ref: 6a147d5ff759a9c2260719d2dcebe269e64b2e2d
dir: /NEWS/
1.5.0 (2010-??-??): Big changes in this version: * The DOSbox OPL emulator (DBOPL) has been imported to replace the older FMOPL code. The quality of OPL emulation is now therefore much better. * When running in windowed mode, it is now possible to dynamically resize the window by dragging the window borders. * There are now keyboard, mouse and joystick bindings to cycle through available weapons, making play with joypads or mobile devices (ie. without a proper keyboard) much more practical. * There is now a key binding to change the multiplayer spy key (usually F12). * There is now a configuration file parameter to set the OPL I/O port, for cards that don't use port 0x388. * Up to 8 mouse buttons are now supported (including the mousewheel). Bugs fixed: * It is now possible to use OPL emulation at 11025Hz sound sampling rate (thanks to the new OPL emulator). * The span renderer function (used for drawing floors and ceilings) now behaves the same as Vanilla Doom, so screenshots are pixel-perfect identical to Vanilla Doom (thanks Porsche Monty). * The zone memory system now aligns allocated memory to 8-byte boundaries on 64-bit systems, which may fix crashes on systems such as sparc64. * The configure script now checks for libm, fixing compile problems on Fedora Linux. 1.4.0 (2010-07-10): The biggest change in this version is the addition of OPL emulation. This emulates Vanilla Doom's MIDI playback when using a Yamaha OPL synthesizer chip, as was found on SoundBlaster compatible cards. A software OPL emulator is included as most modern computers do not have a hardware OPL chip any more. If you do have one, you can configure Chocolate Doom to use it; see README.OPL. The OPL playback feature is not yet perfect or 100% complete, but is judged to be good enough for general use. If you find music that does not play back properly, please report it as a bug. Other changes: * The REJECT overflow emulation code from PrBoom+ has been imported. This fixes demo desync on some demos, although others will still desync. * Warnings are now generated for invalid dehacked replacements of printf format strings. Some potential buffer overflows are also checked. * The installation instructions (INSTALL file) have been clarified and made more platform-agnostic. * The mouse is no longer warped to the center of the screen when the demo sequence advances. * Key bindings can now be changed for the demo recording quit key (normally 'q') and the multiplayer messaging keys (normally 't', 'g', 'i', 'b' and 'r'). 1.3.0 (2010-02-10): * Chocolate Doom now runs on Windows Mobile/Windows CE! * It is possible to rebind most/all of the keys that control the menu, shortcuts, automap and weapon switching. The main reason for this is to support the Windows CE port and other platforms where a full keyboard may not be present. * Chocolate Doom now includes a proper Mac OS X package; it is no longer necessary to compile binaries for this system by hand. The package includes a simple graphical launcher program and can be installed simply by dragging the "Chocolate Doom" icon to the Applications folder. (thanks to Rikard Lang for extensive testing and feedback) * The video mode auto-adjust code will automatically choose windowed mode if no fullscreen video modes are available. * The zone memory size is automatically reduced on systems with a small amount of memory. * The "join game" window in the setup tool now has an option to automatically join a game on the local network. * Chocolate Doom includes some initial hacks for compiling under SDL 1.3. * Recent versions of SDL_mixer include rewritten MIDI code on Mac OS X. If you are using a version of SDL_mixer with the new code, music will now be enabled by default. * Windows Vista and Windows 7 no longer prompt for elevated privileges when running the setup tool (thanks hobbs and MikeRS). * The Windows binaries now have better looking icons (thanks MikeRS). * Magic values specified using the -spechit command line parameter can now be hexadecimal. * DOOMWADDIR/DOOMWADPATH can now specify the complete path to IWAD files, rather than the path to the directory that contains them. * When recording shorttics demos, errors caused by the reduced turning resolution are carried forward, possibly making turning smoother. * The source tarball can now be used to build an RPM package: rpmbuild -tb chocolate-doom-VER.tar.gz Compatibility: * The A_BossDeath behavior in v1.9 emulation mode was fixed (thanks entryway) * The "loading" disk icon is drawn more like how it is drawn in Vanilla Doom, also fixing a