1This file shows a history of changes between PrBoom versions since v2.1.0. 2For historical reference, the complete LxDoom changelog follows it. 3 4Changes from v2.4.7 to v2.5.0 5- Limit the game to one CPU core on a multicore machine [prb+] 6- Fix crash when out-of-range values are used in fixed point arithmetic [prb+] 7- Allow the game to build without SDL_mixer, add --without-mixer option to 8 ./configure to force this. Music support will be disabled in this case 9- Don't set the default game skill from the new game menu 10 Instead there is an option to set it explicitly in the General menu 11- Fix the brightness of the player's weapon 12- Fix linear filtering on flats in software mode 13- Fix crash when an unknown sprite is used with a non-zero frame number 14- Restore special case for trivial maps (bug #1837422) 15- Fix screenshots in high colour screen modes - if libpng is available at 16 build time it will be used, otherwise a BMP will be saved 17- Don't process mouse input in the menus [prb+] 18- Always use Doom's main menu order to avoid bugs with Alien Vendetta [prb+] 19- Remove line of junk graphics below status bar [prb+] 20- Restore Boom friction and bobbing code [prb+] 21- Fix crash by testing for null targets in mancubus fire code pointers 22- Restore last known enemy check in Boom compatibility [prb+] 23- Animated middle textures with zero index forced [prb+] 24- Better handling of unrecognised demo formats [prb+] 25- Fix for hanging decoration disappearing in Batman Doom MAP02 [prb+] 26- Fix menu description: pain elementals are limited to 21 lost souls 27- Manual page fixes from Debian 28- Fix position of netgame player arrows on the automap in rotate mode 29- Ignore chat key presses in multiplayer demo playback and -solo-net 30- In deathmatch demo playback always draw player arrows on the automap 31- In a multiplayer demo, don't reset view to console player on a new map 32- Fix crash when MP3 music is being used and the player changes back to 33 a piece of music that's already been loaded before 34- Avoid HOM effect on large maps such as epic.wad 5 [prb+] 35- Fix sound origins on large levels [prb+] 36- Handle demos with bad or missing headers [prb+] 37- Fix the colour of player 4 (red) in multiplayer 38- Play correct player pickup sounds in multiplayer demos 39- Don't allow solids to pass through no-clipping objects in Doom [prb+] 40- Restore Dehacked's ability to set the raisestate of a mobj [prb+] 41- Handle demos with a missing end marker [prb+] 42- Ignore switches that reference unknown textures instead of exiting 43- Fix crash when resetting a menu to defaults [prb+] 44- Fix crash when trying to play demos from Boom 2.00 [prb+] 45- Fix crash in multiplayer demos when there are still sounds playing 46 on map changes (e.g. players revving chainsaws) [prb+] 47- Fix mouse clicks on the intermission screen being ignored 48- Don't eat screenshot key presses (see sf bug #1843280) 49- Detect Hexen-format maps and refuse to play them, instead of crashing 50- Fix crash when loading maps with missing player starts 51- The backs of switches must be pressable in any demo recorded by 52 Boom 2.01, even those in Boom's "compatibility" mode [prb+] 53- Force comp_doorstuck=1 in Boom 2.01 compatibility mode [prb+] 54- comp_dropoff=1 was broken in MBF compatibility mode [prb+] 55- Restore --disable-dogs but make sure it doesn't break Dehacked 56- Fix desync if the user presses pause on the intermission screen [prb+] 57- comp_666 fixed: either cyberdemon or spider can end E2M8 or E3M8; 58 killing a baron on E3M8 won't cause the level to end any more [prb+] 59- Fix broken string matching in Dehacked [prb+] 60- Passing --without-net to ./configure will compile the game without 61 network support; this may help if your platform lacks SDL_net 62- Fix crash when reloading network savegames (bug #1590350) 63- Fix bug in transparency rendering caused by doing it in two places 64- Added high color rendering 65 66Changes from v2.4.6 to v2.4.7 67- Fixed comp_soul and comp_maskedanim options not actually being optional. 