Changelog
2.78.1 (released 01/11/2021)
Android
Engine
Client
* Adjusted Linux menu launcher to automatically start with the dedicated
GPU instead of iGPU
* Fixed mouse focus issue due to HDPI scaling by temporarily reverting
to SDL 2.0.14 (windows only)
* Fixed raw input on Linux
Server
Renderer
* Fixed brightness changing multiple times while loading map
* Reintroduced support for r_overBrightBits
* Added renderer scaling via r_scale (experimental, still has bugs)
Mod
* Adjusted cg_simpleItems values (1 = Yes except objectives, 2 = Yes)
* Added chat customizability options
* Changed demo status message to a HUD element and simplified it by
default
* Added mission time in warmup on scoreboard and HUD
* Added selective weapon animations display
* Added delta time display in 2nd round of SW mode
* Added cg_drawUnit to set unit system
* Changed cg_drawspeed to work with cg_drawUnit
* Added unit distances to objective awarness
* Fixed demo grenadecam bind not being drawn
* Fixed cursor hint position on ultra wide screen
* Changed objective status icons and separated from powerups to lessen
potential confusion
* Added UI warning for old ET:L clients
* Fixed fireteam icon displayed upside-down in 2.60b client
* Changed cg_drawEnvAwareness to draw only static objectives
* Fixed activate when trace starts inside BBox
* Changed BBox height to prevent player from getting stuck into the
world
2.78 (released 01/10/2021)
Android
* Enabled Relative Mouse by default when greater than Android 6.0.1
Version
* Fixed Android Back Button breaking keyboard input
* Fixed Legacy pk3 not being copied to internal storage of phone
* Added Minimum Android Version to run a game (Android 5.0)
* Support for armeabi-v7a and arm64-v8a
* Initial support
Engine
* Fixed random crashes caused by non ascii characters
* Fixed Sys_DestroyConsole was never call on quit
* Updated libs to
* WolfSSL 4.8.1
* OpenSSL 1.1.1l
* libogg 1.3.5
* libvorbis 1.3.7
* SQLite 3.36.1
* SDL 2.0.16
* Latest tinygettext
Client
* Fixed opening of URL's on Android Devices
* Fixed
ui_r_intensity/ui_r_mapoverbrightbits/ui_r_overBrightBits/com_fps
option from UI trigger default config load
* Fixed ui_r_intensity option from UI doesn't trigger vid_restart
* Changed default IRC network to Libera.chat
* Fixed player name buffer in CL_ServerStatusResponse
* Added con_background cvar to set solid color for console background.
* Fixed vanilla patch collision on 2.60b servers
* OpenAL:
* Fixed source gain was too high
* Fixed minimal and maximum range source attenuation
* Changed attenuation model from Inverse (Doubling the distance
halves the source gain) to Linear
* Changed default sound backend to SDL2
Server
Renderer
* Fixed screenshots and video recording getting double gamma
Mod
* Reworked server demo record (tons of fixes)
* Demo listing in the UI supports subfolders
* Auto demos and screenshots are now placed in subfolders based on the
year and month
* Fixed some translations getting nuked
* Reworked HUD blood effects
* Added directional damage
* Added cg_bloodFlashTime
* Added teams chat icons directional on HUD
(revive/medic/ammo/objective)
* Added cg_drawEnvAwareness
* Fixed LogExit possibly triggered twice with adverse effects (such as
Prestige points autocollected)
* Fixed adrenaline animation
* Adjusted z velocity to emulate framerate-dependent behavior in
g_fixedPhysics
* Fixed map vote disable after regular vote
* Fixed arty/airstrike impact timing to 750ms (vanilla)
* Fixed arty/airstrike falling sounds wasn't played on some maps
* Fixed arty/airstrike exploding inside room on some maps
* Fixed arty/airstrike exploding in mid-air on some maps
* Fixed arty/airstrike shells getting stuck on patch meshes
* Fixed airstrike plane wasn't visible on some maps
* Added objective indicator on HUD and compass
* Adjusted prone rotation
* Adjusted proning transition
* Fixed target_remove_powerups not updating flag counters
* Fixed ready state flag
* Fixed hit region registering
* Fixed wrong spreadscale when pitching or yawing across 0 degrees
* Fixed 'players sticking to each other' prediction errors
* Fixed flame chunck trajectory to be fps independent
* Fixed steals disguises to be fps independent
* Fixed muzzleTrace was snapped for nothing since it's not sent over
network
* Fixed lagometer with sv_fps different from 20
* Made body hitbox height follow head animation
* Fixed OID entity was ignored for construction box
* Fixed player name buffer length is some location
* Changed bad userinfo client drop timeout to 0
* Fixed g_fixedphysics slope
* Improved picking up weapon
* Fixed 3rd person view by not applying zoom from weapon
* Fixed skill rating score 0 displays as negative value
* Added dynamite sudden death (g_suddendeath)
* Fixed framerate dependence issues
* Fixed skill levels -1 display
* Removed entities optimization hack
* Fixed unable to change follow when followed team went into limbo
* Fixed scoped FG42 giving light weapons xp
* Changed allowed FOV range to [75 - 160]
* Fixed instant dynamite throw when switched to it and fire button is
held down
* Fixed overkill damage counting towards stats
* Changed height of dead and wounded players bounding box (from 24 to 0)
* Added cg_simpleItemsScale (range 0.25-1.5)
* Fixed dynamite being thrown inadvertently in some case
* Fixed FT weapon icons when player use tank/MG nest
* Added fireteam name and location customization cvars
* Fixed ammo not despawning after pickup for fieldop that changed class
* Fixed trace failing when start point inside bbox
* Fixed knife hits being blocked by corpses bbox
* Fixed wounded players getting stuck in solids
* Fixed items falling through some surfaces
* Fixed corpses clipping to solids on suicide animation
* Fixed corpses going underground when selfkilling mid-air
* Fixed divide by 0 crash with g_heavyWeaponRestriction set to 0
* Fixed dynamite chaining deleting non armed dynamites
* Fixed dynamite chaining on multi-stage objs
* Removed g_dynamiteChaining
* Fixed axis soldier spawning with extra flamethrower ammo
* Fixed client set firing flag while noclipping
* Fixed rifle swapping to riflenade when out of ammo
* Fixed antiwarp locking players in place on respawn forever on high
pings
* Improved stand suicides animation (slight faster)
* Added crouch and prone suicide animations
* Added g_dropObjDelay for delay time when dropping and picking obj back
up
* Changed crouch bbox height (slightly raise from 18 to 21)
* Added creating/joining a fireteam automatic (g_autoFireteams 2)
* Added vote cancel by caller
* Lua
* Updated to Lua lib 5.4.3
* Updated to LuaSQL 2.6.0
2.77.1 (released 17/03/2021)
Engine
* Enhanced installer for all platform
* Added clipboard to console
* Fixed compatibility with ETJump shared cvar
* Fixed asset MD5 checksum failed pop-up during installation
* Fixed load official pak file error when connecting to servers
* Fixed infinite download loop when connecting to server
* Fixed pack isolation with no pure servers
* Added conversion for extended chars to utf-8 chars in output printing
Client
* Fixed Alt+Tab Minimiser doesn't work
* Fixed console scrolling to bottom on map load working only on
localhost
* Fixed un-reset timeout after getinfo command was retrieved from server
* Fixed issues with maximizing a window with a non desktop resolution
Server
Renderer
* Fixed crash in RE_AddRefEntityToScene
Mod
* Fixed bouncing entity velocity was too high
* Fixed ready status disappearing
* Fixed entities stuck inside construction point (now, player are
crushed and items deleted)
* Fixed pushing players through solids
* Fixed body and corpses hindered picking items
* Fixed un-reset trace ignore cause trace issues
* Fixed multi votes send on team change during intermission
* Fixed shoving wounded players
* Enhanced shoutcaster mod:
* Added culling for player spawn counts on minimap (When zoomed the
text was sometimes drawn outside of minimap)
* Fixed icons being drawn over minimap border
* Hided followed player overlay when topshots window is on
2.77 (released 01/03/2021)
Notes: This release is also shipping OmniBot v0.87 and WolfAdmin v1.2.1
Legacy mod is now shipped in a unique .pk3.