bug with chook3.wad. * Desync on 64-bit systems with ep1-0500.lmp has (at long last) been fixed (thanks exp(x)). * Donut overrun emulation code imported from Prboom+ (thanks entryway). * The correct level name should now be shown in the automap for pl2.wad MAP33 (thanks Janizdreg). * In Chex Quest, the green radiation suit colormap is now used instead of the red colormaps normally used when taking damage or using the berserk pack. This matches Vanilla chex.exe behavior (thanks Fuzztooth). * Impassible glass now displays and works the same as in Vanilla, fixing wads such as OTTAWAU.WAD (thanks Never_Again). Bugs fixed: * Memory-mapped WAD I/O is disabled by default, as it caused various issues, including a slowdown/crash with Plutonia 2 MAP23. It can be explicitly re-enabled using the '-mmap' command line parameter. * Crash when saving games due to the ~/.chocolate-doom/savegames directory not being created (thanks to everyone who reported this). * Chocolate Doom will now run under Win95/98, as the SetProcessAffinityMask function is looked up dynamically. * Compilation under Linux with older versions of libc will now work (the semantics for sched_setaffinity were different in older versions) * Sound clipping when using libsamplerate was improved (thanks David Flater) * The audio buffer size is now calculated based on the sample rate, so there is not a noticeable delay when using a lower sample rate. * The manpage documentation for the DOOMWADPATH variable was fixed (thanks MikeRS). * Compilation with FEATURE_MULTIPLAYER and FEATURE_SOUND disabled was fixed. * Fixed crash when using the donut special type and the joining linedef is one sided (thanks Alexander Waldmann). * Key settings in a configuration file that are out of range do not cause a crash (thanks entryway). * Fix ear-piercing whistle when playing the MAP05 MIDI music using timidity with EAWPATS (thanks entryway / HackNeyed). libtextscreen: * There is now a second, small textscreen font, so that the ENDOOM screen and setup tool can be used on low resolution devices (eg. PDAs/embedded devices) * The textscreen library now has a scrollable pane widget. Thanks to LionsPhil for contributing code to scroll up and down using the keyboard. * Doxygen documentation was added for the textscreen library. 1.2.1 (2008-12-10): This version just fixes a crash at the intermission screen when playing Doom 1 levels. 1.2.0 (2008-12-10): Happy 15th Birthday, Doom! * Chocolate Doom now has an icon that is not based on the proprietary Doom artwork. * There is now memory-mapped WAD I/O support, which should be useful on some embedded systems. * Chex quest emulation support is now included, although an auxiliary dehacked patch is needed (chexdeh.zip in the idgames archive). Compatibility: * The armor class is always set to 2 when picking up a megasphere (thanks entryway). * The quit screen prompts to quit "to dos" instead of just to quit (thanks MikeRS) * The "dimensional shambler" quit message was fixed. * Fix crash related to A_BFGSpray with NULL target when using dehacked patches - discovered with insaned2.deh (thanks CSonicGo) * NUL characters are stripped from dehacked files, to ensure correct behavior with some dehacked patches (eg. the one with portal.wad). Bugs fixed: * "Python Image Library" should have been "Python Imaging Library" (thanks exp(x)). * The setup tool should no longer ask for elevated permissions on Windows Vista (this fix possibly may not work). * The application icon is set properly when running under Windows XP with the "Luna" theme. * Fix compilation under Cygwin to detect libraries and headers from the correct environment. * The video code does not try to read SDL events before SDL has been properly initialised - this was causing problems with some older versions of SDL. 1.1.1 (2008-04-20): The previous release (v1.1.0) included a bug that broke compilation when libsamplerate support was enabled. The only change in this version is to fix this bug. 1.1.0 (2008-04-19): * The video mode code has been radically restructured. The video mode is now chosen by directly specifying the mode to use; the scale factor is then chosen to fit the screen. This is helpful when using widescreen monitors (thanks Linguica) * MSVC build project files (thanks GhostlyDeath and entryway). * Unix manpage improvements; the manpage now lists the environment variables that Chocolate Doom uses. Manpages have been added for chocolate-setup and chocolate-server, from the versions for the Debian Chocolate Doom package (thanks Jon Dowland). * INSTALL file with installation instructions for installing Chocolate Doom on