68- Fixed searching for IWAD/prboom.wad (bugs #1585185, #1585600) 69- Multiple sound crash fixes (bugs #1577495, #1586800) 70- Fix for previously introduced HOM error 71- Fix frame numbering problem in MBF dehacked patches (bug #1576151) 72 73Changes from v2.4.5 to v2.4.6 74- Mac OS X: Fixed music volume slider 75- Implemented patch clipping. This fixes bug #1557501. 76- Fixed update of compatibility options after use of TNTCOMP cheat 77- Reenabled padding if short or missing reject lumps. 78 Patch #1570517 by RjY. 79- Removed unaligned memory access in r_drawflush.inl. This should fix bus 80 errors on architectures where unaligned access is forbidden and should 81 give a slight speedup on other architectures. 82- Stop right after the quit sound stops, instead of waiting three seconds 83- Fixed sound origin for switches. This is compatibility optioned. 84 Patch #1533045 by RjY. 85- Fixed "oof" sound when hitting ground while already dead 86 Patch #1532700 by RjY. 87- Ported Eternitys fix to show the "ouch" face when severly hit 88- Unified drawing functions, this speeds things up a bit and fixes most 89 artifacts on small numbers and fonts in high resolution modes. 90- Mac OS X: Add resolution and video mode (OpenGL vs software) selection to 91 launcher 92- Added rendering filters for software mode, they are configurable in a new 93 page in general settings 94- Emulate some texture composition bugs 95- Fix more common WAD bugs that can cause crashes 96- Fixed random crashes caused by use of uninitialized memory 97- Fix some demo incompatibilities caused by slime trail removal 98- Fixed crashes with WADs which use newer gl nodes or don't have any nodes 99- Automatically load gwa files with gl nodes 100- Fixed integer overrun in automap on large levels (from PrBoom+) 101 102Changes from v2.4.4 to v2.4.5 103- fix crash when saving the game in levels with lots of monsters 104 (bug introduced in 2.4.4) 105- -nodeh option to disable automatic loading of dehacked-in-wad lump 106- Unified software and opengl engine into one binary 107- Added video mode selection to menu 108- fix demo desyncs on E1M5 on x86_64 systems 109- Fullscreen setting will only take effect after game restart 110- reduce red palette translation if the menu is up, so the menu can still be read 111- screenshots now in PNG format on Linux/Unix in GL mode too 112- Added experimental -checksum option for demo playback comparison 113- Merged new internal patch (graphics) format from PrBoom 2.3 114- Mac OS X: Launcher now uses drawers instead of tabs 115- Mac OS X: Fix some longstanding Wad chooser issues 116- Mac OS X: Add a console to display text output from PrBoom 117 118Changes from v2.4.3 to v2.4.4 119- Don't fail when a texture name can't be looked up 120- Increased several limits - Thanks to entryway and RjY 121 - Increased number of sidedef limit to 65534 122 - Increased number of vertexes limit to 65535 123 - Fixed crash when crossing sectors with very big height differences 124- fix crash on E4M8 125- New command-line options for setting a window (-window) or fullscreen 126 (-nowindow) mode temporarily. 127- The maximal supported resolution is increased from 1600x1200 to 2048x1536 128- GLBoom will use the closest supported resolution when running fullscreen 129- The "RUN" key inverts the autorun state 130- Live monsters are highlighted in a different colour on the iddt-automap 131- Fixed OpenGL sky rendering in Requiem and Memento Mori 132- The "Show coordinates of automap pointer" setting works now 133- merged many cleanups and fixes from PrBoom 2.3 134- fix translucency map file handle leak 135- fix consistency failures in netgames 136- prevent crashes at 800x600 caused by rounding errors with naive clipping 137- fixed slowdown at 1024x768 on some systems 138- ability to play tasdoom demos directly 139- -solo-net option is a shortcut for one-player network games 140- emulate spechit overflows for dosdoom and tasdoom compatibility 141- made several cleanups and fixes 142 143Changes from v2.4.2 to v2.4.3 144- Massive speed improvements in higher resolutions taken from Eternity. 145 Thanks to SoM and Quasar!!! 