Difference between revisions of "Version history"

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|-
 
|-
 
![[EDGE]]
 
![[EDGE]]
|[[#1.19|1.19]] · [[#1.20|1.20]] · [[#1.21|1.21]] · [[#1.22|1.22]] · [[#1.23|1.23]] · [[#1.24|1.24]] · [[#1.25-WIP|1.25-WIP]] · [[#1.26|1.26]] · [[#1.27|1.27]] · [[#1.281|1.28]] · [[#1.28A|1.28A]] · [[#1.29 Beta #1|1.29 Beta #1]] · [[#1.29RC3|1.29RC3]] · [[#1.29RC4|1.29RC4]] · [[#1.29RC5|1.29RC5]] · [[#1.29RC6|1.29RC6]] · [[#1.29|1.29]] · [[#1.31-Alpha1|#1.31-Alpha1]] · [[#1.31-Beta1|1.31-Beta1]] · [[#1.31-Beta2c|1.31-Beta2c]] · [[#1.31-RC1|1.31-RC1]] · [[#1.31|1.31]] · [[#1.32a|1.32a]] · [[#1.32b|1.32b]] · [[#1.32c|1.32c]] · [[#1.34a-TEST|1.34a-TEST]] · [[#1.34d-Hubby|1.34d-Hubby]] · [[#1.34-RC1c|1.34-RC1c]] · [[#1.34|1.34]] · [[#1.35rc1|1.35rc1]] · [[#1.35|1.35]]
+
|[[#1.16|1.16]] · [[#1.17|1.17]] · [[#1.18|1.18]] · [[#1.19|1.19]] · [[#1.20|1.20]] · [[#1.21|1.21]] · [[#1.22|1.22]] · [[#1.23|1.23]] · [[#1.24|1.24]] · [[#1.25-WIP|1.25-WIP]] · [[#1.26|1.26]] · [[#1.27|1.27]] · [[#1.281|1.28]] · [[#1.28A|1.28A]] · [[#1.29 Beta #1|1.29 Beta #1]] · [[#1.29RC3|1.29RC3]] · [[#1.29RC4|1.29RC4]] · [[#1.29RC5|1.29RC5]] · [[#1.29RC6|1.29RC6]] · [[#1.29|1.29]] · [[#1.31-Alpha1|#1.31-Alpha1]] · [[#1.31-Beta1|1.31-Beta1]] · [[#1.31-Beta2c|1.31-Beta2c]] · [[#1.31-RC1|1.31-RC1]] · [[#1.31|1.31]] · [[#1.32a|1.32a]] · [[#1.32b|1.32b]] · [[#1.32c|1.32c]] · [[#1.34a-TEST|1.34a-TEST]] · [[#1.34d-Hubby|1.34d-Hubby]] · [[#1.34-RC1c|1.34-RC1c]] · [[#1.34|1.34]] · [[#1.35rc1|1.35rc1]] · [[#1.35|1.35]]
 
|-
 
|-
 
![[3DGE]] (1.X)
 
![[3DGE]] (1.X)
Line 212: Line 212:
 
:* new ENEMY AI REMOVED temporarily  
 
:* new ENEMY AI REMOVED temporarily  
 
:* human madness and human explodings REMOVED.
 