The vanilla pak1.pk3 and pak2.pk3 are now unneeded on the server side.
Engine
* Changed "wget" command name to "download"
* Added com_downloadURL cvar to specify URL of download command
* Added db schema updates depending on version
* Updated to db schema V2
* Added OSX quarantine administration
* Removed obsolete curses support
* Ensure swap-endiness functions compile to bswap instruction
* Added timestamp in dedicated console and logs
* Fixed incorrect packets and user movements encoding due to unstripped
UTF8 commands sent to 2.60b clients from the server if legacy mod was
in use.
* Fixed 1 byte overflow with packaged messages
* Added upstream metainfo.xml for AppStream
* Changed Windows default installation path (to avoid potential
trademark issue)
* Added Raspberry Pi support
* Enabled IPV6 code by default
* Fixed etconfig.cfg was no more created/loaded
* Fixed files weren't created with 664 permissions (*nix only)
* Updated libs to
* cURL 7.68.0
* SDL 2.0.14
* Fixed NUMLOCK 5 status fails
* FreeType 2.10.2
* OpenSSL 1.1.1g
* libjpeg-turbo 2.0.4
* libpng 1.6.37
* libogg 1.3.4
* SQLite 3.32.1
Client
* Added cl_allowDownload 2 to stop all noise while downloading
* Changed bindlist command to print free keys
* Fixed vid_restart not reinitializing i18n when language is changed
* Added central storage of favorites to have one source of favorites for
all mods available (optionally)
* Replaced the splash screen on Windows by a logo in the loading screen
for all platforms
* Fixed console flickering - r1 MAX_RENDER_COMMANDS increased
* Added new download container system
* Fixed timing issues when client is downloading or recording demos and
window is minimized or has no focus
* Readded con_drawNotify() for easier debug
* Added system clock in console
* Removed /screenshotJPEG command (/screnshot now uses JPEG by default)
* Increased r_displayRefresh range check to support 240Hz panels
* Removed /clean command
* Fixed SND_NOCUT, SND_OKTOCUT, SND_CUTOFF and SND_REQUESTCUT flags
options were not handle in start sound function
* Added cursor management for edit text/field UI element
* Check NUM LOCK status for CGAME input keys
* Added engine version in userinfo
* Added PNG output for screenshots
* Fixed window location and display used not remembered
* Removed anachronistic r_highQualityVideo cvar
* Fixed OpenAL causing a crash when the file is missing
* Fixed small and full console toggling
* Allow setting multisample to 8x for increased visual quality
* Fixed global vars for GCC 10 compatibility
* Removed r_primitives
* Fixed issue with not playing server demo at 1st try
* Changed map filter field to server name filter field in server browser
* Added private slots counter for server browser
* Fixed VM_Create when player had utf-8 chars in their username
(Windows)
Server
* Removed never used tracker feature
* Fixed bots being affected by limit of sv_ipMaxClients value
* Added mapvoteplayerscount.cfg file for filtering map depending of
players count
* Added invalid GUID check at client connection (sv_guidCheck)
* Reduced warning spam from approaching cs limit
Renderer2
* Fixed bsp static light parser to match 'keeplight' ents
Mod
* Fixed the formulas in BG_EvaluateTrajectoryDelta() (affects
func_bobbing and func_pendulum)
* Added HUD indicators for invulnerability and adrenaline usage
* Fixed G_SKillRatingDB_DeInit error message printed in console at
intermission
* Fixed stopwatch not restarted after round end
* Fixed medic/ammo pack were draining stamina without drop pack
* Changed ui_serverRedirect cvar to ui_serverBrowserSettings (bitflag)
* Fixed obvious phony servers hidden in browser by default
* Fixed fov range check in shipped configs to take autofov into account
* Added GeoIP privacy option with cg_allowGeoIP
* Fixed SR scoreboard not default with g_SkillRating 1
* Fixed SR scoreboard displayed in SW and LMS gametype modes
* Changed g_mapscriptdirectory cvar default value to "mapscripts"
* Added hit regions stats to debriefing view
* Added most damage given award
* Fixed overwriting of ammo count instead of adding at spawning
(syringe)
* Fixed throwing nade when leaning was no more possible
* Fixed weapon alternative reload was not working anymore
* Reworked artillery with visible shell and dropping from sky (Twice
less ents and used in shorter time)
* Reworked airstrike with visible shell, visible plane and dropping
shell from plane (Twice less ents used)
* Added visible Axis / Allies aircraft models for airstrike plane
* Added WP_AIRSTRIKE / ITEM_WEAPON_AIRSTRIKE / airstrike.weap / bombs
models has new weapon for airstrike bomb
* Added BG_GetTracemapSkyGroundFloor / BG_GetTracemapSkyGroundCeil
getter (Lower / Higher sky height)
* Fixed public conf wouldn't reset correctly
* Fixed animations for MP34
* Added cg_visualEffects to turn visible / invisible visual effects (i.e
airstrike plane, debris ...)
* Fixed smoke canister (aistrike) dealed too much damage (back from 400
to 140)
* Changed MOD for smoke marker from MOD_AIRSTRIKE to MOD_SMOKEGRENADE
* Display shield status on scoreboard
* Fixed seizure inducing effect on trickjump map
* Fixed MOD not always displayed due to temp entities not reset
* Fixed fieldops charge bar color when quick zooming
* Fixed autoscreenshot feature broken in MapVote gametype due to vote
displayed first
* Added mod_version static cvar
* Fixed display of powerup in small scoreboard
* Fixed real time SR win percentage not always displaying with lot of
connected clients
* Added objective indicator
* Fixed game log not always created on some platform (linux)
* Added game time in server log
* Fixed syringe ammo lost when used on a an alive teammate or a killed
enemy
* Removed g_misc 2 option "medic syringe heal" (use the Lua script
instead)
* Fixed tapout reinforcement timer color when spectating
* Fixed allowed chat length longer than server side limit
* Fixed command map objective and flag icons displayed above players
icons
* Added vote status indicator in debriefing in mapVote mode
* Changed limbo health value from -75 to -113 for better gameplay
balance
* Fixed unwanted weapon switch after picking weapon
* Fixed unwanted grenade switch while leaning after swapping weapon
* Fixed weird menu overlapping issues, mostly noticeable with customized
menus
* Fixed cg_teamChatsOnly filters Fireteam chat too
* Fixed "throw" command only used throw flighing type. (fling, throw and
launch available)
* Fixed respawn delayed and could be missed despite no death animation
were being played
* Fixed latched cvars not being able to be changed immediately by the
server leading to various game management issues
* Added in-game team selection menu
* Added cg_announcer to toggle announcer voice on map start
* Removed weird flying nade sound (sound backend issue)
* Fixed multiple map votes possible by reconnecting in intermission
* Fixed mapvote tally display when connecting while in intermission
* Fixed missing default cvars configs
* Added popup messages filter
* Reworked airstrike and artillery per-minute limitations
* Renamed team_airstrikeTime/team_artyTime to
team_maxAirtrike/team_maxArtillery (no more time based, but value per
minutes)
* Removed g_misc 4 option to combine team_airstrikeTime and
team_artyTime
* Renamed team_maxMg42s/maxPanzers to generic
team_maxMachineguns/team_maxRockets
* Fixed cg_tracers 3
* Added power icon colours to show airtrike and artillery availability
* Removed dynamite tick sound and pulse icon
* Improved server browser filter ergonomy
* Fixed in-game UI favorite button to allow to remove favorite
* Fixed server browser sort would alternate when opening Play Online
again
* Fixed prone hitbox height (was twice as high as desired!)