146- fix bugs in gameplay occurring with gcc-4.1 147- Mac OS X: Add "Show Game Folder" to menus, for easy installation of new 148 game wads 149- Mac OS X: Disable games in popup menu whose wads cannot be found 150- fix compilation warnings 151- tidy up configure script 152 153Changes from v2.4.1 to v2.4.2 154- Move gamma correction tables into prboom.wad 155- Clean up light level calculations for walls & sprites 156- CheckIWAD uses ANSI C streams for better portability and error handling 157- Make screen wipe time independent of resolution 158- Applied various small cleanups and fixes from PrBoom 2.3.1 159- Fix problems with dehacked substitution of long strings 160- End of level sound crash fixed 161- Mac OS X: Added simple launcher which allows to configure the most common 162 settings 163- Mac OS X: Uses Quicktime for music now to fix crashes (adapted from Jaakko 164 Keränen's work in Doomsday) 165- Windows: Converted project files to free Visual Studio 2005 Express Edition 166 167Changes from v2.4.0 to v2.4.1 168- PrBoom demos are now recorded with high-precision turning (like the 169 "Doom v1.91" hack that is floating around) 170- when both -nodraw and -nosound are supplied, then no graphics will be 171 initialized and no windows opened 172- add ultdoom compatibility level, and bring compatibility levels into line 173 with Prboom+ 174- screenshots now use correct palette in software mode 175- screenshots now in PNG format on Linux/Unix where available 176- suppress use-supershotgun key in compatibility mode 177- removed obsolete video related code 178- fix screenshots on 64bit systems 179- fix comp_666 180 181Changes from v2.2.6 to v2.4.0 182- emulate reject overflows and spechit overflows - from prboom-plus 183- more original doom compatibility options 184- improve stretched graphics drawing for hires 185- fix super-shotgun reload on last shot 186- fix compilation with gcc 4.x 187- fix some more dehacked support problems (e.g. Hacx) 188- fix crash if pwad contains zero-length sound lumps 189- added possibility to use mmap for wad access, this leads to less memory usage 190- simplified the memory handling 191- removed old Doom v1.2 lumps from prboom.wad 192- windows also uses prboom.wad now 193- add Mac OS X bundle build 194- removed lumps and tables which are in prboom.wad from source 195 196Changes from v2.2.5 to v2.2.6 197- fix Inferno intermission screen crash 198- fix lockup for other netgame clients when one client quits 199- fix memory leak in netgame server 200- fix SDL_LockScreen crashes on Win32 201- fix fuzz drawing for hi-res 202- network games should survive temporary loss of connection 203- fix dehacked NOSECTOR/NOBLOCKMAP effects 204- fix player spawn sound 205 206Changes from v2.2.4 to v2.2.5 207- fix crash caused by long messages in HUD 208- live monster counter on HUD 209- notify server if client quits during startup wait 210- improved response file parser 211- fast forward to given map # in demo playback 212- fixes for various sound bugs 213- fix doom2 demos at levels with >10 deathmatch starts 214- and more compatibility and demo fixes 215- support higher-turning-resolution demos from v1.91 216- fix compilation with gcc 3.4.x 217 218Changes from v2.2.3 to v2.2.4 219- fixed sky-over-sky HOM 220- add sound compatibility option 221- improve sound volume accuracy 222- shared texture palette isn't the default anymore 223- better invulnerabilty rendering for non paletted OpenGL 224- network game server can now read config files to set game options 225- fix latency problems in LAN games 226- small compilation fixed for OpenGL on some unix platforms 227- fix for dehacked files which change frames 228- fixed name clash when compiling for some unix platforms 229- flag counted items with different colour on the IDDT automap 230- fixed extra shot sound when chaingun runs out of ammo 231- fix some telefragging related desyncs 232- fixed offsets for flipped sprites 233- hopefully fix problems with network games on big-endian platforms 234 235Changes from v2.2.2 to v2.2.3 236- improved mouse handling 237- intermission demo sync bug fixed 238- framebuffer update fixes (solves flicker on fbcon) 