:* human madness and human explodings REMOVED.
 +
;{{LE|0.65}} (June 1): Build is [[LOST]] {{!}} [http://tdgmods.net/legacy/ddsrc065.zip Source]}} {{!}} [[v0.65]]
 +
:* [[DDF]] was introduced with this version!
 +
:* The team referred to 0.65 and 0.653 as the same version, even though the source code is different.
 +
==1999==
 +
;{{LE|0.653}} (April 10):{{Plainlink|[http://tdgmods.net/legacy/ddbin0653b.zip Build] {{!}} [http://tdgmods.net/legacy/ddbin0653.zip Source]}} {{!}} [[v0.653]]
 +
:* Binaries and source. Not sure where the confusion was in the last 3 versions, though this one is significant. Everything from the last 3 combined into one.
 +
:* First widespread release and use of [[DDF]] and [[RTS]].
 +
:* Last version of [[DOSDoom]] before the port changed its name to [[EDGE]].
 +
;{{LE|1.16}} (December 23): Internal Version, never released {{!}} [[1.16]]
 +
:* First version of [[EDGE]] publicly known.
 +
:* More information in the Changelog link.
 +
==2000==
 +
;{{LE|1.17}} (January 17): [[Internal Version, never released]] {{!}} [[1.17]]
 +
:* More information in the Changelog link.
 +
;{{LE|1.18}} (February 28): [[Internal Version, never released]] {{!}} [[1.18]]
 +
:* More information in the Changelog link.
 +
;{{LE|1.19}} (March 8): [[Internal Version, never released]]
 +
:*  Able to accelerate the text stage of the final final.
 +
:*  Able to have no weapon at all, you just run around with nothing in front of you.
 +
:*  Flats drawn in OpenGL version :).
 +
:*  SPIT_SPOT= field for things.ddf, which defines the thing type where the SHOOT_TO_SPOT attack shoots to (for the MAP30 brain shooter).
 +
:*  Problem with ammo icons in the status bar fixed.
 +
:*  Problems with weapons (especially second attacks) fixed.
 +
:*  Player weapons are drawn with correct colourmap when underwater.
 +
:*  [[TrueBSP]] sprites now work a lot better.
 +
:*  TrueBSP will now ignore walls with "-" texture (no more AASHITTY)
 +
:*  Fixed bugs in the TrueBSP polygoniser (no more AdjacentSeg errors)
 +
:*  Berserk red-ness is better (not sure if 100%)
 +
:*  Bug with final cast screen and Pain Elemental fixed.
 +
:*  Numerous fixes for non-truebsp extrafloor rendering.
 +
:*  Fixed the problem with spawners not spawning (e.g. Pain Elemental).
 +
:*  Fixed problem with Imps (etc) failing to shoot fireballs.
 +
:*  Fixed the white-text-showing-up-as-red problem.
 +
:*  NoClip cheat no longer sinks down when running up stairs.
 +
:*  Plasma balls (etc) no longer hit monsters strangely above them.
 +
:*  removed NO_BRIGHT special in colmap.ddf.
 +
:*  removed LUMPEXISTS in lines.ddf and sectors.ddf.
 +
:*  removed LINK field in sounds.ddf.
 +
:*  COLOURMAP= and COLOURMAPLUMP= in lines.ddf and sectors.ddf are gone (use USE_COLOURMAP=[colmap-name] instead).
 +
:*  All weapon code pointers lost their "WEAPON_" prefix.
 +
:*  WEAPON_SPAWN() code pointer has become EJECT().
 +
:*  EJECT_ATTACK= in weapons.ddf sets default attack for EJECT func.
 +
:*  The:* andymagic cmdline option is currently broken.
 +
:*  The [] headers in lines.ddf, sectors.ddf and playlist.ddf no longer need the colon `:', just the number, e.g. [123].
 +
:*  States in attacks.ddf, things.ddf and weapons.ddf have changed. Instead of SPAWN_STATES=XXX, the new syntax is STATES(SPAWN)=XXX. Thus "CHASING_STATES" becomes "STATES(CHASE)", PAINSTATES becomes STATES(PAIN), UPSTATE in weapons.ddf becomes STATES(UP), etc...
 +
:*  Extrafloors have changed.  There are now three types: THICK, THIN, and LIQUID.  The first two are solid, and cannot exist anywhere else that is also solid.  LIQUID is just that, non-solid and can exist anywhere (e.g. below the real sectors floor).
 +
:*  In keeping with that, the "FALL_THROUGH" special was removed, now you can only fall through LIQUID types (unless WATERWALKER comes into play).
 +
:*  The LDF file was renamed from "default.ldf" to "language.ldf", and the [DEFAULT] entry was renamed to [ENGLISH].
 +
:*  The DDF file "mission.ddf" was renamed to "games.ddf".
 +
:*  The DDF lump DDFMOBJ has been renamed to [[DDFTHING]], and support for the other names (DDFCNRY, DDFCRTR and DDFITEM) have been removed.
 +
:*  All DDF files and lumps now need a "tag" near the top, before any entries beginning with [].  This tag determines the type of the entries.  For now, the tag must coincide with the filename.
 +
:*  New benefit/backpack system.  See the DDF docs for the full details, but in summary: the old fields (BENEFIT_TYPE, BENEFIT_AMOUNT, BENEFIT_LIMIT, BACKPACK_XXXX) have been replaced by a  single field "PICKUP_BENEFIT" which contains a comma separated list of benefits to give to the player.
 +
:*  There are now four levels of armour: GREEN, BLUE, YELLOW and RED (from weakest to strongest).  Green saves 33% of damage, as before, Blue saves 50% of damage, no change there either.  The new ones well I need feedback on what their semantics should be.  For now it is this: Yellow saves 75% of damage, and Red saves 90% of damage.
 +
:*  The format of the GIVEARMOUR RTS primitive has changed, it is now: GIVEARMOUR  [type]  [amount] or GIVEARMOUR  [type]  [amount]  [limit]. The [type] is one of GREEN, BLUE, YELLOW or RED.  The limit is now optional, it defaults to 200 when absent.
 +
:*  For the HEALPLAYERS RTS primitive, like above the [limit] is optional and defaults to 200 health points.  BTW, let me know if 100 would be a better default limit.
 +
:*  The SECTORV primitive in RTS has changed, but only when used on ceilings.  The old way would subtract the value from the ceiling height. The new way adds the value to the  ceiling height, it is now consistent with floors.