Unix systems. * Support for high quality resampling of sound effects using libsamplerate (thanks David Flater). * A low pass filter is applied when doing sound resampling in an attempt to filter out high frequency noise from the resampling process. * R_Main progress box is not displayed if stdout is a file (produces cleaner output). * Client/server version checking can be disabled to allow different versions of Chocolate Doom to play together, or Chocolate Doom clients to play with Strawberry Doom clients. * Unix manpages are now generated for the Chocolate Doom configuration files. * The BSD PC speaker driver now works on FreeBSD. Compatibility: * Use the same spechits compatibility value as PrBoom+, for consistency (thanks Lemonzest). * The intercepts overrun code has been refactored to work on big endian machines. * The default startup delay has been set to one second, to allow time for the screen to settle before starting the game (some monitors have a delay before they come back on after changing modes). * If a savegame buffer overrun occurs, the savegame does not get saved and existing savegames are not overwritten (same behaviour as Vanilla). Bugs fixed: * Desync with STRAIN demos and dehacked Misc values not being set properly (thanks Lemonzest) * Don't grab the mouse if the mouse is disabled via -nomouse or use_mouse in the configuration file (thanks MikeRS). * Don't center the mouse on startup if the mouse is disabled (thanks Siggi). * Reset the palette when the window is restored to clear any screen corruption (thanks Catoptromancy). * mus2mid.c should use MEM_SEEK_SET, not SEEK_SET (thanks Russell) * Fast/Respawn options were not being exchanged when starting netgames (thanks GhostlyDeath). * Letterbox mode is more accurately described as "pillarboxed" or "windowboxed" where appropriate (thanks MikeRS) * Process affinity mask is set to 1 on Windows, to work around a bug in SDL_mixer that can cause crashes on multi-core machines (thanks entryway). * Bugs in the joystick configuration dialog in the setup tool have been fixed. 1.0.0 (2007-12-10): This release is dedicated to Dylan 'Toke' McIntosh, who was tragically killed in a car crash in 2006. I knew Dylan from IRC and the Doomworld forums for several years, and he had a deep passion for this game. He was also a huge help for me while developing Chocolate Doom, as he helped point out a lot of small quirks in Vanilla Doom that I didn't know about. His death is a great loss. RIP Toke. This is the first release to reach full feature parity with Vanilla Doom. As a result, I have made this version 1.0.0, so Chocolate Doom is no longer beta! Big new features: * Multiplayer! This version includes an entirely new multiplayer engine, based on a packet server architecture. I'd like to thank joe, pritch, Meph and myk, and everyone else who has helped test the new code for their support, feedback and help in testing this. The new code still needs more testing, and I'm eager to hear any feedback on this. * A working setup tool. This has the same look and feel as the original setup.exe. I hope people like it! Note that it has some advantages over the original setup.exe - for example, you can use the mouse. Other new features: * New mus conversion code thanks to Ben Ryves. This converts the Doom .mus format to .mid a lot better. As one example, tnt.wad Map02 is now a lot closer to how Vanilla says. Also, the music on the deca.wad titlescreen now plays! * x3, x4 and x5 display scale (thanks to MikeRS for x5 scale). * Fullscreen "letterbox" mode allows Chocolate Doom to run on machines where 1.6:1 aspect ratio modes are unavailable (320x200/640x400). The game runs in 320x240/640x480 instead, with black borders. The system automatically adjusts to this if closer modes are unavailable. * Aspect ratio correction: you can (also) run at 640x480 without black borders at the top and bottom of the screen. * PC speaker sound effect support. Chocolate Doom can output real PC speaker sounds on Linux, or emulate a PC speaker through the sound card. * Working three-screen mode, as seen in early versions of Doom! To test this out, put three computers on a LAN and type: chocolate-doom -server chocolate-doom -autojoin -left chocolate-doom -autojoin -right * Allow a delay to be specified on startup, to allow the display to settle after changing modes before starting the game. * Allow the full path and filename to be specified when loading demos: It is now possible to type 'chocolate-doom -playdemo /tmp/foo.lmp' for example. * Savegames are now stored in separate directories depending on the IWAD: eg. the savegames for Doom