239- -forceoldbsp allowed in non-GL version, and saved in demos 240- fix player colours in multiplayer demos 241- apply workarounds for buggy pwads even during demo playback 242- fix numpad 5 key 243- allow compilation on systems where SDL is built without joystick support 244- fix comp_skymap 245- using anisotropic filtering when the OpenGL extension is available 246- using paletted textures when the OpenGL extension is available 247- added gl_use_paletted_texture option to glboom configuration file 248- using shared texture palette when the OpenGL extension is available 249- added gl_use_shared_texture_palette option to glboom configuration file 250 251Changes from v2.2.1 to v2.2.2 252- more demo sync problems for original Doom and Boom fixed 253- added changeable samplerate for soundmixing 254- added fullscreen/window toggle in option menu 255- added double buffering 256- floor rendering made more accurate 257- Win32 config file handling fixed 258- fix endian conversion problem on Linux/PPC 259 260Changes from v2.2.0 to v2.2.1 261- improved fix for demo sync problems with lost souls bouncing off floors 262- fixed bug where loading a -fast or -respawn savegame failed to restore 263 those options properly 264- fixed demo sync bug with doors also tagged to lift triggers 265- fix some endianness problems in the OpenGL renderer 266- hopefully fixed some problems compiling for Linux/ARM 267- fix multi-level demo time totals to agree with compet-n 268- linux rpm is now a bit more standardised 269 270Changes from v2.1.2 to v2.2.0 271- fix compiling problem on alpha processors (size_t != unsigned long) 272- fixed stair building (ex. TNT - Evilution MAP30) 273- fixed OpenGL menu drawing bug 274- hopefully fixed top sky line bug for some OpenGL drivers 275- added joystick support through SDL 276- made a (temporary) fix for the crash at 800x600 when timidity can't find cfg 277- fixed some key binding problems 278- fixed linking problems on some UNIX systems 279 280Changes from v2.1.1 to v2.1.2 281- fix problem with sound stereo 282- fix problem with new network games 283- supports demo files with base name >8 characters 284- enable IDDT and other display cheats in demo playback 285- various fixes for running on Solaris/sparc 286 287Changes from v2.1.0 to v2.1.1 288- config file is now prboom.cfg for the non-GL version, glboom.cfg 289 for the GL version. If you have used PrBoom (or LxDoom) before, 290 rename your old config file (boom.cfg) appropriately. 291- fullscreen is now default for new prboom.cfg 292- included sdl_mixer.dll now plays midi-files 293- if waveout is used for sound (Windows NT4) the sound doesn't stutter anymore 294- redid parts of the OpenGL renderer 295 - sprites behind translucent walls are rendered correctly 296 - translucent walls are rendered correctly 297 - support for glBSP nodes 298 - compliant to glBSP spec v2 299 - use_mipmapping option in boom.cfg 300 - the default for zone memory in OpenGL is now 16MB 301- fix screen melt transition 302- most Boom demos should now work 303- a lot more original Doom demos work 304- keycard switches are shown coloured on the map, like doors 305- improved ENDOOM rendering 306- non-highres rendering functions dropped 307 308----------------------------------------------------------------------------- 309This file is a log of all the changes to LxDoom since v1.0.0. 310Note that LxDoom v0.* was a seperate line of development. 311 312* Changes from v1.4.4 to the PrBoom merger 313- Fix rare demo sync problem (LxDoom v1.4.x bug, only noticed on Memento 314 Mori DEMO3) 315- Fix memory management bugs 316 - Memory wasted by bug in Z_FreeTags (original Doom bug) 317 - Store correct size in extra memory blocks (Boom/MBF bug, harmless 318 except when debugging) 319 - Fix level precaching 320 - Disabled by default, controlled by config file 321 - Fix needlessly locked lumps (bug since LxDoom v1.3.2) 322 323* Changes v1.4.3 to v1.4.4 324- Install documentation in the right directory 325- Sound code cleanup 326- Fix problem with network games often desyncing immediately at startup 327 328* Changes v1.4.2 to v1.4.3 329- Improved