 +
:*  The initial ammo and ammo-limits for players is not longer fixed, the new method works just like the PICKUP_BENEFIT field, like this: INITIAL_BENEFIT = [benefit] , [benefit] , ... ; You can give ammo and set ammo limits this way (used in things.ddf for the player things), but it is not limited to just ammo stuff (e.g. keys, powerups, more health/armour could be given too).
 +
:*  The initial weapon of a player is no longer hard-coded to "PISTOL". It will be the weapon with FREE=TRUE in weapons.ddf, and which has the highest priority.  If there are no free weapons, you begin the game with no weapon at all.
 +
:*  The PALETTE_REMAP field of things.ddf has changed, it is no longer a number, now it is a colourmap name within colmap.ddf.
 +
:*  The VOLUME= field in sounds.ddf used to only be used with the now-defunct LINK feature.  But now VOLUME= controls how much softer than normal the sound is played.  255 is normal value, 128 is half as quiet, and 1 would be barely audible.  Values greater than 255 will make the sound louder than normal, but only upto a point. (Totally untested, no sound support in Linux yet).
 +
:*  In lines.ddf and ceilings.ddf, the fields that begin with "FLOOR_" and "CEILING_" (e.g. FLOOR_TYPE) now must begin with "FLOOR." and "CEILING." (e.g. FLOOR.TYPE).  The dot is a separator, for example "FLOOR.TYPE" means the field `FLOOR' and the _subfield_ `TYPE'. It's hard to explain, the main benefit is to make our code smaller and more robust.
 +
:*  In levels.ddf, the fields that begin with "END" or "PRE" (e.g. PRETEXT) now have a dot after the END/PRE (e.g. PRE.TEXT).  Same reason as above.
 +
:*  The following DDF fields have been renamed: anims.ddf: TICS:* > SPEED ISTEXTURE=0:* > TYPE=FLAT ISTEXTURE=1:* > TYPE=TEXTURE. switches.ddf: SWITCHON:* > ON_TEXTURE SWITCHOFF:* > OFF_TEXTURE SWITCHSOUND:* > SOUND. games.ddf: BACKGROUND:* > INTERMISSION_GRAPHIC BACKGROUND_CAMERA:* > INTERMISSION_CAMERA MUSIC:* > INTERMISSION_MUSIC SPLAT:* > SPLAT_GRAPHIC YAH#:* > YAH#_GRAPHIC TITLE_PIC:* > TITLE_GRAPHIC GRAPHIC_NAME:* > NAME_GRAPHIC. levels.ddf: GRAPHIC_NAME:* > NAME_GRAPHIC ENDPIC:* > END.GRAPHIC PREPIC:* > PRE.GRAPHIC ENDPICWAIT:* > END.GRAPHIC_WAIT PREPICWAIT:* > PRE.GRAPHIC_WAIT
 +
:*  Default RTS scripts are now in the `edge.scr' file in the same directory as the DDF files.  (i.e. no longer in edge.wad).
 +
;{{LE|1.20}} (March 21): [[Internal Version, never released]]
 +
:*  when you teleport, your MLOOK angle is set to the MLOOK angle of the teleport thing (mapnumber 14).  Just for kicks.
 +
:*  wall textures, sky, sprites and player's weapon now drawn in OpenGL renderer.  More or less anyway, still lots to do.
 +
:*  something for you Covert Ops dudes: zooming can now be limited to certain weapons, i.e. unusable unless that weapon is being held in front of you, also each weapon can have a different zoom factor. Firstly, there is a new levels.ddf special LIMIT_ZOOM, which means that zooming will only work when the player is holding a weapon with zoom capability.  When LIMIT_ZOOM is absent, zooming will work as normal (i.e. anytime, anywhere). Secondly, there is a new weapons.ddf field ZOOM_FOV which marks the weapon as having zoom capability.  The value is the "Field Of View" angle, e.g. 10 is the same as normal zooming.  The range is from 5 to 90, smaller angles give greater magnification.- the RTS parse problem with tics (e.g. 1T) should be fixed.
 +
:*  the RTS SLEEP primitive was broken but is fixed now.
 +
:*  improved RTS error messages.
 +
:*  fixed tips where the delay was 35 times longer than it should be.
 +
:*  the problem with ENDOOM _may_ be better (untested by me).
 +
:*  for SHADOW things, the modulation never stops.
 +
:*  the "bouncy bouncy" bug with the noclip cheat is fixed.
 +
:*  you don't climb over dying monsters now (they lose CLIMBABLE tag).
 +
:*  intermission cameras cannot see players now.
 +
:*  no longers stays in zoom mode when you die.
 +
:*  killing yourself no longer gives you a frag.
 +
:*  the WHOLE_REGION sector special was broken, fixed now.
 +
:*  bug with weapons changing when you pick up ammo fixed.
 +
:*  shadow, translated & translucent sprites now drawn in TrueBSP mode.
 +
:*  fixed y offsets for mid-masked textures in TrueBSP mode.
 +
:*  textures no longer slosh about horizontally in TrueBSP mode.
 +
:*  bug in OpenGL renderer not drawing certain uppers/lowers fixed.
 +
:*  the b.c. MAPNUMBER= field of things.ddf and TRIGGER= field of lines.ddf and sectors.ddf have been removed.
 +
:*  the ACCURACY field of attacks.ddf has changed, it has been replaced with ACCURACY_ANGLE (the horizontal accuracy) and ACCURACY_SLOPE (for the vertical accuracy).  They are both angle values.  0 would mean perfect accuracy, 45 would be woeful accuracy.
 +
:*  TAGGED_INDEPENDANT in RTS no longer accepted:* - spell it right.
 +
:*  Chance values have changed, they now need a percentage value from 0 to 100 percent _and_ a trailing `%' sign.  Converting is easy: grab a calculator and divide by 2.55.  The stuff affected: attacks.ddf:  NO_TRACE_CHANCE, KEEP_FIRING_CHANCE. things.ddf:  PAINCHANCE, MINATTACK_CHANCE. rts scripts:  JUMP.
 +
:*  the semantics for X/Y offsets for the sides of extrafloors has been nailed down: the X offset comes from the "real" line and the Y offset comes from the "dummy" line.  The y offset on the real line and the x offset on the dummy line are ignored.

