Skip to content

Releases: fabiangreffrath/woof

Woof! 6.3.0

30 Jul 06:20
Compare
Choose a tag to compare
  • Initialization of the total time counter on the intermission screen has been fixed, which affects 'complevel mbf' demo compatibility (@rfomin).
  • Resetting of the compatibility vector has been fixed when loading 'complevel vanilla' savegames (@rfomin).
  • Saving during demo playback has been fixed (@rfomin).
  • Status bar refresh is enforced in the Main, Episode and Skill menus as in Crispy Doom (@rfomin).
  • Loading savegames during multiplayer demo playback (e.g. AV.WAD DEMO1) has been fixed (@rfomin).
  • Demos without 'PR+UM' signature are now ignored (@rfomin).
  • SFX are now interpolated in a 16-bit int domain.
  • The default endpic has been fixed for UMAPINFO (@rfomin).
  • Dehacked patches from the command line are now processed after mobjinfo initialization (@rfomin).
  • Randomly mirrored death animations have been ported over from Crispy Doom (@rfomin).
  • Blood color patches have been added for Rekkr and Hacx (@rfomin).

Woof! 6.2.0

08 Jul 05:38
c9c859c
Compare
Choose a tag to compare
  • The low-pass filter for sound effects has been ported over from Chocolate Doom, optional and disabled by default.
  • The map title widget string is now capped at the first line break.
  • The fix for A_SpawnObject() not transferring pointers as intended if called in a missile's death state has been ported over from DSDA-Doom.
  • Calling S_StartSound() for sfx_None does not quit with an error message anymore.
  • Deleting savegames from the "Save" menu has been fixed (@rfomin).
  • Numerical values already set for MBF21 Bits fields are not overridden anymore by checking for mnemonics.
  • The WI_updateStats() timing has been adjusted for demo compatibility with PrBoom+ (@rfomin).
  • Unsigned integers are now read in deh_GetData() (@rfomin).

Woof! 6.1.0

30 Jun 13:40
Compare
Choose a tag to compare
  • The DEHEXTRA implementation has been enhanced and completed:
    • 200 dummy sounds have been added (@rfomin).
    • Support for the 'Dropped item' DEHACKED field has been added (@rfomin).
  • The engine does not quit anymore if joystick initialization failed. Also, errors that occur during SDL initialization are now properly reported (@rfomin).
  • Saving of the "window_position" config parameter has been fixed.
  • Missing IWAD headers are now non-fatal, preparing support for additional IWADs such as HACX or REKKR.
  • Specific support for the HACX IWAD has been aded.
  • The CI system has been migrated to Github actions (@rfomin).
  • The -levelstat option to write level statistics upon exit has been ported over from Crispy Doom (@rfomin).
  • A typo in saveg_read_ceiling_t() has been fixed which messes up savegames (@rfomin).
  • The console is now enabled for MSVC debug builds (@rfomin).

Woof! 6.0.0

25 Jun 09:07
Compare
Choose a tag to compare
  • Support for the MBF21 complevel has been added, compliant to Rev 1.2 of the spec (@rfomin).
  • Support for the label field has been added to the UMAPINFO implementation, bumping compliance to Rev 2 of the spec (@rfomin).
  • Support for ExM0 maps has been fixed, the INTERPIC patch is used for intermission screens for episode > 3 (@rfomin).
  • Support for autoloading from PWAD autoload directories has been added (@rfomin).
  • Support for deleting savegames from the menu has been added (@rfomin).
  • The "next level" key has been fixed for the last map in a UMAPINFO sequence (@rfomin).
  • UMAPINFO lumps have been added to get autoloaded for MASTERLEVELS.WAD, NERVE.WAD, E1M4B.WAD and E1M8B.WAD (@rfomin).
  • Parsing of the episode field in the UMAPINFO implementation has been fixed (@rfomin).
  • Support for backward compatible savegames has been added (@rfomin).
  • The colored blood feature has been ported over from PrBoom+ (@rfomin).
  • The "Enemies" menu is not completely disabled in the Vanilla complevel anymore (@rfomin).
  • The Automap overlay and rotate modes have been ported over from Crispy Doom (@rfomin).
  • An option has been added to always show level stats.
  • The UMAPINFO demo extension has been added (@rfomin).
  • The ability to keep the default intermission screen for a map with an UMAPINFO entry has been fixed (@rfomin).
  • Map entries without a 'levelname' field in their UMAPINFO entry now fall back to the default map title (@rfomin).
  • The ability to set 'partime' with an UMAPINFO entry has been fixed (@rfomin).