* Added slightly lower hitbox when crouching in idle position
* Improved debug hitbox code
* Fixed no weapon on revive issue
* Fixed riflenade disappearing for no reason
* Fixed team spawn counter is visible in limbo panel when player has not
joined team
* Added genericity for impact mark/sound and make them customizable by
surface from weapon file
* Improved weapon file parser for sound ressources
* Added back water impact effect for missile (was unused)
* Increased size of wounded hitbox for syringe
* Increased compass size on alternate huds
* Fixed rank display on alternate huds
* Added popup filter for promotion upgrades
* Removed g_misc 32 option "loose spawn protection" (use the Lua script
instead)
* Fixed fireteam health color indicator was not in sync with healthbar
color
* Changed simple items colour when not available to class
* Added objectives as simple items too (use cg_simpleItems 2 to only use
simple packs and weapon)
* Fixed shielded players could be pushed
* Disabled vertical shoving by default (use g_misc 1 to enable)
* Removed cg_useScreenshotJPEG cvar
* Fixed players in limbo and heavy machine guns users would trigger
g_inactivity
* Moved eject brass offset (in first person) computation on fire event
received. Was computed each frame even no weapon fire.
* Added missileFallSound / missileBouncingSound / fireRecoil /
adjustLean in weapon file
* Optimized landmine snapshot callback code
* Fixed spawn shield displayed on HUD when still in limbo
* Added shoutcaster mode
* Added team_riflegrenade cvar for 3vs3 competition
* Added average team ping display in scoreboard
* Excluded heavy weapons and knives from accuracy stats computation
* Fixed session stats always reset between rounds in StopWatch mode
* Fixed grenade timer was reset while arty was used
* Fixed fireteam chat fallback to team chat instead of global chat when
not in a fireteam
* Fixed global chat not working in localhost
* Fixed cg_teamChatOnly filters spectator team
* Fixed compass hidden even when not overlapped by command map
* Fixed allies rank displayed for spectator in debriefing
* Added dropping objective ability
* Added specific flag for bots on scoreboard
* Fixed spawn count displayed out of command map borders (removed
"Troops")
* Fixed double countdown with g_inactivity
* Fixed cg_wolfparticles 0 does not spawn the explosive trails
* Added cg_drawGun 2 to only draw non-weapons and throwables
* Fixed FG42 spread/sway was different (too low) from vanilla behaviour.
Was adding 50% reducing from lvl 3 covert-ops (vanilla behaviour) +
35% reducing from lvl 3 Light weapon (change from Legacy and keeped
value).
* Fixed covert ops received 50% reduction in both recoil jump and weapon
sway with ONLY Scoped Weapons (following the original documentation)
* Added clearer simple items icons
* Added percentage in map votes display
* Added cg_simpleItems 2 option that displays 3D models for objectives
* Fixed limboed clients not moved to intermission point
* Added "nostamina" command
* Added pain anims that are only played in idle state (visuals)
* Added new death anims
* Fixed spread bonus is now correctly applied only for the SMG weapons
* Fixed mini compass showing player icons in wrong places
* Fixed bug where OpenAL users could hear sounds from wrong position on
certain maps
* Fixed cg_simpleItems colors to improve visibility
* Fixed cg_simpleItems weapon icons aspect ratio
* Fixed debriefing was showing spawning place instead of appropriate
portal cam
* Fixed explosion shakes were missing
* Added shakes from panzer/bazooka and mortar missile explosions
* Fixed airstrike delay was shorter than it should
* Fixed airstrike/artillery sounds are now properly played
* Fixed spawn point counts on command map
* Added /listspawnpt command to shown available spawn points to use with
/setspawnpt command
* Fixed cg_popupBigFilter had inverse behavior, which made skill
upgrades not displayed and played by default
* Fixed upscaled debris effects of the broken props
* Added secondary weapon to class menu selection
* Fixed gibs are not drawn
* Added dynamic spawn points selection menu
* Removed g_countryFlag option to make bots use server location flag
* Added fading effect on weapons disappearing
* Added bouncing effect for items (weapons/pack/obj launched/dropped)
* Fixed weapons reload faster animations
* Fixed centerprint inserts awkward newlines
* Fixed cabinets are not affected by cg_autoActivate 0
* Fixed pick-up weapon when player doesn't have a primary weapon to drop
* Removed required tapout when doing selfkill in warmup
* Fixed cg_gibs cvar
* Fixed wounded players waiting for revive didn't gib
* Fixed chargebar status colour hard to differentiate when at low level
* Fixed last bullet firing animation on Luger
* Fixed alternative switch wasn't possible when weapon fire last bullet
in clip/reserve
* Fixed force alternative switch with cg_noAmmoAutoSwitch 0
* Fixed mortar out-of-ammo was playing spinup sound
* Fixed out-of-ammo delayed weapon were playing EV_NOAMMO twice
* Fixed no explosion effect on satchel suicide
* Added cursor management in debriefing chat and limbo panel player name
field
* Fixed register images from debriefing were loaded each frame
* Fixed soldiers incorrectly dropped primary weapon with SMG in
secondary
* Removed min/max cap on displayed skill rating values
* Added map bias display in /statsdump
* Added partial GUID in /players and /statsdump command
* Fixed stats not correctly reset for slow connecters
* Fixed SR time data retrieval after reconnect while playing
* Fixed end of match stats not sent to non-following spectators
* Added /specuninvite command
* Added specinvite status in /players command
* Fixed logged out shoutcaster not unfollowing locked teams
* Fixed taken objective disappear when shuffling without restart
* Fixed set weapon position displayed incorrectly to followers
* Fixed team class HP bonus at first spawn
* Added dynamic maximum health computation (depending of medics count in
team)
* Fixed on team swap/move weapon selection was lost
* Fixed on team move class selection was lost
* Fixed weapon selection in limbo panel was lost on team selection (axis
<-> allies)
* Fixed empty name display in award list when awarded players disconnect
early
* Added nickname autocompletion and highlight with @ in messages (f.e.
@nickname)
* Fixed phantom bullet tracers
* Added team chat for spectator team
* Fixed chat maximum length in intermission
* Added colour for simpleItem of currently used weapon
* Added cg_etVersion info display in /players command
* Fixed mortar hud marker from fieldops artillery call was missing
* Fixed pins were not displayed on map loading and debriefing
* Fixed time played stats was incorrectly reset in 2nd round of
stopwatch
* Added gravity effect on corpse while player died and standing on
ground
* Added gravity pause for item and physic object. This allow ent falling
again if possible.