Revision as of 22:10, 26 October 2014

This page tracks the evolution of DOSDoom, EDGE, and finally 3DGE by listing the main features of each version. Binaries and Source will be listed if applicable. On the far right the version number will be listed again (the link will take you to the version page), which shows changelog history in more detail than is covered on this page, as well as the current team members of the time. Some entries on this page are lost forever (DOSDoom has the most, EDGE has the second most) so they will not have a page to link to them.

By year 1997 · 1998 · 1999 · 2000 · 2001 · 2004 · 2007 · 2008 · 2009 · 2011 · 2013 · 2014
DOSDoom 0.10 · 0.20 · 0.30 · 0.301 · 0.40 · 0.41 · 0.45 · 0.46 · 0.47 · 0.50 · 0.51 · 0.60 · 0.61 · 0.63 · 0.64 · 0.65 · 0.653
EDGE 1.16 · 1.17 · 1.18 · 1.19 · 1.20 · 1.21 · 1.22 · 1.23 · 1.24 · 1.25-WIP · 1.26 · 1.27 · 1.28 · 1.28A · 1.29 Beta #1 · 1.29RC3 · 1.29RC4 · 1.29RC5 · 1.29RC6 · 1.29 · #1.31-Alpha1 · 1.31-Beta1 · 1.31-Beta2c · 1.31-RC1 · 1.31 · 1.32a · 1.32b · 1.32c · 1.34a-TEST · 1.34d-Hubby · 1.34-RC1c · 1.34 · 1.35rc1 · 1.35
3DGE (1.X) 1.35D · pre1.36 · 1.36A · 1.36B · 1.36C · 1.36D · 1.36E · 1.36F · 1.4A
Modern (2.0) Next version

1997

0.10 (December 24)
Build | Source | v0.10
Initial release, based on Linux Doom. The version numbering follows from the Doom source code version numbering of 1.10.
  • Binaries are for DOS only.
  • Mouse, Keyboard, and Video drawing works.
  • Sound and Networking is not supported.
0.20 (December 27)
LOST, dosdoom020.zip
  • Sound Support
  • Network Support
  • Still no Music support
PDoom 0.1 (Based on DosDOOM 0.20)
  • Phill's Doom v0.1. based on v0.2 of a DOS port of LinuxDOOM
  • New Cheat codes, Improved Keyboard support, Improved collision detection