Woof! 5.1.0

14 May 06:48
Compare
Choose a tag to compare
  • The flashing disc icon position has been fixed in wide screen mode (@rfomin).
  • The double binding of the "menu up" and "menu down" keys has been removed.
  • Texture offsets are now always recalculated.
  • Path names with Unicode encoding are now supported on Windows (@rfomin).
  • The "Next Level" key has been fixed for Episode 4 (@rfomin).
  • An end-of-line character mismatch has been fixed in the Dehacked string parser.
  • Demo compatibility when recording in Vanilla mode has been fixed (@rfomin).
  • The REJECT table overflow emulation from PrBoom+/Chocolate Doom has been ported over (@rfomin).
  • MIDI controller values are now clamped into the [0..127] range, fixing MUS music for e.g. TNT MAP02.
  • In Vanilla and Boom complevels some entries in the Setup menu are now disabled if they don't apply (@rfomin).
  • 64 MB of RAM are now allocated by default (@rfomin).
  • The widescreen offsets for the Advanced HUD and custom messges has been fixed (@rfomin).
  • Extended HELP screens have been fixed and HELP screens are now loaded from PWADs, if available (@rfomin).

Woof! 5.0.0

26 Apr 12:07
Compare
Choose a tag to compare
  • Support for the "UMAPINFO" lump has been added, compliant to Rev 1.6 of the spec (@rfomin).
  • The concept of compatibility levels has been added, currently offering "Vanilla", "Boom" and "MBF" (default). The default compatibility level may be changed through the menu and overridden with the -complevel parameter, allowing for both numeric and named arguments as in PrBoom+ (@rfomin).
  • The comp_3keydoor compatibility flag has been removed for better compatibility with PrBoom+. Fixing this bug is now handled through compatibility levels.
  • Mouse button bindings for backward motion and turning right/left have been added.
  • Support for recording and playing back Vanilla demos without reduced turning resolution has been added through the -longtics parameter (@rfomin).
  • Support for "autoload" directories has been added, both for common ("doom-all") and per IWAD files. WAD files in these directories are loaded before those passed to the -file parameter, DEHACKED files in these directories are processed after those passed to the -deh parameter and before those embedded into WAD files.
  • The limit for the values set by the mouse sensitivity thermometers in the menu has been removed.
  • The instruction message for multiple choice menu items has been fixed (@rfomin).
  • Some portability issues caused by different platforms using either / or \ as directory separators have been fixed (@rfomin).
  • The order of the demo sequence has been changed to show the CREDIT graphic screen after the first demo and the port's own credit screen after the second.
  • The widescreen offset for the color picker cursor in the menu has been fixed (@rfomin).
  • Comments and helps strings are now saved in the correct order in the config file (@rfomin).
  • Widescreen graphics for Doom 1 endings have been fixed (@rfomin).
  • Boom friction is now properly saved in savegames (@rfomin).

Woof! 4.0.2

23 Mar 08:16
Compare
Choose a tag to compare
  • Add a config example for Vanilla automap colors (thanks @OpenRift412),
  • Do not collapse leading slashes on Windows anymore in NormalizeSlashes() to recognize canonicalized Windows paths (@rfomin).
  • Prevent running out of stack space in P_SetMobjState() (@rfomin).
  • Only save MUSINFO music in savegames if it's actually playing.
  • Keep the comp_3keydoor compatibility flag out of the comp[] array to prevent demo header mismatch with PrBoom+.