* Fixed death animation was cut when the player was sent to the limbo
* Fixed corpses were rotated by 90° when grounding
* Added log shutdown reason
* Fixed regression where on server disconnect ui wasn't reloaded
* Added timestamp and game info in g_log file
* Fixed possible client invalid when creating stats
* Fixed objective indicator not reset when using multiple spawned items
* Added EV_MISSILE_FALLING event. Used to played the missile falling
sound
* Changed skill rating rank levels to match a more realistic player base
statistical distribution
* Fixed some 3D models partially disappear when talking
* Added ANIMFL_RELOADINGANIM flags for reloading animation detection
* Removed protocol, qport, challenge pairs from userinfo string once
connection is established
* Added SR win probability in log and statsdump
* Fixed prone player could rotate their head into solid
* Fixed prone viewpoint horizontal axis
* Fixed head/legs collision on steppable elements
* Fixed killed players was stuck on ladder
* Added prestige feature that tracks players skill levels reset
* Fixed weapons sanitization from team command
* Added holding grenade animation and extend throwing animation
* Fixed cursor hint icon and distance for HINT_BAD_USER and ET_ALARMBOX
* Added bp command for banner print and UI time slider
* Fixed restricted weapons can be picked up
* Replaced fireteam icons by a unique simpler icon
* Adjusted item position and angle when grounding on inclined plane
* Removed follow1/follow2 commands
* Fixed an old issue in antilag to improve hit detection
* Fixed non working hitSounds UI options
* Fixed revive icon not displayed to following spectator
* Merged all cg_bob* cvars into cg_bobbing
* Readded syringe stats
* Fixed small scoreboard toggle to avoid overflow with many spectators
* Lowered adrenaline and shield powerup icon priority on HUD
* Fixed version string cut off in /players commands
* Fixed dumpstats file not always created on *nix
* Fixed windowed mode set without border in UI
* Added better ready icon
* Fixed kicking wrong player by using robuster client num
* Fixed shoutcaster can't differentiate spotted landmines
* Fixed shuffle team string leftover
* Added prestige popups filter
* Allow reading custom huds from a local file (hud.dat)
* Fixed item stutter while stuck in solid
* Fixed falling sound event timing
* Added persistent xp save for campaign
* Fixed g_voiceChatAllowed spam check time period
* Added cointoss callvote
* Added arty command map target display visible to entire team
* Fixed total servers count in browser
* Fixed inconsistencies between regular and small scoreboard
* Fixed "give health" cmd with negative amount wasn't using damage
function
* Removed cg_wolfparticles cvar
* Fixed axis uniform skin for first person view luger and m1 garand
weapons models
* Fixed undercover axis uniform for first person view weapons models
* Added server version check for etlded
* Removed vanilla pak1.pk3 and pak2.pk3 dependencies
* Fixed uncoloured name not possible in spectator labels
* Added fireteam icon always displayed
* Fixed warmup vote ignored when countdown is too short by disabling
voting during warmup
* Fixed revive icon displayed when followed player is not medic
* Fixed ammo count when dropping ticking grenade when killed then
revived
* Reworked explosion effects
* Fixed SR and PR rewards gained without playing time
* Fixed broken cover ops line of sight computation
* Fixed prepare sound announcement played too late
* Fixed debris on explosion effects too large
* Added WITHBITS and WITHOUTBITS support in cvar restriction
* Fixed missing defusing team in logged popup message
* Added dynamite chaining when in blast radius
* Fixed sorting of browser when servers use leading spaces
* Added color to fireteam icon of selected members
* Fixed fireteam member icons not colored on command map
* Fixed enemy wounded can block team wounded for revive
* Fixed no tick sound when scoreboard is open
* Fixed minimap icons flickering when near compass edge
* Added intermission time to ready button
* Fixed Dynamite, Landmines and Satchel Bounding Box to match their
models (keep hitbox as original BBox values)
* Fixed distance triggers for pliers and activate action to match hint
icon
* Added display name of player to be followed on activate
* Adjusted compass map icon tolerance
* Added missing map icon shaders for some popular maps
* Fixed phantom artillery marker at map start
* Fixed fireteam icon of disguised enemy reveals him if he has same
uniform as player
* Improved reinforcement timer colors with a yellow-red gradient
* Added hide map voting results while in progress until vote is send
* Added gradient color to identify third most voted maps in progress
* Improved vote timout result display
* Used remaining countdown (warmup / timelimit) as vote time countdown
* Fixed bounding box height for prone and dead position
* Fixed player markers over head shines through Covert smoke
* Fixed objectif marker over head reveals position of hiding player
* Added map vote auto filtering by players count using
mapvoteplayerscount.cfg
* Fixed set mg crosshair discrepancy
* Improved forcetapout of wounded players on /kill
* Fixed permanently disabled buttons in vote menu
* Fixed dead players can capture flags
* Fixed newbie award computation for differential XPs only
* Added visual vote indicator in main debriefing
* Added map name and total map time on scoreboard
* Added displaying player names over players in demo playback
* Added separate cg_drawSpectatorNames cvar to display spectator labels
* Added private slots display in server browser
* Fixed missing players name in main intermission screen by scaling flag
sizes with playercount
* Improved hitsounds latency by moving them to the event messages
* Added special trail for grenade, rifle grenade andd smoke grenade for
shoutcasters (cg_shoutcastGrenadeTrail)
* Added players names bind to demo menu player (EDV)
* Added players health as floating text or health bar to shoutcaster
(cg_shoutcastDrawHealth)
* Changed limbo times instead of warmup in reinforcement time HUD
element
* Improved spawn timer period by game
* Added shoutcast overlay
* Fixed dynamite armed on pause
* Added option to set player position and pov
* Hided vehicle healthbar when setdamagable 0
* Lua
* Updated to Lua lib 5.4.0
* Updated to LuaSQL 2.5.0
* Fixed/removed static classname of Lua entity create/fixed
possible crash
* Fixed Lua vm stack was uncontrollably growing after each hook
callback call
* Added constants for gamestates, teams and skills
* Added WP_AIRSTRIKE constant
* Added ps.pm_type, ps.velocity, ps.viewangles, ps.viewheight,
ps.leanf entity fields available
* Added G_LuaHook_WeaponFire callback
* Added GetCurrentWeapon, trap_Trace, G_HistoricalTrace functions
* Added PM and STATS constants
* Added CONTENTS, SURF and MASK constants
* Added G_LuaHook_FixedMGFire, G_LuaHook_MountedMGFire,
G_LuaHook_AAGunFire callbacks
* Renamed et_LuaSpawnEntitiesFromString callback to
et_SpawnEntitiesFromString for consistency
Woof! 8.1.0
-----------
- The engine is now able to load any map between E1M99 and E99M99 or MAP00
and MAP99, respectively, without necessary UMAPINFO support, e.g. by
means of the IDCLEV cheat or the -warp command line parameter (@rfomin).
- The current and next map are now reported when the IDCLEV cheat is
entered without a target map number (PrBoom+).
- The -noload and -noautoload parameters were added which prevent
autoloading of WADs and DEHs.
- Double-click acting as "use" has been fixed for subsequent clicks
(regression introduced in 8.0.0).
- Textures are now only composed of patches that are in the range of known
patches, fixes a crash at startup with t-drought_RC2.wad.
- The maximum screen width in widescreen mode is now capped at 1120 px
which corresponds to a 21:9 ratio in hires mode.
- The implementation of the Lost Soul bounce fix has been brought in line
with PrBoom+ (@rfomin).
pkgsrc change: drop ruby26 support.
0.18.0 / (2021-10-26)
Features:
* Placeholders! Missing images to svg and png can be replaced by a
placeholder (#339)
* New config option: img_missing. When an image is missing, warn or error to
the console (#339)
* save_sheet learned how to rotate individual images! (#301)
Compatibility:
* Because of the features above, the new default behavior is to warn instead
of errors on a missing file
* Ruby 2.7 is officially our minimum Ruby, since Ruby 2.6 will EOL in about
six months from now
Woof! 8.0.0
-----------
- Workaround for SDL_Mixer MP3 header check (fixes music in PREACHER.WAD)
(@rfomin).
- Fix order of DEH files processing (@rfomin).
- Fix automap marks in overlay mode (@rfomin).
- Multiple key (or mouse/gamepad button) bindings for all actions
(@rfomin).
- Modern gamepad support (@rfomin).
- Add (optional) transparent ghost monsters from Crispy Doom (@rfomin).
- Fix spectre/fuzz effect (taken from SMMU and Crispy Doom) (@rfomin).
- Uncouple showing "secret revealed" message from general messages.
- Add flashing in the automap for key based switches from Crispy Doom
(@rfomin).
- Fix things display in automap overlay mode (@rfomin).
- Error reporting when detecting PNG patches (@rfomin).
- Add forgotten codepointers to the [CODEPTR] dehacked section (fixes
axolotlx.wad) (@rfomin).
- Config settings for mouse acceleration (@rfomin).
- Fix idclev for UMAPINFO defined maps (@rfomin).
- Show time/STS widgets above status bar (extended HUD from DSDA-Doom)
(@rfomin).
- UMAPDEF lumps for internal UMAPINFO (fixes No Rest for the Living
midipack) (@rfomin).
- Cosmetic menu groups (@rfomin).
- Add comp_reservedlineflag (MBF21 v1.4 update) (@rfomin).
- Bring comp_ledgeblock implementation in line with DSDA-Doom (@rfomin).
- Save the setup menus' cursor positions.
- Reset the column drawing function (fixes some rendering issues).
- Print a message when toggling "always run".
- Add Chex Quest support (@rfomin).