1998

0.30 (Unknown)
LOST, dosdoom030.zip
  • Unknown what changes were made.
0.301 (January 4)
LOST, dosdoom0301.zip
  • Hi-Color support
  • High Resolution Support
  • Music support via Allegro
0.40 (January 8)
LOST, dosdoom040.zip
  • Unknown what changes were made.
0.41 (January 11)
LOST, dosdoom041.zip
  • use wads from doom v1.9!!!!!!!!
  • networking should only be compatible with doom v1.9
  • played demos should be from doom v1.9
  • if you have an order video card without vesa2 linear frame buffer, you might be able to speed up doom by getting SDD at http://www.scitechsoft.com
  • On a slower machine, dosdoom is slower than the original doom.exe, while on a newer machine, dosdoom is faster than the original doom.exe
  • using double-buffering may improve speed significantly, but it also could slow things down.
  • to do networking, rename dosdoom.exe to doom2.exe and run dm.exe (dm.exe is DeathManager which comes with doom v1.9)
  • You could use CapLock to always run
  • i pumped up maxopenings, maxdrawsegs, maxvissprites, and max savegame size for u level designers out there :)
  • If the DOSDOOM environ var exists, dosdoom will look in that directory for default.cfg
  • 320x100 mode is available :)
  • new cheatcode: type hotaru to kill allmonsters
0.45 (January ??)
LOST, dosdoom045.zip
  • endgame crash is fixed (courtesy of Scott Campbell)
  • all new music code (no more temp files) - (courtesy of Kester Maddock)
  • pumped up MAXVISSPRITES (idea by Stephan Ferraro)
  • simple CD-Audio support
  • all new sound code (chainsaw bug is fixed!)
  • menuscreen, endscreens, menus, etc are now stretched to full screen
  • now lets you specify which wad on the command line
  • autodetection of ultimate doom, renaming wad is no longer necessary
  • 320x100 mode is now available :)
  • use -novert to turn off vertical mouse sensitivity, its for people used to +mlook
  • swapstereo is now the default, use -swapstereo to make it the way it was before
  • fixed the red damage screen in hicolor
  • some remaining sky problems have been fixed
  • If the DOSDOOM environ var exists, dosdoom will look in that directory for default.cfg
  • new cheatcode: type hotaru to kill all monsters
  • stupid win95 warning message was removed (the one that suggests msdos mode)
  • software wavetable has been added (see user notes)
  • some more miscellaneous bug fixes and optimizations
0.46 (January 27)
LOST, dosdoom046.zip
  • New music code (pitch bends and controllers fixed) Thanks to Kester Maddock
  • Networking works again! Thanks to John Cole
  • correct recognition of final doom (thanks to Scott Campbell)
  • New automap-overlay mode. Use -newhud to enable. Press tab to switch to it. (Thanks to Dave Pearson)
  • sprites-in-a-pwad bug is fixed (Thanks to Martin Howe)
  • weapon height fixed (Thanks to Bruce Lewis)
  • The win95 msdos-mode dialog box is back, since getting rid of it seems to slow down some computers significantly. Use -ilovebill to get rid of it, but you'd be better off making a .pif
  • pitch changes are drastically reduced
  • sky textures are now correct in ultimate doom
  • lost souls are now killed correctly with cheat
  • cd is now paused when game is paused
  • bunny scrollers shouldn't crash anymore
  • use -readmus to read music card from default.cfg instead of autodetecting
  • use -readsfx to read sfx card from default.cfg instead of autodetecting
  • shift-printscreen to take a screenshot at any time (normal-printscreen is usually captured by windozes, so i didn't use it)
0.47 (February 2)
Build | [Source is LOST] | v0.47
  • fixed problem with new mapmode - Thanks to John Cole
  • printscreen to take a screenshot was temporarily removed, cuz it was causing some problems. Just start dosdoom with -devparm and use F1 for screenshots.
  • the sprites-in-a-pwad bug fix was temporarily removed due to problems. Anyone who wants to try to fix the bugfix, look at w_wadfix.c
  • use -censored to censor quit messages
  • Due to confusion, -newhud parameter was renamed to -newmap
  • Yet another tweak to the weapon height
  • iddt cheat is fixed
  • fixed an allegro problem
  • fixed the pause key crashing the game problem
  • demo recording now stops correctly when to exit the game
  • Preliminary German support. Thanks to [email protected] for the translation. Note that right now, you need to edit the makefile and recompile to turn on the German support
0.50 (February 16)
Build | [Source is LOST] | v0.50
  • DeHackEd support (including most text messages!)
  • Translucency support (with switches -notrans and -lesstrans to go with it)
  • Heretic-style look up/down (with swithces -mlook -vspeed and -invertmouse to go with it) You can also use PgDn and PgUp to look up or down.
  • To add translucency to a thing, add 0x40000000 to Bits line of the Thing in a DeHackEd file
  • command-line language selection (try -french or -german or -turkish)
  • use -newnmrespawn to make monsters in Nightmare respawn in place (this looks a lot cooler than the old way) Thanks to Andy Baker
  • use -lessaccurate to stop monsters from being 100% accurate. (Thanks to Andy Baker)
  • use -rotatemap to make the map view rotate (Thanks to Scott Warner)
  • Midi support in wads (just store a .mid file directory into wad) (Thanks to Kester Maddock)
  • sprites-in-a-pwad bugfix is back (Thanks to Martin Howe)
  • Turkish translation by Sukru
  • the exit screen is back
  • final doom exit messages are now correctly displayed
  • It'll automatically load the response file dosdoom.cmd if it exists
  • A RHIDE project file is now included
  • Before trying to compile this version, read the new programming note
  • support for sound freq!=11025hz
  • other misc bugfixes and code cleanup
0.51 (February 25)
LOST, dosdoom051-bin.zip
