, reflective, etc.).
|
|
|
|
|
|
1.16 (22 December 1998)
|
|
=======================
|
|
Bug fixes:
|
|
* No more limit on size of savegames or demos.
|
|
* Screen resolutions above 320x200 are now the proper brightness (they were
|
|
too bright before.)
|
|
* Improved the brightness of the console font.
|
|
* Bullet puffs can show up on the floor and ceiling and not just walls.
|
|
* Missile weapons can trigger gun activation lines.
|
|
* Barrels now bounce around as much as they did in original DOOM. (They were
|
|
too "inert" in 1.14.)
|
|
* If a demo is being recorded, quitting the game normally will save the demo
|
|
to disk. (Previously, you had to use the stop command to do this.)
|
|
|
|
New features for players:
|
|
* Proper support for BOOM maps.
|
|
* Mouse wheel support and weapnext/weapprev commands.
|
|
* Doublebindings.
|
|
* Better analog joystick support.
|
|
* 180 degree turn command for keyboarders.
|
|
* Damage done by a rocket to its shooter is configurable and defaults to the
|
|
original Doom behavior.
|
|
* User-configurable gender. (Even though I don't have any new player sounds,
|
|
at least the obituaries are gender-aware. :-)
|
|
* Teamplay mode.
|
|
* New cvar to disable manual aiming of the BFG to prevent someone from
|
|
shooting it at the floor and quickly triggering tracer damage before.
|
|
* Maps no longer need to have as many deathmatch starts as there are players
|
|
in a deathmatch game.
|
|
* Support for Doom Legacy skins.
|
|
* Rewrote the MIDI/MUS code so that it has a working volume control.
|
|
* Many more console commands and cvars.
|
|
|
|
New features for editors:
|
|
* Proper support for BOOM maps.
|
|
* Obituaries are configurable with a .bex patch.
|
|
* Moster paths
|
|
* Colored lighting
|
|
* Fog can be applied to only part of a level instead of all of it.
|
|
* Per-sector gravity settings.
|
|
* Support for up to 256 ambient sounds (as opposed to the limit of 64 in
|
|
earlier versions).
|
|
* Sector damage adjustable from between 0-255 points of damage.
|
|
* Changable camera views.
|
|
* The following editing features that were introduced in Hexen are also
|
|
available in ZDoom:
|
|
- Most line specials take arguments that modify their behavior.
|
|
- ACS scripting.
|
|
- Hubs.
|
|
- Earthquakes.
|
|
- Dormant monsters.
|
|
- Trigger events to happen on monster deaths.
|
|
- "Waggling" floors.
|
|
- Pillar builders.
|
|
- Push activation lines (walking into a wall can trigger an event).
|
|
- Thing spawning (e.g. for traps/gifts).
|
|
|
|
|
|
1.14a (27 July 1998)
|
|
====================
|
|
Bugs fixed are:
|
|
|
|
* No more crashing about freeing a pointer without ZONEID when changing
|
|
levels.
|
|
* Skies wider than 256 pixels are drawn correctly.
|
|
* Monsters' heights are once again the same as they were in id's original
|
|
DOOM, so certain areas work properly again.
|
|
* Monsters shouldn't teleport into each other anymore.
|
|
* Improved support for international keyboards.
|
|
* The skill level chosen for a new game is no longer ignored if the new
|
|
game is started while a demo is playing.
|
|
|
|
Cosmetic changes:
|
|
|
|
* No more "sv_gravity changed to...", "skill changed to...", etc. messages
|
|
in single player games.
|
|
* Activating the player setup menu automatically stops any playing demos,
|
|
since it doesn't work properly while they play.
|
|
* Barrels don't go flying away when exploding anymore.
|
|
* Added def_patch cvar to automatically load a DeHackEd patch each time the
|
|
game is started.
|
|
* ZDoom save games now use the name zdoomsv?.dsg instead of doomsav?.dsg.
|
|
|
|
This version also includes some preliminary BOOM support as I started
|
|
integrating some of the BOOM source code with ZDoom:
|
|
|
|
* Medusa fix.
|
|
* Openings limit removed.
|
|
* Removed limit on switches and animations.
|
|
* Added support for BOOM-like ANIMATED and SWITCHES lumps in PWADs.
|
|
* Added support for BOOM-style scrollers (including conveyors).
|
|
* Added partial deep-water support.
|
|
|
|
|
|
1.14 (14 July 1998)
|
|
===================
|
|
Bugs fixed:
|
|
* The bunny scroller at the end of E3M8 no longer crashes the game.