mouse resolution, thanks to a patch from Barry Mead 330- Various robustness fixed to the networking code 331- Fixed various build problems 332 - gcc 2.7.2 compile problems fixed 333 - uid_t problems on odd systems should be fixed 334 335* Changes v1.4.1 to v1.4.2 336- Fixed various build problems, including 337 - Networking not work on many systems 338 - Portability improvements, in particular for Sparc 339 - Autoconf getting confused on systems with X headers in the include path 340- Fix bug with music not looping after being unpaused 341- Misc minor improvements 342 343* Changes v1.4.0 to v1.4.1 344- Fixed occasional tutti fruiti on non-power-of-2 short textures 345- Fixed minor bug in the WAD autoloading code 346- Fixed the function keys in lsdoom, thanks to a patch from Chris Purnell 347- Fixed all compile warnings with the new gcc 348 349* Changes v1.3.7 to v1.4.0 350- License is now the GNU General Public License, see COPYING. 351- autoconf based setup makes compiling LxDoom simple on most systems; 352 automatically compiles only the versions and features your system 353 supports. 354- Fixed rendering bugs: 355 - tall vertical shafts did not block vision on the automap, and on x86 356 systems there could be crashes in the column rendering near such shafts ( 357 bug from original Doom). 358 - fixed slowdown caused by non-power of 2 height textures in the case 359 where they don't tile (i.e. almost all cases) (this was the tutti-fruiti 360 "fix" from Boom, I've "fixed the fix" in a sense) 361 - fixed a slight slowdown caused by a bad optimisation (an old LxDoom bug) 362- Fixed bug where things were rendered brighter in high-res, depending on the 363 resolution (bug from PRBoom). 364- Improvements to the sound code: 365 - Fixed noise at the start of sounds playing (thanks to Steve Van Devender). 366 - LxDoom detects the music or sound server exiting (alright, so I mean 367 crashing ;-) and stops sending more data. 368- Performance improvements, including: 369 - New algorithm in P_GroupLines, saves seconds when loading big levels. 370- Fixed problems with the networking code, where multihomed machines could 371 get the wrong IP registered with the server. 372- Screen code improvements: 373 - Rewrote screen layout logic, fixing numerous bugs. 374 - Fixed bug with flipped patches in high-res that could cause crashes, 375 thanks to Gady Kozma. 376 - Independent x and y scaling of the status bar, by Gady Kozma. 377- Added warning messages whenever LxDoom auto-corrects errors in buggy 378 PWADs. Also made -devparm cause LxDoom to initialise all textures at 379 startup, so all texture errors are found at once. 380- Store config files and save games in ~/.lxdoom/ instead of the current 381 directory, removed the -cdrom parameter. 382- Fixed Doom bug where the "got a medikit you REALLY needed" message was 383 never used. Thanks to James "Quasar" Haley for pointing that one out. 384- Made the numeric keypad keys be treated differently from their normal 385 equivalents, so you can bind them to different actions. 386- Fixed bad importing of mobj pointer reference code from MBF. 387- The level completed screen is now shown after ExM8 levels in Doom 1/ 388 Ultimate Doom. 389- Minor coop improvements: 390 - Total game time shown on the intermission screen, as for single player 391 - Quicksave enabled 392- Removed the frame rate dots, instead I added a cheat code "IDRATE" to show 393 various rendering stats, including the frame rate. 394- Fixed the intermission screen code to store its data right (bad code from 395 original Doom). 396 397* Changes v1.3.6 to v1.3.7 398- Client-server style net-games, including new server program 399- LxDoom starts faster, thanks to an idea borrowed from DosDoom 400- Player colours system sorted out, now your personal player colour is part of 401 your player preferences. 402- Fix for problems with 24bpp screens, new option in config file to deal with 403 this. 404- Fix key setup problems where certain choices of key setup could hinder 405 message typing in multi-player. 