  • 8 player support (curtesy of John Cole ([email protected]) (player 5-8 starts are things 4001-4004). You need a new ipxsetup.exe for 8 players
  • improved DeHackEd support
  • enhanced german support, now with 2 translations! (-german1 and -german2) (Thanks to TwoFace and Omega9)
  • swedish support (thanks to Fredrik Ehnbom)
  • in autorun mode, you can press shift to temporarily walk again
  • crash with -devparm should be fixed
  • use -itemrespawn for, well, item respawning (thanks to Andy Baker)
  • press home to center view (thanks to Dave Pearson)
  • stubediting cc1.exe should no longer be necessary
  • sprites-in-pwad temporarily removed
0.60 (Unknown)
LOST, dosdoom060-bin.zip
  • New Options menu (rewritten from scratch)
  • everything in the options menu now gets saved in default.cfg
  • keys for 180deg turns, jumping
  • user-definable gravity
  • shoot up/down (z-checking thanks to Kilbert)
  • new cheat code 'showinfo', which will show fps/time/position/kills/etc in single player and fps/time in multiplayer
  • 'showinfo', 'cdnext', 'cdprev', and 'idmus??' are allowed in deathmatch
  • added 25%, 50%, and 75% translucency.
  • added total war, random infighting, human madness, human explosions, and new enemy ai (Thanks to Andy Baker)
  • added -nosound to turn off sound
  • added -stretchsky to vertically stretch the sky for mlooking
  • Removed -ilovebill parameter from list (it is obsolete now)
  • shift-printscreen for a screenshot at any time is back
  • dutch support curtesy of Arno Slagboom ([email protected])
  • spanish support curtesy of Abel Hernandez Zanatta ([email protected])
  • updated swedish support (thanks to Fredrik Ehnbom)
  • updated german2 translation (Thanks to Omega9)
  • Translucent fireballs, etc are now turned off by default. Use -fulltrans to enable
  • Explosions are translucent with -fulltrans (thanks to Kilbert)
  • Translucency table calculation is sped up (thanks to Erik Sandberg)
  • idfa and idkfa now give the backpack
  • fixed WIBP5 not found problem
  • put sprites-in-a-pwad fix back in (see readme.sprites for more details) (Thanks to Martin Howe)
  • keypress crash is fixed
  • added port numbers to linux tcp/ip network play (ie: 127.0.0.1:20000)
  • changed directory structure of source to allow for >1 platform support
0.61 (March 16)
Build | [Source is LOST] | v0.61
  • linux support
  • did a lot of much-needed bug-fixing
  • added -gwaddir parameter to set location of doom wad(thanks to Martin Howe)
0.63 (Unknown)
LOST, dosdoom063-bin.zip
  • Chi Hoang leaves the port after this release.
  • DOSDoom Team takes over.
  • It is unknown what happened at this point, without the source code or the bin. A changelog does not exist.
0.64 (June 1)
Build | Source | v0.64
  • RTS :* Radius Scripting (player goes within a radius causes an event :* check this out!) Scripting for new levels or existing ones (see radius.htm).
  • added needed wads to source dist
  • added some troubleshooting notes to the end of the user notes
  • sky fixed in all resolutions. Thanks to Matthew J Legowski <[email protected]>
  • Updated Dutch support. Thanks to Arno Slagboom ([email protected])
  • Many linux improvements contributed by Eduardo Casino:* Almao ([email protected])
  • New music and sound code: Support for MUS, MOD and MP3 music files (see music.htm).
  • CD Atmosphere support
  • MOD and S3M support based on JGMOD. http://www.geocities.com/siliconvalley/vista/8890/
  • MP3 support based on dosamp based on amp: 0.7.5 by Tomislav Uzelac. dosamp is by Ove Kaaven. amp:* 0.7.5 is by Tomislav Uzelac
  • Missile Teleportation off/on/silent
  • Player Teleportation Speed normal/quick/quickest
  • Fixed the crosshair so it re-adjusts when full screen.
  • Pulsating crosshair.
  • Extended network setup packet, sends all the information from the gameplay menu to all other machines so there are no consistency errors.
  • Fixed the demo's so they play properly again, (AdvancedAI was using P_Random, so the demo's were getting the wrong numbers). There is now a J_Random function which should be used for random numbers for addons to stop this from re-occuring.
  • disabled the gameplay menu also while in a netgame (you can undo that if you wish, but I personally think it's better to reduce consistency errors).
  • Options menu reorganised and graphical titles used
  • new deadly former humans setting (spider demon is also a nightmare here)
  • new startup sequence
  • monster respawn setting in the menu
  • monster infighting setting in the menu
  • graphical titles for menu
  • cd audio volume in the menu
  • code clean up (rationalising etc)
  • updated german support (Thanks to TwoFace)
  • new cheat codes:
  • 'idgive1' :* gives chainsaw.
  • 'idgive2' :* gives shotgun + full ammo.
  • 'idgive3' :* gives double:* barrel shotgun + full ammo.
  • 'idgive4' :* gives chaingun + full ammo.
  • 'idgive5' :* gives missile launcher + full ammo.
  • 'idgive6' :* gives plasma rifle + full ammo.
  • 'idgive7' :* gives BFG + full ammo.
  • 'idunlock' :* gives all the keys.
  • 'idloaded' :* gives all the ammo.
  • 'idsuicide' :* suicide.
  • 'idtakeall' :* takes all stuff away.
  • 'idinfo' :* replaces 'showinfo'.
  • 'idkillall' :* replaces 'hotaru'.
  • 'idinfo' gives numerical x,y coordinates for scripting
  • menu uses coloured text (configurable)
  • Spectres can be setup as Visible/Partly Visible/Translucent/Stealth
  • Lost Soul can be setup as Visible/Partly Visible/Translucent/Stealth
  • dehacked support REMOVED temporarily
  • new ENEMY AI REMOVED temporarily
  • human madness and human explodings REMOVED.
0.65 (June 1)
Build is LOST | Source}} | v0.65
  • DDF was introduced with this version!
  • The team referred to 0.65 and 0.653 as the same version, even though the source code is different.