- When drawing introductory levelname, use height of entering patch
(fixes CWILV graphics from Eviternity.wad) (@rfomin)
- Save window position across fullscreen toggles.
- Fix musinfo lumpnum reset (@rfomin).
- Port exclusive fullscreen over from Chocolate Doom (fullscreen_width
and fullscreen_height in config).
- Convert pusher source thing pointers into indices (fixes rare savegame
issue) (@rfomin).
- Add ENDOOM support from Chocolate Doom (@rfomin).
- Fix UMAPINFO enterpic field (@rfomin).
- Add global autoload directories to search before local ones (fixes
autoload on *NIX systems).
Version 1.16.0
Campaigns
* Sceptre of Fire
* S06: Fix some WML variable handling causing autodefeat in S06 or rune-equip bugs in a later scenario
* Under the Burning Suns
* S05: Avoid village just taken by the player being re-assigned to the enemy
Lua API
* Fixed `wesnoth.audio.volume = N` always setting volume to 0.
Translations
* Updated translations: British English, Czech, Finnish, Italian, Japanese, Portuguese (Brazil), Spanish.
User interface
* Don't display the locale API identifier on the Language button.
Miscellaneous and Bug Fixes
* Fix the engine exiting immediately due to a corrupt .mo file
* When showing [message] with [options] but no default, highlight the first one
* Ensure that [modify_unit] has some expected side-effects of unstoring a unit
Version 1.15.18
Campaigns
* Northern Rebirth
* Give Eryssa’s side a consistent team color
* The Rise of Wesnoth
* Remove time-runs-out lose condition for final scenario
* Under the Burning Suns
* Avoid a few possibilities where the Dust Devil could speak
* Avoid dehydration status icon persisting into the next scenario
Editor
* Avoid rare crash situation after editing scenarios
Translations
* Updated translations: British English, Bulgarian, Czech, French, Italian, Portuguese (Brazil), Russian, Spanish.
* gettext plural forms now have caret prefixes stripped as well.
User interface
* Steam cloud file is no longer listed in the Load Game dialog.
* Redefine green text in dialogs and tool-tips so they are no longer ‘too dark’ with recent Pango versions
* Gave the main menu's Language button a label again, now displaying the current language.
* Tweaked margins around the main menu's bottom row.
* Difficulty no longer displayed in the Load Game dialog when it is not relevant to a save file
Miscellaneous and Bug Fixes
* Correct unit display adjustments on certain tiles when at zoom level other than 100%
Version 1.15.17
Campaigns
* World Conquest is re-enabled.
Translations
* Updated translations: British English, Polish
Miscellaneous and Bug Fixes
* Messenger MAI: fixed bug of own units sometimes blocking the path to a waypoint for the messenger
* A bug that would corrupt WML sent to the multiplayer and add-ons server was fixed.
Version 1.15.16
Campaigns
* Liberty
* S06: Enforce failure condition for allied team
* The South Guard
* S8b: Reduced difficulty
* Tutorial
* S01: Don't let the first Quintain chase the player to a village
* S01: Synchronise the choice of character dialog, so that replays don't get OOS
* S01: Fix some glitches on HDPI displays
* Secrets of the Ancients
* Synchronise the walking corpse recruitment dialog, so that replays don't get OOS
* Under the Burning Suns
* S09: Reveal the boss of the scenario at the end of part 1
* World Conquest
* Add campaign icons, campaign image and credits
* Update to new mushroom terrain from the deprecated mushroom terrain
Multiplayer
* If an add-on needs to be installed on all players' devices but doesn't specify a min version, assume it needs the latest
Terrain
* Fix transition between snowy mountains and castles
Translations
* Updated translations: British English, Chinese (Traditional), Czech, Finnish, French, Indonesian, Italian, Polish, Portuguese (Brazil), Russian, Turkish
Units
* Added and improved Naga animations
* Added Troll defense animations
User interface
* The names of the abilities used as specials appear in the attack prediction window with specials weapons
* In the Load Game dialog, list directories from previous versions in decending order
* Refined design of the Faction Select screen
* Made the campaign selection on bigger on HDPI screens
Miscellaneous and Bug Fixes
* Added a timeout when connecting to the wesnothd server
* Improved logging of deprecation messages, fixing duplication and missing timestamps
* Added `[era]` attributes to the schema
* Added to wmllint an automatic update of four terrain-graphics macros
* Removed wmllint's check for spaces in e-mail addresses
* Standardised the date line of copyright statements, and updated them to 2021
Version 1.15.15
Translations
* Updated translations: British English, Bulgarian, Chinese (Traditional), Czech, Italian, Portuguese (Brazil), Russian, Spanish, Turkish
User interface
* Added a prompt to allow migrating settings and redownloading add-ons used in a previous version of Wesnoth when starting a new versions for the first time.
Miscellaneous and Bug Fixes
* Fixed: keyboard input during the loading screen intermittently caused a crash
* AI: fixed custom synced commands not changing the game state
Version 1.15.14
Add-ons client
* Fixed: using the versions drop-down in small-screen mode returned to the title screen
* Fixed: keyboard input in small-screen mode returned to the title screen
Campaigns
* A Tale of Two Brothers
* S02: Dialog revisions.
* Sceptre of Fire
* Revisions to the last two scenarios.
* Tutorial
* S02: Mention the acceleration factor preference.
Lua API
* Pathfinding functions are now in a new wesnoth.paths module.
* Pathfinding in map generation now takes an options table as the third argument.
* New sync module that contains functions for multiplayer synchronization
* In particular, wesnoth.synchronize_choice is now wesnoth.sync.evaluate_single
* allow_end_turn and end_turn moved to the wesnoth.interface module
* wesnoth.message is now wesnoth.interface.add_chat_message
* Shroud and fog control are now in the wesnoth.sides module
* Shroud data strings and the special string "all" are no longer supported by place_shroud -
only a list of locations is supported
* wesnoth.map.parse_bitmap transforms a shroud data string into a list of locations
* wesnoth.map.make_bitmap builds a shroud data string from a list of locations
* There are now two different ways of altering shroud: place_shroud merges with existing shroud,
while override_shroud replaces the entire shroud with the new value.
* New schedule module for working with schedules and time areas
* wesnoth.map.get_time_area now returns the area's schedule object
* The global scenario schedule is available as wesnoth.current.schedule
* wesnoth.get_time_of_day is split into wesnoth.schedule.get_time_of_day (ignoring illumination)
and wesnoth.get_illumination (which considers illumination). Both functions now take the location
as the first argument.
* wesnoth.get_max_liminal_bonus() is now wesnoth.current.schedule.liminal_bonus
* wesnoth.replace_schedule is now wesnoth.schedule.replace
* wesnoth.end_level() and wesnoth.get_end_level_data() are now removed - instead, there's
an end_level_data field in wesnoth.scenario.that serves both purposes.
* wesnoth.get_traits() is now wesnoth.game_config.global_traits
* wesnoth.teleport moved to the units module
Multiplayer
* Added Isle of Mists, a new single player or coop survival scenario.
Networking
* Added support for encrypting connection using TLS to multiplayer/addon client/server
* Moved password hashing code from client to server, relying on TLS to avoid sending cleartext passwords
Packaging
Terrain
* Added some great tree variations
* Added 'icy cobbles' (terrain code `Rra`) - mostly useful for the transitions
Translations
* Updated translations: British English, Chinese (Traditional), Czech, Indonesian, Italian, Japanese, Scottish Gaelic, Slovak, Spanish
Units
* Added missing Seahorse graphics
* Revised Jinn (unit config and graphics)
* Fire Wraith added
* added LordBob's Jinn, Fire Guardian, and Fire Wraith portraits
* Moved Naga guardian line from UtBS to core, and made some revisions
* Dune Apothecary experience needed to level up changed from 100 to 65
* Dune Captain experience needed to level up changed from 86 to 75
* Dune Herbalist cost changed form 15 to 14
* Dune Horse Archer experience needed to level up changed form 70 to 65
* Naga Sicarius hp changed form 55 to 53 and melee damage changed form 9 to 6, new special "deflect" added to melee attack
* Fire Guardian can now level into Fire Wraith, experience needed to level up for Fire Guardian changed from 50 to 29
* Revised statistics of all animal horses, Bay Horse can now level into Great Horse
Wesnoth Formula Language
* The use of "side" on units and "owner" on terrain objects is now deprecated.