406- Misc stuff 407 408* Changes v1.3.5 to v1.3.6 409- Hires for the SVGALib version 410- Automap rotation/overlay 411- Modified to work with the new musserver 412- Various misc improvements 413 414* Changes v1.3.4 to v1.3.5 415- Fixed nasty overflow in I_GetTime_RealTime, causing hangs 416- Removed a load of I_GetTime references in m_menu.c 417- Added support for music pausing/unpausing 418 419* Changes from v1.3.3 to v1.3.4 420- More MBF features/improvements imported: 421 - Internal improvements (mobj pointer reference counting) 422 - Enhanced skies support 423- Status bar scaling for high-res 424- Bug fixes: 425 - Occasional corrupt save-games in large levels fixed (Boom/MBF bug) 426 - -loadgame crashes fixed 427- Performance improvements 428- Command line argument parsing logic changed for convenience in shell scripts 429 (later arguments take precedence) 430 431* Changes from v1.3.2 to v1.3.3 432- Optimised i386 assembly some more, about 2% improvement in fps 433- Tested to compile and run on FreeBSD 434- Modified #includes to use current headers 435- Updated makefile hints for FreeBSD compiling 436- Made install script more portable 437 438* Changes from v1.3.1 to v1.3.2 439- Imported/added some MBF features 440 - New code pointers added 441 - "Faster" sprite sorting 442 - Improved Dehacked handling (more reliable, Dehacked-in-a-PWAD) 443 - Fractional floor attributes saved in save-games 444 - Auto-correction of common errors in wads 445- Massive internal improvements, making LxDoom more stable - WAD lump locking, 446 rewritten patch drawing code. 447- Improved config file handling - now accepts (and writes out selected) numbers 448 in hex, entries are sorted into sections with headers, and internally the 449 handling is better. 450- Portability improvements - LxDoom is now near-completely endian-corrected, so it 451 should be compilable on big-endian machines, read the little endian Doom data 452 files fine, and even network with other machines regardless of endianness. 453 Also lots of misc portability stuff, explicitly signing some variables, a 454 lot more stuff made const, etc. The only problem I think is that save-games aren't 455 yet interchangeable across endiannesses. 456- More memory efficient - block memory allocator reduces memory fragmentation, 457 video buffers allocated only when needed, more things made constant and 458 initialised better. 459- Imported bug fixes from MBF: 460 - File handle leak in translucency code 461 - Water sector sprite problems 462 - No chat in demo playback 463 - Archville fire spawn 464 - Scroller calculations overflow 465 - Fast shots going through walls 466 - Improved d_deh.c fixed numerous SIGSEGV's and error code bugs 467 - Zombie players exiting levels 468 - New thing flags caused incompatibility with buggy Doom wads 469 - Setup menu backspace 470 - Indigo/Brown default chat keys reversed 471- Glide (3dfx) frame-buffer target (warning - released only in source code form and 472 only for alpha testing purposes, not ready for normal use). 473- Improved ENDOOM support - (optional) colour ENDOOM display, non-ASCII 474 characters displayed, sensible choice between ENDOOM and ENDBOOM (displays 475 any from a PWAD in preference, randomly chooses otherwise). 476- Minor improvements so LxDoom integrates more naturally into UNIX systems; sound 477 and music server are now searched for via the path, and wads are looked for in 478 /usr/local/games/wads/ if no DOOMWADDIR is set. 479- More keys work in the SVGALib version (notably PAUSE). 480- Monster-monster kills in coop are assigned to the player the monster was 481 targeting, or a random player if it wasn't targeting any, so coop 482 monster kills stats total 100% at the end-level screen. 483- Total game time is displayed on the intermission screens. This is a simple 484 total of the times shown on the end-level screens so far this game, not 485 including intermission times, and accurate to 1/35 of a second. 486- Low sound volume fixed. 487- Multi-player colours selectable in the config file. 488- Misc minor fixes and improvements inspired by MBF: 489 - Support for -noload parameter 490 - Support auto-loading of deh/BEX files as well as wads 491 - Removed limit on number of wad-files loaded. 