1999

0.653 (April 10)
Build | Source | v0.653
  • Binaries and source. Not sure where the confusion was in the last 3 versions, though this one is significant. Everything from the last 3 combined into one.
  • First widespread release and use of DDF and RTS.
  • Last version of DOSDoom before the port changed its name to EDGE.
1.16 (December 23)
Internal Version, never released | 1.16
  • First version of EDGE publicly known.
  • More information in the Changelog link.

2000

1.17 (January 17)
Internal Version, never released | 1.17
  • More information in the Changelog link.
1.18 (February 28)
Internal Version, never released | 1.18
  • More information in the Changelog link.
1.19 (March 8)
Internal Version, never released
  • Able to accelerate the text stage of the final final.
  • Able to have no weapon at all, you just run around with nothing in front of you.
  • Flats drawn in OpenGL version :).
  • SPIT_SPOT= field for things.ddf, which defines the thing type where the SHOOT_TO_SPOT attack shoots to (for the MAP30 brain shooter).
  • Problem with ammo icons in the status bar fixed.
  • Problems with weapons (especially second attacks) fixed.
  • Player weapons are drawn with correct colourmap when underwater.
  • TrueBSP sprites now work a lot better.
  • TrueBSP will now ignore walls with "-" texture (no more AASHITTY)
  • Fixed bugs in the TrueBSP polygoniser (no more AdjacentSeg errors)
  • Berserk red-ness is better (not sure if 100%)
  • Bug with final cast screen and Pain Elemental fixed.
  • Numerous fixes for non-truebsp extrafloor rendering.
  • Fixed the problem with spawners not spawning (e.g. Pain Elemental).
  • Fixed problem with Imps (etc) failing to shoot fireballs.
  • Fixed the white-text-showing-up-as-red problem.
  • NoClip cheat no longer sinks down when running up stairs.
  • Plasma balls (etc) no longer hit monsters strangely above them.
  • removed NO_BRIGHT special in colmap.ddf.
  • removed LUMPEXISTS in lines.ddf and sectors.ddf.
  • removed LINK field in sounds.ddf.
  • COLOURMAP= and COLOURMAPLUMP= in lines.ddf and sectors.ddf are gone (use USE_COLOURMAP=[colmap-name] instead).
  • All weapon code pointers lost their "WEAPON_" prefix.
  • WEAPON_SPAWN() code pointer has become EJECT().
  • EJECT_ATTACK= in weapons.ddf sets default attack for EJECT func.
  • The:* andymagic cmdline option is currently broken.
  • The [] headers in lines.ddf, sectors.ddf and playlist.ddf no longer need the colon `:', just the number, e.g. [123].
  • States in attacks.ddf, things.ddf and weapons.ddf have changed. Instead of SPAWN_STATES=XXX, the new syntax is STATES(SPAWN)=XXX. Thus "CHASING_STATES" becomes "STATES(CHASE)", PAINSTATES becomes STATES(PAIN), UPSTATE in weapons.ddf becomes STATES(UP), etc...
  • Extrafloors have changed. There are now three types: THICK, THIN, and LIQUID. The first two are solid, and cannot exist anywhere else that is also solid. LIQUID is just that, non-solid and can exist anywhere (e.g. below the real sectors floor).
  • In keeping with that, the "FALL_THROUGH" special was removed, now you can only fall through LIQUID types (unless WATERWALKER comes into play).
  • The LDF file was renamed from "default.ldf" to "language.ldf", and the [DEFAULT] entry was renamed to [ENGLISH].
  • The DDF file "mission.ddf" was renamed to "games.ddf".
  • The DDF lump DDFMOBJ has been renamed to DDFTHING, and support for the other names (DDFCNRY, DDFCRTR and DDFITEM) have been removed.
  • All DDF files and lumps now need a "tag" near the top, before any entries beginning with []. This tag determines the type of the entries. For now, the tag must coincide with the filename.
  • New benefit/backpack system. See the DDF docs for the full details, but in summary: the old fields (BENEFIT_TYPE, BENEFIT_AMOUNT, BENEFIT_LIMIT, BACKPACK_XXXX) have been replaced by a single field "PICKUP_BENEFIT" which contains a comma separated list of benefits to give to the player.
  • There are now four levels of armour: GREEN, BLUE, YELLOW and RED (from weakest to strongest). Green saves 33% of damage, as before, Blue saves 50% of damage, no change there either. The new ones well I need feedback on what their semantics should be. For now it is this: Yellow saves 75% of damage, and Red saves 90% of damage.
  • The format of the GIVEARMOUR RTS primitive has changed, it is now: GIVEARMOUR [type] [amount] or GIVEARMOUR [type] [amount] [limit]. The [type] is one of GREEN, BLUE, YELLOW or RED. The limit is now optional, it defaults to 200 when absent.
  • For the HEALPLAYERS RTS primitive, like above the [limit] is optional and defaults to 200 health points. BTW, let me know if 100 would be a better default limit.
  • The SECTORV primitive in RTS has changed, but only when used on ceilings. The old way would subtract the value from the ceiling height. The new way adds the value to the ceiling height, it is now consistent with floors.
