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fragglet committed Feb 11, 2019
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## HEAD
## 3.1.0 (2019-??-??)

### General
* WAD file autoloading was added - WAD and DEH files can be copied into
an autoload folder to be automatically included on every game start.
* Music pack configuration has been significantly simplified. By simply
copying .flac/.ogg music files into a folder they will be automatically
detected by filename and used.
* Music packs can now be used with OPL as a fallback, and music pack
config files can have any name ending in '.cfg'.
* Network synchronization now uses a PID controller by default, which
makes games more smooth and more stable, especially for Internet play.
* UDP hole punching is now used to make servers behind NAT gateways
automatically accessible to the Internet.
* OPL emulation now uses Nuked OPL3 v1.8 (thanks nukeykt)
* The setup tool now uses "Romero Blue" as a background (see the wiki:
<https://doomwiki.org/wiki/Romero_Blue> for more info).
* The 0 and 5 keys on the number pad can now be bound independently
of any other keyboard key. (thanks BlooD2ool)
* Man page generation has been reworked to use autoconf macro
substitution, making it eaiser for downstream forks to change the
project name. (thanks Jon)
* Several functions have been hardened against incomplete reads and
error conditions, and made safer. (thanks turol)
* We now print a meaningful error message when a savegame cannot be
loaded. (thanks Zodomaniac, chungy)
* Fixed an exception thrown by the Windows kernel when debugging with
GDB. (thanks AXDOOMER)
of any other keyboard key (thanks BlooD2ool).
* With aspect ratio correction disabled, the game can scale to any
arbitrary size and remove all black borders in full screen mode.
(thanks chungy)
* The executable's location is now checked when looking for IWADs.
* The IWAD files installed by Steam-on-Linux are now detected (thanks
chungy).
* It's now possible to use `-response` to load response files.
* Default savegame name now includes the WAD filename (thanks Fabian).

### Refactorings
* CMake project files have been added, replacing the Microsoft Visual
Studio and Code::Blocks files. CMake maintains support for multiple
IDEs and versions thereof, and reduces developer overhead when updating
Chocolate Doom (huge thanks to AlexMax for this work).
* Source code has been retrofitted to fix many compiler warnings and
add const annotations to many variables (thanks turol).
* Several functions have been hardened against incomplete reads and
error conditions, and made safer (thanks turol).
* Man page generation has been reworked to use autoconf macro
substitution, making it eaiser for downstream forks to change the
project name (thanks Jon).
* We now print a meaningful error message when a savegame cannot be
loaded (thanks Zodomaniac, chungy).
* There's now a log file feature for the network code to aid in tracking
down multiplayer bugs.

### Build systems
* CMake has been added along with the deprecation of Microsoft
Visual Studio and Code::Blocks files. CMake maintains support for
multiple IDEs and versions thereof, and reduces developer overhead
when updating Chocolate Doom. (thanks AlexMax)
### Bug fixes
* Fixed an exception thrown by the Windows kernel when debugging with
GDB (thanks AXDOOMER).
* Loop metadata now works properly with music packs on Windows.
* Mouse movement is ignored when the game window isn't active (thanks
Julia Nechaevskaya).
* A bug was fixed where music would not play after pausing on an
intermission screen (thanks Julia Nechaevskaya).
* Timeouts when connecting to a network server were fixed (thanks
@bradc6).
* A long-standing bug where some visplane overflows caused crashes was
fixed (thanks Mike Francis).
* A multiplayer deadlock bug where clients would stop sending tics after
missing tics from the server was fixed. There are both client- and
server- side fixes to fix the problem when playing with older versions
(thanks MadDog and Mortrixs for help tracking this down).

### Doom
* Map33 intermission screen and map33-map35 automap names are
emulated. (thanks CapnClever)
emulated (thanks CapnClever).
* We now exit gracefully when player starts are missing (thanks Mike
Francis).
* We now exit gracefully on levels with a boss brain and no boss spitter
things (thanks Jason Benaim).
* It's now possible to play multiplayer with gameversion=1.2.

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@chungy

chungy Feb 19, 2019

Contributor

Is this really supported? I see exe_doom_1_2 added in a couple spots, but no handling for the -gameversion parameter.

1.2 support comes as a surprise to me. I haven't been keeping up very well, mayhaps :)

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@fragglet

fragglet Feb 19, 2019

Author Member

You might be right there - I think we have exe_doom_1_2 as a placeholder for when it's implemented - it should be mostly a matter of porting the logic from PrBoom+.


### Heretic
* P\_FindNextHighestFloor was changed to match vanilla behavior (thanks
Alexandre-Xavier).
* WAD hash table is now generated for speed (thanks Mike Francis).
* HHE level name replacements now apply on the intermission screen
(thanks ETTiNGRiNDER).

### Hexen
* ACS code has been hardened against potential security
vulnerabilities.
* ACS code has been hardened against potential security vulnerabilities.
* WAD hash table is now generated for speed (thanks Alexandre-Xavier).

### Strife
* Sehacked replacements of the "empty slot" string now work.
* VOICES.WAD is now found in a case-insensitive way (thanks Mike Francis).

## 3.0.0 (2017-12-30)

1 comment on commit 4931946

@Zodomaniac

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Zodomaniac commented on 4931946 Feb 18, 2019

Is 3.1.0 going to be released soon?

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