r3071 - packages/trunk/prboom

Jon Dowland jmtd-guest at alioth.debian.org
Sat Jun 23 15:25:27 UTC 2007


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-For historical reference, the complete LxDoom changelog follows it.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.
-




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