II are stored in a different place to those for Doom I, Final Doom, etc. (this does not affect Windows). * New mouse acceleration code works based on a threshold and acceleration. Hopefully this should be closer to what the DOS drivers do. There is a 'test' feature in the setup tool to help in configuring this. * New '-nwtmerge' command line option that emulates NWT's '-merge' option. This allows TiC's Obituary TC to be played. * The ENDOOM screen no longer closes automatically, you have to click the window to make it go away. * Spechit overrun fixes and improvements. Thanks to entryway for his continued research on this topic (and because I stole your improvements :-). Thanks to Quasar for reporting a bug as well. * Multiple dehacked patches can be specified on the command line, in the same way as with WADs - eg. -deh foo.deh bar.deh baz.deh. * Default zone memory size increased to 16MB; this can be controlled using the -mb command-line option. * It is now possible to record demos of unlimited length (by default, the Vanilla limit still applies, but it can now be disabled). * Autoadjusting the screen mode can now be disabled. * On Windows, the registry is queried to detect installed versions of Doom and automatically locate IWAD files. IWADs installed through Steam are also autodetected. * Added DOOMWADPATH that can be used like PATH to specify multiple locations in which to search for IWAD files. Also, '-iwad' is now enhanced, so that eg. '-iwad doom.wad' will now search all IWAD search paths for 'doom.wad'. * Improved mouse tracking that should no longer lag. Thanks to entryway for research into this. * The SDL driver can now be specified in the configuration file. The setup tool has an option on Windows to select between DirectX and windib. * Joystick support. * Configuration file option to change the sound sample rate. * More than three mouse buttons are now supported. Portability improvements: * Chocolate Doom now compiles and runs cleanly on MacOS X. Huge thanks go to Insomniak who kindly gave me an account on his machine so that I could debug this remotely. Big thanks also go to athanatos on the Doomworld forums for his patience in testing various ideas as I tried to get Chocolate Doom up and running on MacOS. * Chocolate Doom now compiles and runs natively on AMD64. * Chocolate Doom now compiles and runs on Solaris/SPARC, including the Sun compiler. Thanks to Mike Spooner for some portability fixes. * Improved audio rate conversion, so that sound should play properly on machines that don't support low bitrate output. Compatibility fixes: * Check for IWADs in the same order as Vanilla Doom. * Dehacked code will now not allow string replacements to be longer than those possible through DOS dehacked. * Fix sound effects playing too loud on level 8 (thanks to myk for his continued persistence in getting me to fix this) * Save demos when quitting normally - it is no longer necessary to press 'q' to quit and save a demo. * Fix spacing of -devparm mode dots. * Fix sky behavior to be the same as Vanilla Doom - when playing in Doom II, the skies never change from the sky on the first level unless the player loads from a savegame. * Make -nomouse and config file use_mouse work again. * Fix the -nomusic command-line parameter. Make the snd_sfxdevice snd_musicdevice values in the configuration file work, so that it is possible to disable sound, as with Vanilla. * Repeat key presses when the key is held down (this is the Vanilla behavior) - thanks to Mad_Mac for pointing this out. * Don't print a list of all arguments read from response files - Vanilla doesn't do this. * Autorun only when joyb_speed >= 10, not >= 4. Thanks to Janizdreg for this. * Emulate a bug in DOS dehacked that can overflow the dehacked frame table and corrupt the weaponinfo table. Note that this means Batman Doom will no longer play properly (identical behavior to Vanilla); vbatman.deh needs to also be applied to fix it. (Thanks grazza) * Allow dehacked 2.3 patches to be loaded. * Add more dehacked string replacements. * Compatibility option to enable or disable native key mappings. This means that people with non-US keyboards can decide whether to use their correct native mapping or behave like Vanilla mapping (which assumes all keyboards are US). * Emulate overflow bug in P_FindNextHighestFloor. Thanks to entryway for the fix for this. * Add -netdemo command line parameter, for playing back netgame demos recorded with a single player. * The numeric keypad now behaves like Vanilla Doom does. * Fix some crashes when loading from savegames. * Add intercepts overrun emulation from