  • The initial ammo and ammo-limits for players is not longer fixed, the new method works just like the PICKUP_BENEFIT field, like this: INITIAL_BENEFIT = [benefit] , [benefit] , ... ; You can give ammo and set ammo limits this way (used in things.ddf for the player things), but it is not limited to just ammo stuff (e.g. keys, powerups, more health/armour could be given too).
  • The initial weapon of a player is no longer hard-coded to "PISTOL". It will be the weapon with FREE=TRUE in weapons.ddf, and which has the highest priority. If there are no free weapons, you begin the game with no weapon at all.
  • The PALETTE_REMAP field of things.ddf has changed, it is no longer a number, now it is a colourmap name within colmap.ddf.
  • The VOLUME= field in sounds.ddf used to only be used with the now-defunct LINK feature. But now VOLUME= controls how much softer than normal the sound is played. 255 is normal value, 128 is half as quiet, and 1 would be barely audible. Values greater than 255 will make the sound louder than normal, but only upto a point. (Totally untested, no sound support in Linux yet).
  • In lines.ddf and ceilings.ddf, the fields that begin with "FLOOR_" and "CEILING_" (e.g. FLOOR_TYPE) now must begin with "FLOOR." and "CEILING." (e.g. FLOOR.TYPE). The dot is a separator, for example "FLOOR.TYPE" means the field `FLOOR' and the _subfield_ `TYPE'. It's hard to explain, the main benefit is to make our code smaller and more robust.
  • In levels.ddf, the fields that begin with "END" or "PRE" (e.g. PRETEXT) now have a dot after the END/PRE (e.g. PRE.TEXT). Same reason as above.
  • The following DDF fields have been renamed: anims.ddf: TICS:* > SPEED ISTEXTURE=0:* > TYPE=FLAT ISTEXTURE=1:* > TYPE=TEXTURE. switches.ddf: SWITCHON:* > ON_TEXTURE SWITCHOFF:* > OFF_TEXTURE SWITCHSOUND:* > SOUND. games.ddf: BACKGROUND:* > INTERMISSION_GRAPHIC BACKGROUND_CAMERA:* > INTERMISSION_CAMERA MUSIC:* > INTERMISSION_MUSIC SPLAT:* > SPLAT_GRAPHIC YAH#:* > YAH#_GRAPHIC TITLE_PIC:* > TITLE_GRAPHIC GRAPHIC_NAME:* > NAME_GRAPHIC. levels.ddf: GRAPHIC_NAME:* > NAME_GRAPHIC ENDPIC:* > END.GRAPHIC PREPIC:* > PRE.GRAPHIC ENDPICWAIT:* > END.GRAPHIC_WAIT PREPICWAIT:* > PRE.GRAPHIC_WAIT
  • Default RTS scripts are now in the `edge.scr' file in the same directory as the DDF files. (i.e. no longer in edge.wad).
1.20 (March 21)
Internal Version, never released
  • when you teleport, your MLOOK angle is set to the MLOOK angle of the teleport thing (mapnumber 14). Just for kicks.
  • wall textures, sky, sprites and player's weapon now drawn in OpenGL renderer. More or less anyway, still lots to do.
  • something for you Covert Ops dudes: zooming can now be limited to certain weapons, i.e. unusable unless that weapon is being held in front of you, also each weapon can have a different zoom factor. Firstly, there is a new levels.ddf special LIMIT_ZOOM, which means that zooming will only work when the player is holding a weapon with zoom capability. When LIMIT_ZOOM is absent, zooming will work as normal (i.e. anytime, anywhere). Secondly, there is a new weapons.ddf field ZOOM_FOV which marks the weapon as having zoom capability. The value is the "Field Of View" angle, e.g. 10 is the same as normal zooming. The range is from 5 to 90, smaller angles give greater magnification.- the RTS parse problem with tics (e.g. 1T) should be fixed.
  • the RTS SLEEP primitive was broken but is fixed now.
  • improved RTS error messages.
  • fixed tips where the delay was 35 times longer than it should be.
  • the problem with ENDOOM _may_ be better (untested by me).
  • for SHADOW things, the modulation never stops.
  • the "bouncy bouncy" bug with the noclip cheat is fixed.
  • you don't climb over dying monsters now (they lose CLIMBABLE tag).
  • intermission cameras cannot see players now.
  • no longers stays in zoom mode when you die.
  • killing yourself no longer gives you a frag.
  • the WHOLE_REGION sector special was broken, fixed now.
  • bug with weapons changing when you pick up ammo fixed.
  • shadow, translated & translucent sprites now drawn in TrueBSP mode.
  • fixed y offsets for mid-masked textures in TrueBSP mode.
  • textures no longer slosh about horizontally in TrueBSP mode.
  • bug in OpenGL renderer not drawing certain uppers/lowers fixed.
  • the b.c. MAPNUMBER= field of things.ddf and TRIGGER= field of lines.ddf and sectors.ddf have been removed.
  • the ACCURACY field of attacks.ddf has changed, it has been replaced with ACCURACY_ANGLE (the horizontal accuracy) and ACCURACY_SLOPE (for the vertical accuracy). They are both angle values. 0 would mean perfect accuracy, 45 would be woeful accuracy.
  • TAGGED_INDEPENDANT in RTS no longer accepted:* - spell it right.
  • Chance values have changed, they now need a percentage value from 0 to 100 percent _and_ a trailing `%' sign. Converting is easy: grab a calculator and divide by 2.55. The stuff affected: attacks.ddf: NO_TRACE_CHANCE, KEEP_FIRING_CHANCE. things.ddf: PAINCHANCE, MINATTACK_CHANCE. rts scripts: JUMP.
  • the semantics for X/Y offsets for the sides of extrafloors has been nailed down: the X offset comes from the "real" line and the Y offset comes from the "dummy" line. The y offset on the real line and the x offset on the dummy line are ignored.