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Changes.txt
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Wolf4SDL v2.0
- Added SDL2 support (thanks to zZeck)
- TAB-T RESTORED! Yes!
- Reimplemented a pseudo version of BossKey
- MAPPLANES is now 3 by default (because the maptype struct assumes 3 planes minimum),
also supports 4+ planes
- Added an overhead map
- Fixed guards "jumping" and leaving two deathspots in actorat
- Replaced the poorly optimised floor/ceiling drawing function with ID's
original code from WOLFHACK.C & WHACK_A.ASM. Beware, multi-flats are still slow!
- Removed the old latch optimisations
- All VGAGRAPH chunks are cached in on startup, and the pics are unwoven to
simplify drawing
- Added a couple of files and tidied up the code
- Ported the code back to C
Wolf4SDL v1.9R (rolling Github release)
- Fixed a memory leak in ID_SD.CPP involving the superfluous SoundBuffers array
- Made CalcRotate more accurate (thanks to Ginyu)
- Restored the ability of ghosts to open doors (thanks to Chris)
- Made guards inside walls behave as in DOS (thanks to Chris)
- Replaced some magic numbers with the relevant MAPSIZE macro (thanks to Chris)
- Replaced all tilemap-relevant magic numbers with appropriate macros and allowed
modification of the maximum wall tiles and doors (thanks to Chris)
- Added PC speaker sound emulation (thanks to ljbade and Chris)
Additional fixes post-revision 262 (http://diehardwolfers.areyep.com/viewtopic.php?t=6693)
- Change unsigned screenbits = -1 to 0 in id_vl.cpp // ADDEDFIX 0
- Typo in WL_ATMOS.CPP fixed // ADDEDFIX 1
- Tricob's AdLib sounds fix #ifdef ADDEDFIX // 2
- Chris's viewsize 21 level number fix // ADDEDFIX 5
- MCS's fix for jumping Hitler #ifdef ADDEDFIX // 6
- Andy's SD_StartMusic illegal startoffs improvement #ifdef ADDEDFIX // 7
- Andy's Spear quickkeys fix // ADDEDFIX 8
- Correct kill ratio for MechaHitler/Hitler #ifdef ADDEDFIX // 29
- Tricob's save game fix // ADDEDFIX 3
- Chris Chokan's load game animation fix // ADDEFIX 4
- Don't make locked door sound if door is open // ADDEDFIX 9
- Original demos sync fix for pick-ups and external demos fix // ADDEDFIX 30
- Don't pick up anything when dying // ADDEDFIX 31
Wolf4SDL v1.8 (unreleased, revision 262)
- Added the DOSBox OPL emulator as a GPL alternative to the MAME one
- Changed source code license to also allow GPL (except for MAME's fmopl.cpp)
- Fixed MinGW portability issues (thanks to Fabian Greffrath)
- Added support for Japanese version
- Fixed ALT-TAB crashes on Windows
- Fixed signon screen (show "One moment") and jukebox
(thanks to Chris Chokan)
Wolf4SDL v1.7 (released 2011-05-15, revision 256)
- Added support for Mac OS X
(thanks to Chris Ballinger)
- Added support for .sd1 SOD game files as delivered by Steam
by changing --mission parameter slightly
(thanks to Pickle)
- Added --windowed-mouse parameter to start windowed mode with grabbed mouse
(thanks to Jared Breland)
- Rain and snow speed fix (thanks to Tricob)
- Floor/ceiling fix (thanks to Tricob / Adam Biser)
- Fixed moon out of screen bug (thanks to Tricob)
- Rain/snow leaking ceilings fix (thanks to Adam Biser / Tricob)
- Per-user configuration/savegame directories (~/.wolf4sdl) on
Linux like systems per default (thanks to Jared Breland)
- Added --configdir parameter
- Use SDL_DOUBLEBUF for vsync to avoid or at least reduce flickering
(thanks to Greg Ayrton for the hint, use --nodblbuf to disable it)
- Removed remainings of the frame rate counter on screen, when disabled
- Don't quit game when using TAB+E with --tedlevel
- Added --extravbls parameter
- Changed default for "extra VBLs" from 1 to 0
- Fixed missing umask parameter for open with O_CREAT
(bug reported by Daniel Fass)
- Fixed support for 1.0 shareware data files
(bug reported by Marcus Naylor)
- Fixed xtile and ytile not being valid in HitHorizWall and HitVertWall,
respectively. This caused problems with some tutorials.
- Removed unused HitHorizPWall and HitVertPWall.
Wolf4SDL v1.6 (released 2008-09-01, revision 233)
- Fixed songs not really supporting more than 64kb
- Try to recognize whether data files don't fit to program version
instead of just using them and probably crash
(can be disabled with --ignorenumchunks)
- Fizzle fade now works for resolutions up to 8191x4095
(thanks to Xilinx, Inc. for the list of maximum-length LFSR counters)
- Fixed demos being dependent on actual duration of GETGATLINGSND
(fixes second demo, which even rarely worked in vanilla Wolf3D)
- Fixed demos by disabling some bugfixes during recording and playback
(see PLAYDEMOLIKEORIGINAL define in version.h)
- Removed system menu on Windows in windowed mode to avoid ALT to open it
- Fixed palette issues occurring on some Windows systems by using the
"best" color depth reported by libSDL per default (also see --bits option)
- Fixed directional 3d sprites on architectures only allowing aligned memory
access (bug reported by Pickle)
- Fixed remaining status bar after end of demo in 320x240s resolutions
(bug reported by Pickle)
- Removed last busy waiting (fixes very unstable framerates on machines with
stricter schedulers like FreeBSD; thanks to Tron for making me notice)
- Fixed compiling of SOD on case sensitive file systems
(thanks to Michael)
Wolf4SDL v1.5 (released 2008-05-25, revision 215)
- Reduced minimum distance to back of moving pushwall to PLAYERSIZE
- Fixed pushwall rendering when player's eye is in the pushwall back tile
(bug reported by Pickle)
- Enable 'End game' menu item also when using --tedlevel
- Removed some unneccessary fade outs
(DrawPlayScreen does not call VW_FadeOut anymore!!)