Instead, you should use "side_number" or "owner_side", respectively.
The old key returns 0 for side 1 and so on, so the new key is preferred.
* A unit object now has a "terrain" key that returns the terrain object the unit is standing on.
* Add new functions tod_bonus() and base_tod_bonus() to get the bonus on a specific location
WML Engine
* add 'unslowable' and 'unpetrifiable' status to immune to slow or petrifies
* Schema validation now checks whether string values are translatable or not, according to what the
schema specifies.
* Fix schema validation rejecting Lua AI goals
* Unit special notes are now read directly from weapon specials, abilities, and a few other places, meaning
the `[special_note]` tag is usually not required in `[unit]` or `[unit_type]`.
* A warning is now displayed when the next scenario is unknown.
* Changed the default duration for `[print]` to 5000 milliseconds, and added support for `duration=unlimited`.
Miscellaneous and Bug Fixes
* The unit description tooltip in the sidebar now includes the text from `[special_note]`s.
* Added a collection of item images
* AI: fixed crash when using attacks aspect with invalidate_on_gamestate_change=no
* AI: fixed crash when using custom_synced_commands
* Micro AIs: fixed unit variables getting lost when continuing from replay
* Fixed AI state initialization problem after reloading
Version 1.15.13
Add-ons client
* The details panel now shows the list of tags in each add-on.
* Added a filter based on tags.
Lua API
* Added `pango_color` to the `wesnoth.colors` table, for easy use in formatted text.
* Add new function `filesystem.resolve_asset` to convert `[binary_path]` relative paths to data-relative paths.
* Add new function `filesystem.have_asset` which can determine if an image or sound exists.
* `wesnoth.have_file`, `wesnoth.read_file`, `wesnoth.image_size` moved to new `filesystem` library
* Add a more advanced way of manipulating version strings via `wesnoth.version` constructor function.
* Add a `wesnoth.scenario` data module that consolidates everything there is to know about the current scenario. Much of this information was previously available through `wesnoth.game_config`, but there are some new details too.
* Fixed a regression introduced in 1.15.5 causing GUI2 widgets set to a hidden state to remain visible but not able to be interacted with.
* Fixed a regression introduced in 1.15.5 causing GUI2 listboxes to break when cleared and re-filled under certain circumstances.
Packaging
* Increased minimum required version of SDL to 2.0.8.
Translations
* Updated translations: British English, Czech, Dutch, Italian, Russian.
Units
* Horses added
* Seahorse added
* Zombie horse variation added
* Update piglet/boar graphics
User interface
* The multiplayer "turns over" dialog now uses each team's colors when showing teams' names.
WML Engine
* Modify implementation of overwrite_specials attribute for replace yes/no parameter by none/one_side/both_sides and select abilities used like weapons and specials who must be overwrited(owned by fighter where special applied or both)
* Add a `ability_id_active` attribute to `[filter]`
* `[terrain_mask]` now accepts `mask_file` as an alternative to an inline mask. The file is loaded from the same place as `map_file` in the `[scenario]` tag (ie, a maps/ subdirectory of your binary path). Anyone who prefers to keep masks separate from regular maps is free to make a subdirectory for their masks (or just keep all their masks inline).
* `[effect]apply_to=movement` now always affects vision too, except when given the `apply_to_vision=no` attribute
Miscellaneous and Bug Fixes
* More optimization in the UI drawing code, fixes the crash displaying the full credits.
* Made GUI.pyw compatible with Python 3.9.
* Removed workarounds for bugs affecting older SDL 2.0 versions, including an extra copy of the game screen made during gamemap scrolling.
* FPS values calculated when the :fps or :benchmark are now written to a file which can then be used to track FPS values over time.
* Removed old image optimisation scripts, as there's a rewrite in Python.
Version 1.15.12
Add-ons client
* When uploading or deleting an add-on, the game will now prompt for the required password if it is not present in the `_server.pbl` file.
AI
* Improved AI decisions about whether an attack with poison is better than one with higher direct damage.
* Added options to the Patrol Micro AI on whether to notice invisible units, and on attack range.
* Added a `[filter]` option to the Swarm Micro AI.
* Replaced several uses of Formula AIs with Micro AIs, and removed Formula AIs from demo scenarios.
* Removed experimental MP dev Formula AIs.
* Fixed a crash in the Lurker Formula AI.
Campaigns
* Descent into Darkness
* Buffed Malin.
* Eastern Invasion
* Dialogue changes in S07b.
* Legend of Wesmere
* S16: Replaced the Patrol Formula AI with the Patrol Micro AI.
* Secrets of the Ancients
* Reimplemented the zombie recruitment UI.
* The Rise of Wesnoth
* Balance changes.
* The South Guard
* Fix the new ally's upkeep when choosing the bandit branch.
* Tutorial
* Reimplemented the character-choice UI.
* Under the Burning Suns
* In S01, fixed one of the mystics spawning in the lake.
Lua API
* Fix issues with the wesnoth.map module.
Multiplayer
* Dark Forecast
* Difficulty rebalanced so that two-player-mode is hard rather than impossible.
* The weather now changes on side 1's turn instead of side 3's turn.
* World Conquest
* Many bugs have been fixed, however WC is still hidden while more bugs are fixed.
* Converted GUI2 dialogs to WML.
* Fixed an error in the destruction mechanic.
Packaging
* Removed the obsolete FindSDL2_ttf cmake module.
Terrain
* Improved transition between human castle ruins and sunken ruins.
Translations
* Updated translations: Chinese (Traditional), Czech, Italian.
Units
* New rock scorpion monster and scorpion zombie variation.
* Rename tusker/gorer references to boars and piglets, to avoid stepping on existing UMC.
* Dune Blademaster gold cost changed from 52 to 57.
* Dune Captain alignment changed from liminal to lawful.
* Dune Cataphract gold cost changed from 61 to 62.
* Dune Firetrooper gold cost changed from 50 to 41.
* Dune Harrier gold cost changed from 46 to 47.
* Dune Luminary gold cost changed from 53 to 38.
* Dune Maruder gold cost changed from 52 to 60.
* Dune Sky Hunter gold cost changed from 47 to 51.
* Dune Spearmaster gold cost changed from 51 to 57.
* Dune Wayfarer gold cost changed from 52 to 55.
* Dune Windbolt gold cost changed from 50 to 49.
* Dune Warmaster gold cost changed from 56 to 57, hp changed from 57 to 59, alignment changed from liminal to lawful.
* Naga Ophidian gold cost changed from 24 to 22, melee damage changed from 7 to 6, ranged damage changed from 10 to 12.
* Naga Ringcaster gold cost changed from 24 to 22.
* Naga Sicarus gold cost changed from 48 to 46, melee damage changed from 10 to 9, ranged damage changed from 12 to 13.
* Naga Zephyr gold cost changed from 50 to 46.
* Wose Sapling gold cost changed from 10 to 11.
* Wose Shaman gold cost changed from 40 to 27, movement points changed from 3 to 4, melee damage changed from 9 to 12, ranged damage changed from 10 to 11, hp changed from 50 to 56.
* Horned Scarab gold cost changed from 12 to 11.
* Fixed the Walking Corpses of some river creatures having poor movement in deep water.
* New descriptions for the Fire Ant, Roc and Sand Scuttler.
* Fixed the Giant Scorpion having an empty variation name.
User interface
* Improved the attack dialog's recommendation about whether an attack with poison is better than one with higher direct damage.
* Added logs folder path to the Game Version dialog on Windows.
* Added built-in Lua engine version to the Game Version dialog and `--report`.
* Made Accelerated Speed toggle announcement not stackable over itself or other announcements.