Woof! 4.0.1

15 Mar 08:27
Compare
Choose a tag to compare
  • Compatibility with PrBoom+ complevel 11 has been vastly improved:
    • Player bobbing calculation has been fixed (@rfomin).
    • Resetting of the doomednum feature for the MT_SCEPTRE and MT_BIBLE things has been removed, which would lead to these map things not being spawned if not in "beta emulation" mode (@rfomin).
    • The implementations of P_Move(), P_CreateBlockMap() and P_FindShortestTextureAround()/P_FindShortestUpperAround() have been modified to match the ones from Boom, which are unconditionally used in PrBoom+ (@rfomin).
    • More MBF code pointers have been disabled in Boom compatibility mode (@rfomin).
    • Compatibility defaults have been brought in line with PrBoom+:
      • Enable "Zombie players can exit levels".
      • Disable "Build stairs exactly the same way that Doom does".
      • Enable "Fix 3-key door works with only 2 keys".
  • The padvalue typo in the REJECT buffer overflow emulation has been fixed (@rfomin).
  • Data is now properly free()d in some functions in i_sound.c (@rfomin).
  • A wrong function argument in MUSINFO logging has been fixed (@rfomin).
  • A dummy entry has been added to the S_music[] array for the NUMMUSIC counter, fixing a crash when changing music from a MUSINFO track.

This release introduces some compromise regarding original MBF compatibility. Some code had to be unconditionally modified to achieve demo compatibility with PrBoom+ complevel 11 (which in turn means "MBF compatibility", ironically). To revert back to the original MBF code the WOOF_STRICT build parameter has been introduced, but is disabled by default.

Woof! 4.0.0

08 Mar 07:43
Compare
Choose a tag to compare
  • The -fast and -respawn options are now properly reloaded from savegames.
  • PNG screenshots are now exact reproductions of the actual game screen.
  • Framebuffer overflows are now prevented in V_DrawPatchGeneral() and V_CopyRect().
  • The bmp2c.c tool now builds with MSVC build (@rfomin).
  • A workaround for the SDL 2.0.14 Alt-Tab bug on Windows has been introduced (@rfomin).
  • A woof-midiproc.exe has been ported over from Crispy Doom, allowing to set SFX and music volume separately on Windows (@rfomin).
  • The SPECHITS overflow emulation has been ported over from Chocolate Doom / PrBoom+, allowing for some more obscure Vanilla demos to keep sync.
  • The "IDKFA" cheat string has been externalized, allowing it to be replaced by DEHACKED.
  • The widescreen rendering mode has been ported over from Crispy Doom with proper support for the widescreen assets found e.g. in the Unity version of Doom (@rfomin).
  • MIDI playback on big-endian systems has been fixed (@BeWorld2018).
  • The "HI_START"/"HI_END" namespace has been introduced to avoid conflicts with high-resolution textures (@rfomin).
  • The option to show the "A secret is revealed!" message has been added (@rfomin).
  • The window geometry and display index settings are now saved across restarts (@rfomin).
  • The -pistolstart command line option has been added (@rfomin).
  • Support for 16-bit WAV sound lumps has been added (@rfomin).
  • Support for the "MUSINFO" lump has been added (@rfomin).
  • Demo compatibility with Boom 2.02 has been vastly improved:
    • MBF codepointers are now disabled during Boom demo playback (@rfomin).
    • The P_FindShortestTextureAround() function has been fixed (@rfomin).
    • Boom's friction code has been restored (@rfomin).
    • Boom's BLOCKMAP generation code has been integrated (@rfomin).
  • Sprite lumps smaller than 8 bytes are now ignored (@rfomin).
  • Empty music lumps (i.e. with zero length) are now properly handled (@rfomin).
  • The weapon attack alignment implementation has been brought in line with Crispy Doom.
  • The "no fog on spawn west" Vanilla Doom bug is now properly emulated (@rfomin).
  • Switches definitions referencing unknown texture names are now ignored instead of exiting (@rfomin).
  • A crash has been fixed when reading out joystick button states.
  • Endianess issues with positioning the status bar patch, drawing the bunny scroll screen and fullscreen patches have been fixed.

Unfortunately, some of these changes made it necessary to change the savegame format which is now incompatible to previous releases.

Woof! 3.1.0

08 Jan 11:06
Compare
Choose a tag to compare
  • A choice of a centered or bobbing weapon sprite during attack has been added.
  • A default save slot name is generated when the user saves to an empty slot.
  • The total time for all completed levels is now calculated.