|
|
* The IDKFA cheat gives the proper amount of armor again.
|
|
* Demo recording works again.
|
|
* Telefragging works again.
|
|
* Picking up the invulnerability sphere displays the correct colors now.
|
|
* DeHackEd patches containing text replacements no longer crash the game.
|
|
* Printing a string containing "%s" to the console and then changing the
|
|
video mode will no longer crash the game.
|
|
* Chat mode finally works again.
|
|
* If MIDAS can't initialize, you can still play the game but without sound.
|
|
* Pistol and chaingun sounds no longer cut out when there are lots of
|
|
zombie men shooting their pistols at you.
|
|
* Mouse input should no longer be so jerky under Windows NT.
|
|
* The crosshair is finally accurate for aiming.
|
|
* Autoaim is properly remembered each time you start ZDoom.
|
|
* Switches in the Ultimate Doom that aren't also in the shareware Doom
|
|
properly change their appearance when switched.
|
|
|
|
New features:
|
|
* Players can choose their own colors and names.
|
|
(Player setup menu is included).
|
|
* 8-player support (untested but should work).
|
|
* Miscellaneous internal code changes have been borrowed from the BOOM
|
|
source. (This does *not* mean that ZDoom supports BOOM levels yet.)
|
|
* Cheats, chat messages, and gamestate changes are now recorded in demos.
|
|
* Single-player demos recorded with ZDoom are generally smaller than
|
|
before.
|
|
* Quake 2-style deathmatch flags.
|
|
* Cheats (optionally) work in multiplayer games.
|
|
* Mode X is now supported under Win95, so all the machines that couldn't
|
|
run ZDoom in 320x200 before should be able to now.
|
|
* Fewer conditions result in error messages that quit the game. (If you
|
|
have Heretic, try this: Start ZDoom with -file heretic and go to the
|
|
console and type "MAP E1M1".)
|
|
* Keys can repeat in the console.
|
|
* The console and chat mode now use the localized keymap set with the
|
|
Keyboard control panel.
|
|
* Messages at the top of the screen now break along between words instead
|
|
of in the middle of them.
|
|
* Added -config command line parameter.
|
|
* Added -fastdemo command line parameter.
|
|
* Added new screen shot command. (bound to "Print Screen" key by default)
|
|
* Added Quake-like +showscores command. (bound to "\" key by default)
|
|
* Aliases are now saved in the config file.
|
|
* Added support for multiple pitched sounds like in very old version of
|
|
Doom. (Use the snd_pitched cvar to turn it on and off.)
|
|
|
|
|
|
1.13 (26 May 1998)
|
|
==================
|
|
* Fixed some major bugs (that crashed the game) and other lesser bugs that were
|
|
just annoying.
|
|
* 3-D collisions for walking under and standing on other things.
|
|
* The status bar can be scaled to the full width of the screen.
|
|
* The screen mode can be selected from a menu inside the game.
|
|
* ZDoom can run in a window on the desktop.
|
|
* Better DeHackEd support. Only a few text replacements are not supported.
|
|
Everything else works (including monster infighting which I haven't seen
|
|
in any other port).
|
|
* New features for level designers (see editing.txt for details):
|
|
Specification of next and secret maps on a per-map basis.
|
|
Specify sky texture on a per-map basis.
|
|
Use any lump in a wad as music for a map.
|
|
Give maps a custom name without using a DeHackEd patch.
|
|
Maps can be named anything (not just E?M? or MAP??).
|
|
Place any messages of any length between any two maps.
|
|
Hexen-style fog (of any color).
|
|
Ambient sounds--either point like Quake or global like Heretic and Hexen.
|
|
Automatic use of DeHackEd patches in PWADs.
|
|
No more tutti-frutti for short textures of certain heights.
|
|
zdoom.wcf file for use with WadAuthor.
|
|
* Rocket jumping. (One very important note about this: You need to be *in the
|
|
air* when your rocket explodes for rocket jumping to work. This is different
|
|
from Quake, and I will probably rewrite it for the next release.)
|
|
* Dynamic palette flashes.
|
|
* Supports stretching skies for freelook.
|
|
* Larger freelook range.
|
|
* Added tab-completion to the console.
|
|
* zdoom.cfg is now the name of the default configuration file since Doom
|
|
Legacy decided to start using config.cfg.
|
|
* French language support. (Set language cvar to "french".)
|
|
* 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.
|