* Minor adjustments to the sidebar's minimap area in the default game theme to reclaim empty and uneven space back. Note that this WILL break custom WML themes that use the same sidebar graphics as the default theme.
* Minor adjustment to the placement of numerals on the debug clock.
* Players now receive an error message when attempting to save games using illegal file names.
* Fixed text labels containing only a single link becoming empty.
* Separated floating labels' duration from the speed of their eventual fade-out.
* Fixed font family leakage from GUI2 canvases to GUI1 elements such as the in-game chat overlay.
WML Engine
* In development builds, deprecation warnings are now shown in-game by default.
* Conditional WML's `[variable]` tag now expects exactly one comparison, and will warn if given none or multiple tests.
* `[store_reachable_locations]range=vision` now calculates vision, instead of using movement costs and max movement points.
Miscellaneous and Bug Fixes
* Fixed units with max movement set to zero being given one max movement point by `[unstore_unit]` or when loading a saved game.
* Fixed an intermittent crash on the loading screen.
* wmlunits (units.wesnoth.org) no longer incorrectly assumes that units with movement costs equal to their maximum movement can't move into the affected terrains.
* Fixed a bug where log domains' severity could accidentally be reduced.
* Changed the verbosity and error-handling of the `run_wml_tests` script.
* Made `run_wml_tests` automatically skip tests which need strict mode when running without strict mode.
* Made optimizations in the UI drawing code, these shouldn't have visible effects.
* Optimized the command-line `wesnoth_addon_manager` tool.
0.47.0
------
Bug #1662: Qt4 and Windows binaries crash if there's a non-ASCII character in a file path/config path
Bug #1901: Actors colliding behaviour is different from vanilla
Bug #1952: Incorrect particle lighting
Bug #2069: Fireflies in Fireflies invade Morrowind look wrong
Bug #2311: Targeted scripts are not properly supported on non-unique RefIDs
Bug #2473: Unable to overstock merchants
Bug #2976: [reopened]: Issues combining settings from the command line and both config files
Bug #3137: Walking into a wall prevents jumping
Bug #3372: Projectiles and magic bolts go through moving targets
Bug #3676: NiParticleColorModifier isn't applied properly
Bug #3714: Savegame fails to load due to conflict between SpellState and MagicEffects
Bug #3789: Crash in visitEffectSources while in battle
Bug #3862: Random container contents behave differently than vanilla
Bug #3929: Leveled list merchant containers respawn on barter
Bug #4021: Attributes and skills are not stored as floats
Bug #4039: Multiple followers should have the same following distance
Bug #4055: Local scripts don't inherit variables from their base record
Bug #4083: Door animation freezes when colliding with actors
Bug #4247: Cannot walk up stairs in Ebonheart docks
Bug #4357: OpenMW-CS: TopicInfos index sorting and rearranging isn't fully functional
Bug #4363: OpenMW-CS: Defect in Clone Function for Dialogue Info records
Bug #4447: Actor collision capsule shape allows looking through some walls
Bug #4465: Collision shape overlapping causes twitching
Bug #4476: Abot Gondoliers: player hangs in air during scenic travel
Bug #4568: Too many actors in one spot can push other actors out of bounds
Bug #4623: Corprus implementation is incorrect
Bug #4631: Setting MSAA level too high doesn't fall back to highest supported level
Bug #4764: Data race in osg ParticleSystem
Bug #4765: Data race in ChunkManager -> Array::setBinding
Bug #4774: Guards are ignorant of an invisible player that tries to attack them
Bug #5026: Data races with rain intensity uniform set by sky and used by water
Bug #5101: Hostile followers travel with the player
Bug #5108: Savegame bloating due to inefficient fog textures format
Bug #5165: Active spells should use real time intead of timestamps
Bug #5300: NPCs don't switch from torch to shield when starting combat
Bug #5358: ForceGreeting always resets the dialogue window completely
Bug #5363: Enchantment autocalc not always 0/1
Bug #5364: Script fails/stops if trying to startscript an unknown script
Bug #5367: Selecting a spell on an enchanted item per hotkey always plays the equip sound
Bug #5369: Spawnpoint in the Grazelands doesn't produce oversized creatures
Bug #5370: Opening an unlocked but trapped door uses the key
Bug #5384: OpenMW-CS: Deleting an instance requires reload of scene window to show in editor
Bug #5387: Move/MoveWorld don't update the object's cell properly
Bug #5391: Races Redone 1.2 bodies don't show on the inventory
Bug #5397: NPC greeting does not reset if you leave + reenter area
Bug #5400: OpenMW-CS: Verifier checks race of non-skin bodyparts
Bug #5403: Enchantment effect doesn't show on an enemy during death animation
Bug #5415: Environment maps in ebony cuirass and HiRez Armors Indoril cuirass don't work
Bug #5416: Junk non-node records before the root node are not handled gracefully
Bug #5422: The player loses all spells when resurrected
Bug #5423: Guar follows actors too closely
Bug #5424: Creatures do not headtrack player
Bug #5425: Poison effect only appears for one frame
Bug #5427: GetDistance unknown ID error is misleading
Bug #5431: Physics performance degradation after a specific number of actors on a scene
Bug #5435: Enemies can't hurt the player when collision is off
Bug #5441: Enemies can't push a player character when in critical strike stance
Bug #5451: Magic projectiles don't disappear with the caster
Bug #5452: Autowalk is being included in savegames
Bug #5469: Local map is reset when re-entering certain cells
Bug #5472: Mistify mod causes CTD in 0.46 on Mac
Bug #5473: OpenMW-CS: Cell border lines don't update properly on terrain change
Bug #5479: NPCs who should be walking around town are standing around without walking
Bug #5484: Zero value items shouldn't be able to be bought or sold for 1 gold
Bug #5485: Intimidate doesn't increase disposition on marginal wins
Bug #5490: Hits to carried left slot aren't redistributed if there's no shield equipped
Bug #5499: Faction advance is available when requirements not met
Bug #5502: Dead zone for analogue stick movement is too small
Bug #5507: Sound volume is not clamped on ingame settings update
Bug #5525: Case-insensitive search in the inventory window does not work with non-ASCII characters
Bug #5531: Actors flee using current rotation by axis x
Bug #5539: Window resize breaks when going from a lower resolution to full screen resolution
Bug #5548: Certain exhausted topics can be highlighted again even though there's no new dialogue
Bug #5557: Diagonal movement is noticeably slower with analogue stick
Bug #5588: Randomly clicking on the journal's right-side page when it's empty shows random topics
Bug #5603: Setting constant effect cast style doesn't correct effects view
Bug #5604: Only one valid NIF root node is loaded from a single file
Bug #5611: Usable items with "0 Uses" should be used only once
Bug #5619: Input events are queued during save loading
Bug #5622: Can't properly interact with the console when in pause menu
Bug #5627: Bookart not shown if it isn't followed by <BR> statement
Bug #5633: Damage Spells in effect before god mode is enabled continue to hurt the player character and can kill them
Bug #5639: Tooltips cover Messageboxes
Bug #5644: Summon effects running on the player during game initialization cause crashes
Bug #5656: Sneaking characters block hits while standing
Bug #5661: Region sounds don't play at the right interval
Bug #5675: OpenMW-CS: FRMR subrecords are saved with the wrong MastIdx
Bug #5680: Bull Netches incorrectly aim over the player character's head and always miss
Bug #5681: Player character can clip or pass through bridges instead of colliding against them
Bug #5687: Bound items covering the same inventory slot expiring at the same time freezes the game
Bug #5688: Water shader broken indoors with enable indoor shadows = false
Bug #5695: ExplodeSpell for actors doesn't target the ground
Bug #5703: OpenMW-CS menu system crashing on XFCE
Bug #5706: AI sequences stop looping after the saved game is reloaded
Bug #5713: OpenMW-CS: Collada models are corrupted in Qt-based scene view
Bug #5731: OpenMW-CS: skirts are invisible on characters
Bug #5739: Saving and loading the save a second or two before hitting the ground doesn't count fall damage
Bug #5758: Paralyzed actors behavior is inconsistent with vanilla
Bug #5762: Movement solver is insufficiently robust
Bug #5800: Equipping a CE enchanted ring deselects an already equipped and selected enchanted ring from the spell menu
Bug #5807: Video decoding crash on ARM
Bug #5821: NPCs from mods getting removed if mod order was changed
Bug #5835: OpenMW doesn't accept negative values for NPC's hello, alarm, fight, and flee
Bug #5836: OpenMW dialogue/greeting/voice filter doesn't accept negative Ai values for NPC's hello, alarm, fight, and flee
Bug #5838: Local map and other menus become blank in some locations while playing Wizards' Islands mod.