492 - Fixed buffer overrun in menu text writing code by wrapping long lines. 493 494* Changes from v1.3.0 to v1.3.1 495- Fixed saving of config file (bug affected most Linux systems) 496- Binaries are now use libc.so.6. 497- 24 bpp and 32 bpp true colour X displays are now supported (untested) (24 498 bpp only supported for i386 systems). 499- Auto-loading of wad files - in the config file there is a new option 500 which lists wad files to be loaded automatically (several directories are 501 searched as for IWADs). 502- Loading saved games during a multi-player game now works. Very handy for 503 coop games :). 504- New config file option controls music pausing - when the game pauses 505 the music can either continue or be stopped. So people playing at home can 506 have the music continue while they read the map; people playing at work 507 can pause when the boss comes in and have the music stop ;). 508- Several more variables added to config file, most notably the 509 default size of the LxDoom window (for high-res). 510- PRBoom v2.02 networking code is now used. It still doesn't network with 511 PRBoom though. Net games with just LxDoom work fine still. Anyone with ideas 512 why it won't go with PRBoom let me know. 513- If saving a demo/screen-shot/save-game to disk fails an error message is 514 displayed. One of the most frustrating features of all versions of Doom that I 515 have used is that they always say "Game Saved" even if you are 516 out of disk space and it didn't save. I'm glad to have this one fixed. 517- Fixed the -cdrom parameter. 518- Fixed makefile hints for FreeBSD. 519- Fixed music pausing causing musserver crash. 520- Documentation updates. 521 522* Changes from v1.2.0 to v1.3.0 523- Hi-res added to X-windows version 524- Portability improvements (FreeBSD and RISC stuff in the makefile, minor code 525 changes included) 526- Minor bug-fixes 527 528* Changes from v1.1.1 to v1.2.0 529- Boom v2.02 updates incorporated (see TeamTNT's site for info on that) 530- Improved music comms code, to pass instruments and volume info 531- Code reorganisation & tweaking; video code is more logically organised, 532 and SVGALib code is neater now. 533 534* Changes from v1.1.0 to v1.1.1 535- Fixed crash using -warp parameter with SVGALib version 536- Fixed music server communication code 537- Should compile using glibc 538 539* Changes from v1.0.1 to v1.1.0 540- SVGALib version 541- Fixed timing problem on buggy kernels causing crashes in the wipe screens 542- Fixed bug in sound server communications which prevented Doom 1 working 543- Fixed problem with sound code causing accelerated sound on v2.1.125 kernel 544- Removed need for IPC in sound server communications, used pipe instead 545- Improved mouse grabbing/ungrabbing code in XFree86 version, now depends on 546 game and window status 547- Improved TrueColor/DirectColor 16 bpp support 548- X version is more multitasking friendly - detects when it is hidden or paused 549 or an intermission screen is up, and tries to free some more CPU time. 550 551* Changes from v1.0.0 to v1.0.1: 552- 16 bpp colour modes now supported. If you use a 16 bpp colour mode (65 553 thousand colours approx.), then you don't have to change your X setup to 256 554 colours (8 bpp) before using lxdoom anymore. However, it is still a good idea 555 to use 256 colours, because it is faster that way. 556- fixed a minor bug in routine used for the 8 bpp '-2' option (screen 557 doubling), which caused a couple of lines to be missed at the bottom of the 558 display window. 559- fixed a Boom bug which caused crashes in multi-player games. The bug occurred 560 when, during a single game session, first the players played one level at 561 which someone died, and then later exited that level, and later still another 562 player died. I.e in a multilevel death-match, or a long coop game. Caused one 563 machine to exit lxdoom with 'Segmentation Violation'. The version of PRBoom I 564 have also exhibits these symptoms, though obviously I can't be sure that this 565 is the cause; Boom v2.0 and v2.01 had this bug. 566 567