PrBoom-plus. Thanks again to entryway for his research on this subject. * Add playeringame overrun emulation. Bugs fixed: * Fix crash when starting new levels due to the intermission screen being drawn after the WI_ subsystem is shut down (thanks pritch and joe) * Catch failures to initialise sound properly, and fail gracefully. * Fix crasher in 1427uv01.lmp (thanks ultdoomer) * Fix crash in udm1.wad. * Fix crash when loading a savegame with revenant tracer missiles. * Fix crash when loading a savegame when a mancubus was in the middle of firing. * Fix Doom 1 E1-3 intermission screen animations. * Fix loading of dehacked "sound" sections. * Make sure that modified copyright banners always end in a newline - this fixes a bug with av.wad (thanks myk) * Added missing quit message ("are you sure you want to quit this great game?"). * Fix when playing long sound effects - the death sound in marina.wad now plays properly, for example. * Fix buffer overrun on the quicksave prompt screen that caused a mysterious cycling character to appear. * IDCLEV should not work in net games (thanks Janizdreg) * Stop music playing at the ENDOOM screen. * Fix sound sample rate conversion crash. * Fix 'pop' heard at the end of sound effects. * Fix crash when playing long sounds. * Fix bug with -timedemo accuracy over multi-level demos. * Fix bug with the automap always following player 1 in multiplayer mode (thanks Janizdreg). 0.1.4 (2006-02-13): NWT-style merging command line options (allows Mordeth to be played) Unix manpage (thanks Jon Dowland) Dehacked improvements/fixes: * Allow changing the names of graphic lumps used in menu, status bar intermission screen, etc. * Allow changing skies, animated flats + textures * Allow changing more startup strings. * Allow text replacements on music + sfx lump names Fix for plutonia map12 crash. Fix bug with playing long sfx at odd sample rates. Big Endian fixes (for MacOS X). Thanks to athanatos for helping find some of these. Install into /usr/games, rather than /usr/bin (thanks Jon Dowland) 0.1.3 (2006-01-20): Imported the spechit overrun emulation code from prboom-plus. Thanks to Andrey Budko for this. New show_endoom option in the chocolate-doom.cfg config file allows the ENDOOM screen to be disabled. Chocolate Doom is now savegame-compatible with Vanilla Doom. Fixes for big endian machines (thanks locust) Fixed the behavior of the dehacked maximum health setting. Fix the "-skill 0" hack to play without any items (thanks to Janizdreg for pointing out that this was nonfunctional) Fix playing of sounds at odd sample rates (again). Sound effects at any sample rate now play, but only sounds with valid headers. This is the *real* way Vanilla Doom behaves. Thanks to myk for pointing out the incorrect behavior. 0.1.2 (2005-10-29): Silence sounds at odd sample rates (rather than bombing out); this is the way Vanilla Doom behaves. Handle multiple replacements of the same sprite in a PWAD. Support specifying a specific version to emulate via the command line (-gameversion) Fix help screen orderings and skull positions. Behave exactly as the original executables do. 0.1.1 (2005-10-18): Display startup "banners" if they have been modified through dehacked. Dehacked "Misc" section support. Bugs fixed: * Doom 1 skies always using Episode 1 sky * Crash when switching applications while running fullscreen * Lost soul bounce logic (do not bounce in Registered/Shareware) * Mouse buttons mapped incorrectly (button 1 is right, 2 is middle) * Music not pausing when game is paused, when using SDL_mixer's native MIDI playback. * Pink icon on startup (palette should be fully set before anything is loaded) 0.1.0 (2005-10-09): Dehacked support WAD merging for TCs ENDOOM display Fix bug with invalid MUS files causing crashes Final Doom fixes 0.0.4 (2005-09-27): Application icon and version info included in Windows .exe files Fixes for non-x86 architectures Fix uac_dead.wad (platform drop on e1m8 should occur when all bosses die, not just barons) Fix "loading" icon to work for all graphics modes 0.0.3 (2005-09-17): Mouse acceleration code to emulate the behaviour of old DOS mouse drivers (thanks to Toke for information about this and suggestions) Lock surfaces properly when we have to (fixes crash under Windows 98) 0.0.2 (2005-09-13): Remove temporary MIDI files generated by sound code. Fix sound not playing at the right volume Allow alt-tab away while running in fullscreen under Windows Add second configuration file (chocolate-doom.cfg) to allow chocolate-doom specific settings. Fix switches not changing in Ultimate Doom 0.0.1 (2005-09-07): First beta release