- When using 'End game', 'View scores' does not directly show up anymore
- Fixed quickload/quicksave not working when started with --tedlevel (vanilla
bug). This now also only checks for save games once at startup (may speed
up entering the menu on Dreamcast)
- Fixed drawing moving pushwalls viewed at acute angles near the level border
- Fixed vanilla bug hiding bonus items on same tile as player, when he cannot
pick them up (e.g. medikit at 100% health) (thanks to Pickle for noticing)
- Added GP2X specific code by Pickle
- Reimplemented picture grabber to support all screen resolutions
(<TAB>+P in debug mode)
- Added --resf option to force to use unsupported resolutions >= 320x200
- Added support for resolutions being a multiple of 320x240
(thanks for your help, Pickle!)
- Fixed crash when cheat-hurting oneself to death (bug reported by Tricob)
- Cleaned up id_sd.cpp (kept PC speaker stuff for future reference)
- Added move buttons (invalidates config file, only hardcoded yet)
- Added joystick support to US_LineInput used for highscore names
and save games
- Added US_Printf and US_CPrintf (works just like printf)
- Fixed wrong surface locks/unlocks
- Added Visual C++ 6 support
- Removed some useless VW_WaitVBLs (Thanks to TexZK)
- Added some asserts in id_vl.cpp to check for screen access out of bounds
- Fixed BJ face popping up in fullsize mode sometimes
(Thanks to Andy_Nonymous)
- Rewrote page manager to support page >= 64kB
and to correctly handle sounds >= 4kB
- Improved SOD mission packs support (Thanks to fackue)
- Updated Code::Blocks search paths to ..\SDL-devel\
- Added version.h to Dev-C++ and Code::Blocks project file
- Fixed some files being read in text mode on MinGW
Wolf4SDL v1.4 (released 2008-03-10, revision 164)
- Added MinGW/MSYS compatibility
- Updated Code::Blocks project
- Updated Dev-C++ project and added a README-devcpp.txt
- Fixed some busy waiting situations
- Added directional 3D sprites support (USE_DIR3DSPR)
- Added support for Spear mission packs (by fackue)
- Added support for Wolf3D full v1.1 and shareware v1.0, v1.1 and v1.2
- Added shading support (USE_SHADING)
- Added object flags (see objflag_t enum in wl_def.h)
- Reintroduced version.h
- Increased MAXVISABLE from 50 to 250
- Added outside atmosphere features (USE_STARSKY, USE_RAIN, USE_SNOW)
- Added cloud sky support (USE_CLOUDSKY)
- Added support for SoD demo
- Fixed SoD on systems with case sensitive filenames
- Added DarkOne's/Adam's multi-textured floors/ceiling (USE_FLOORCEILINGTEX)
- Added parallax sky support (USE_PARALLAX define)
- Introduced level feature flags (USE_FEATUREFLAGS define)
- Added high resolution support (USE_HIRES define)
- Added support for music > 64 kB as supported by WDC
- Added --samplerate and --audiobuffer parameters
- Added support for GP2X (ARM processor, thanks to Pickle)
- Added support for Dreamcast (SH-4 processor, thanks to fackue)
- Added joystick support (up to 32 buttons)
Wolf4SDL v1.3 (released 2008-01-20, revision 113)
- Added parameter for SOD to disable copy protection quiz
- F12 now also grabs the mouse (for keyboards without scrolllock)
- Fixed out of bounds array access in key processing
Wolf4SDL v1.2 (released 2008-01-09, revision 108)
- Fixed fading for 'End Game'
- Corrected fading speed
- Added Spear of Destiny compile support
- Reimplemented palette file (Sorry...)
- Fixed end game crash, when player did not die yet
(Thanks to Agent87 for noticing this bug!)
- Added full size screen feature
- Added project files for Code::Blocks and Dev-C++
(Thanks to Codetech84!)
- Made it MinGW compatible
- Fixed demo fading issues
- Reformatted many source code files
- Resolved all warnings reported by VC++ 8 and GCC
- Fixed crash when starting the game with no sound >effects<
(Thanks to Agent87 for noticing this bug!)
- Always grab mouse when started in fullscreen
- Map left and right alt, shift and ctrl keys to the same keys
- Fix numpad keys with numlock off
- Fixed a buffer overflow causing a crash
Wolf4SDL v1.1 (released 2007-12-28, revision 70)
- Fixed Pause
- Fixed IN_Ack()
- Added command line parameters for windowed mode and screen resolution
- Reimplemented command line parameters (try --help)
- Improved scaled "Get Psyched" progress bar graphic
- Improved scaled screen borders
- Fixed "Fade in black screen" bug
- Avoid asserts when shutting down with an error
- Use software surfaces to reduce problems with palette on Windows
- Windows: Statically links to MSVCR80.DLL now to avoid missing files
Wolf4SDL v1.0 (released 2007-12-26, revision 53)
- Initial release