Skip to content

Commit

Permalink
Merged r2741:2936 from trunk (without *nix stuff)
Browse files Browse the repository at this point in the history
Included revisions: 2868, 2871, 2883, 2889-2890, 2904, 2905, 2919, 2924
-prboom's NEWS, TODO and INSTALL files
-Removed unused code
-Fix crash by testing for null targets in A_FatAttack{1,2,3}
-Restore special case for trivial maps (one sector)
-Fix potential segfault in R_ProjectSprite
-Fix linear filtering on flats in software mode
  • Loading branch information
entryway committed Nov 12, 2008
1 parent 01952b8 commit 26f36af
Show file tree
Hide file tree
Showing 17 changed files with 1,586 additions and 720 deletions.
1 change: 1 addition & 0 deletions prboom2/AUTHORS
Original file line number Diff line number Diff line change
Expand Up @@ -32,6 +32,7 @@ Florian Schulze <florian.schulze@gmx.net>
Colin Phipps <cph@moria.org.uk>
Neil Stevens <neil@hakubi.us> - Mac OS X porting
Andrey Budko <andrey.budko@gmail.com>
Rob Young (RjY) <rjy@users.sourceforge.net>

Our thanks go to all the authors of the ports mentioned above, and also the
following people who contributed code to LxDoom or PrBoom:
Expand Down
9 changes: 4 additions & 5 deletions prboom2/INSTALL
Original file line number Diff line number Diff line change
@@ -1,8 +1,8 @@
Installation From CVS
Installation From SVN
=====================

If you intend to compile PrBoom from a source tar file, such as
prboom-plus-2.4.8.6.tar.gz, as opposed to CVS, skip to the "Basic Installation"
prboom-plus-2.4.8.6.tar.gz, as opposed to SVN, skip to the "Basic Installation"
section.

1. Install and configure deutex. If deutex is already installed and
Expand All @@ -15,9 +15,8 @@ section.
2. 'cd' to a suitable parent directory for the PrBoom distribution:
cd /usr/local/src

3. Extract the PrBoom distribution from CVS:
cvs -d:pserver:anonymous@cvs.prboom.sourceforge.net:/cvsroot/prboom login
cvs -z3 -d:pserver:anonymous@cvs.prboom.sourceforge.net:/cvsroot/prboom co prboom2
3. Extract the PrBoom distribution from SVN:
svn co http://www.crowproductions.de/repos/prboom/branches/prboom-plus-24/prboom2

4. 'cd' to the directory containing the PrBoom distribution (the directory
this file is in):
Expand Down
57 changes: 56 additions & 1 deletion prboom2/NEWS
Original file line number Diff line number Diff line change
@@ -1,9 +1,64 @@
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For historical reference, the complete LxDoom changelog follows it.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 v2.4.7 to v2.4.8
Changes from v2.4.7 to v2.5.0
- Limit the game to one CPU core on a multicore machine [prb+]
- Fix crash when out-of-range values are used in fixed point arithmetic [prb+]
- Allow the game to build without SDL_mixer, add --without-mixer option to
./configure to force this. Music support will be disabled in this case
- Don't set the default game skill from the new game menu
Instead there is an option to set it explicitly in the General menu
- Fix the brightness of the player's weapon
- Fix linear filtering on flats in software mode
- Fix crash when an unknown sprite is used with a non-zero frame number
- Restore special case for trivial maps (bug #1837422)
- Fix screenshots in high colour screen modes - if libpng is available at
build time it will be used, otherwise a BMP will be saved
- Don't process mouse input in the menus [prb+]
- Always use Doom's main menu order to avoid bugs with Alien Vendetta [prb+]
- Remove line of junk graphics below status bar [prb+]
- Restore Boom friction and bobbing code [prb+]
- Fix crash by testing for null targets in mancubus fire code pointers
- Restore last known enemy check in Boom compatibility [prb+]
- Animated middle textures with zero index forced [prb+]
- Better handling of unrecognised demo formats [prb+]
- Fix for hanging decoration disappearing in Batman Doom MAP02 [prb+]
- Fix menu description: pain elementals are limited to 21 lost souls
- Manual page fixes from Debian
- Fix position of netgame player arrows on the automap in rotate mode
- Ignore chat key presses in multiplayer demo playback and -solo-net
- In deathmatch demo playback always draw player arrows on the automap
- In a multiplayer demo, don't reset view to console player on a new map
- Fix crash when MP3 music is being used and the player changes back to
a piece of music that's already been loaded before
- Avoid HOM effect on large maps such as epic.wad 5 [prb+]
- Fix sound origins on large levels [prb+]
- Handle demos with bad or missing headers [prb+]
- Fix the colour of player 4 (red) in multiplayer
- Play correct player pickup sounds in multiplayer demos
- Don't allow solids to pass through no-clipping objects in Doom [prb+]
- Restore Dehacked's ability to set the raisestate of a mobj [prb+]
- Handle demos with a missing end marker [prb+]
- Ignore switches that reference unknown textures instead of exiting
- Fix crash when resetting a menu to defaults [prb+]
- Fix crash when trying to play demos from Boom 2.00 [prb+]
- Fix crash in multiplayer demos when there are still sounds playing
on map changes (e.g. players revving chainsaws) [prb+]
- Fix mouse clicks on the intermission screen being ignored
- Don't eat screenshot key presses (see sf bug #1843280)
- Detect Hexen-format maps and refuse to play them, instead of crashing
- Fix crash when loading maps with missing player starts
- The backs of switches must be pressable in any demo recorded by
Boom 2.01, even those in Boom's "compatibility" mode [prb+]
- Force comp_doorstuck=1 in Boom 2.01 compatibility mode [prb+]
- comp_dropoff=1 was broken in MBF compatibility mode [prb+]
- Restore --disable-dogs but make sure it doesn't break Dehacked
- Fix desync if the user presses pause on the intermission screen [prb+]
- comp_666 fixed: either cyberdemon or spider can end E2M8 or E3M8;
killing a baron on E3M8 won't cause the level to end any more [prb+]
- Fix broken string matching in Dehacked [prb+]
- Passing --without-net to ./configure will compile the game without
network support; this may help if your platform lacks SDL_net
- Fix crash when reloading network savegames (bug #1590350)
- Fix bug in transparency rendering caused by doing it in two places
- Added high color rendering
Expand Down
Loading

0 comments on commit 26f36af

Please sign in to comment.