Bug #5840: GetSoundPlaying "Health Damage" doesn't play when NPC hits target with shield effect ( vanilla engine behavior )
Bug #5841: Can't Cast Zero Cost Spells When Magicka is < 0
Bug #5869: Guards can initiate arrest dialogue behind locked doors
Bug #5871: The console appears if you type the Russian letter "Ё" in the name of the enchantment
Bug #5877: Effects appearing with empty icon
Bug #5899: Visible modal windows and dropdowns crashing game on exit
Bug #5902: NiZBufferProperty is unable to disable the depth test
Bug #5906: Sunglare doesn't work with Mesa drivers and AMD GPUs
Bug #5912: ImprovedBound mod doesn't work
Bug #5914: BM: The Swimmer can't reach destination
Bug #5923: Clicking on empty spaces between journal entries might show random topics
Bug #5934: AddItem command doesn't accept negative values
Bug #5975: NIF controllers from sheath meshes are used
Bug #5991: Activate should always be allowed for inventory items
Bug #5995: NiUVController doesn't calculate the UV offset properly
Bug #6007: Crash when ending cutscene is playing
Bug #6016: Greeting interrupts Fargoth's sneak-walk
Bug #6022: OpenMW-CS: Terrain selection is not updated when undoing/redoing terrain changes
Bug #6023: OpenMW-CS: Clicking on a reference in "Terrain land editing" mode discards corresponding select/edit action
Bug #6028: Particle system controller values are incorrectly used
Bug #6035: OpenMW-CS: Circle brush in "Terrain land editing" mode sometimes includes vertices outside its radius
Bug #6036: OpenMW-CS: Terrain selection at the border of cells omits certain corner vertices
Bug #6043: Actor can have torch missing when torch animation is played
Bug #6047: Mouse bindings can be triggered during save loading
Bug #6136: Game freezes when NPCs try to open doors that are about to be closed
Bug #6294: Game crashes with empty pathgrid
Feature #390: 3rd person look "over the shoulder"
Feature #832: OpenMW-CS: Handle deleted references
Feature #1536: Show more information about level on menu
Feature #2159: "Graying out" exhausted dialogue topics
Feature #2386: Distant Statics in the form of Object Paging
Feature #2404: Levelled List can not be placed into a container
Feature #2686: Timestamps in openmw.log
Feature #2798: Mutable ESM records
Feature #3171: OpenMW-CS: Instance drag selection
Feature #3983: Wizard: Add link to buy Morrowind
Feature #4201: Projectile-projectile collision
Feature #4486: Handle crashes on Windows
Feature #4894: Consider actors as obstacles for pathfinding
Feature #4899: Alpha-To-Coverage Anti-Aliasing for alpha testing
Feature #4917: Do not trigger NavMesh update when RecastMesh update should not change NavMesh
Feature #4977: Use the "default icon.tga" when an item's icon is not found
Feature #5043: Head Bobbing
Feature #5199: OpenMW-CS: Improve scene view colors
Feature #5297: Add a search function to the "Datafiles" tab of the OpenMW launcher
Feature #5362: Show the soul gems' trapped soul in count dialog
Feature #5445: Handle NiLines
Feature #5456: Basic collada animation support
Feature #5457: Realistic diagonal movement
Feature #5486: Fixes trainers to choose their training skills based on their base skill points
Feature #5500: Prepare enough navmesh tiles before scene loading ends
Feature #5511: Add in game option to toggle HRTF support in OpenMW
Feature #5519: Code Patch tab in launcher
Feature #5524: Resume failed script execution after reload
Feature #5545: Option to allow stealing from an unconscious NPC during combat
Feature #5551: Do not reboot PC after OpenMW installation on Windows
Feature #5563: Run physics update in background thread
Feature #5579: MCP SetAngle enhancement
Feature #5580: Service refusal filtering
Feature #5610: Actors movement should be smoother
Feature #5642: Ability to attach arrows to actor skeleton instead of bow mesh
Feature #5649: Skyrim SE compressed BSA format support
Feature #5672: Make stretch menu background configuration more accessible
Feature #5692: Improve spell/magic item search to factor in magic effect names
Feature #5730: Add graphic herbalism option to the launcher and documents
Feature #5771: ori command should report where a mesh is loaded from and whether the x version is used.
Feature #5813: Instanced groundcover support
Feature #5814: Bsatool should be able to create BSA archives, not only to extract it
Feature #5828: Support more than 8 lights
Feature #5910: Fall back to delta time when physics can't keep up
Feature #5980: Support Bullet with double precision instead of one with single precision
Feature #6024: OpenMW-CS: Selecting terrain in "Terrain land editing" should support "Add to selection" and "Remove from selection" modes
Feature #6033: Include pathgrid to navigation mesh
Feature #6034: Find path based on area cost depending on NPC stats
Task #5480: Drop Qt4 support
Task #5520: Improve cell name autocompleter implementation
2.5.0 "Twenty years ago today..." (2021-10-09)
New games:
- Added support for Grim Fandango.
- Added support for The Longest Journey.
- Added support for Myst 3: Exile.
- Added support for Little Big Adventure.
- Added support for Red Comrades 1: Save the Galaxy.
- Added support for Red Comrades 2: For the Great Justice.
- Added support for Transylvania.
- Added support for Crimson Crown.
- Added support for OO-Topos.
- Added support for Glulx interactive fiction games.
- Added support for Lure of the Temptress Konami release.
- Added support for Private Eye.
- Added support for Spanish Blue Force.
- Added support for Spanish Ringworld.
- Added support for Spanish Amazon: Guardians of Eden.
- Added support for AGS Games versions 2.5+.
- Added support for Nightlong: Union City Conspiracy.
- Added support for The Journeyman Project 2: Buried in Time.
- Added support for Crusader: No Remorse.
- Added support for L-ZONE.
- Added support for Spaceship Warlock.
New ports:
- The Nintendo DS port got a major rewrite.
General:
- Switched ScummVM GUI output to UTF-32.
- Updated the Roland MT-32 emulation code to the Munt project's mt32emu 2.5.1.
- Updated Dropbox Cloud Storage to use the new Dropbox OAuth workflow.
- Major extension to the number of supported graphics scalers.
- Display path to scummvm configuration file in GUI -> Options -> Paths.
- Added new optional dependency, giflib >= 5.0.0. Used by some version of LBA.
- Added HiDPI support to the ScummVM GUI.
- Added command line option --window-size for specifying ScummVM window size,
applicable only to the OpenGL renderer.
- Fixed switching to the default graphics mode. This was sometimes not applied
until restarting ScummVM or starting a game.
- ScummVM GUI has been fully translated into Korean and Japanese.
- Added GUI option for enabling and disabling the Discord RPC integration.
ADL:
- Added support for Mystery House French translation.
- Added support for several game variants.
AGI:
- Added support for Russian versions. Input now works.
AGOS:
- Added support for the Japanese PC-98 version of Elvira 1.
CGE:
- Added option to use Text To Speech for Soltys.
CGE2:
- Added option to use Text To Speech for Sfinx.
Cine:
- Added detection for Future Wars CD version with French translation patch.
- Added detection for Italian Amiga Operation Stealth.
- Fixed crash before entering secret base.
- Fixed space missing in verb line.
- Fixed vertically overflowing message boxes.
Dreamweb:
- Rendering fixes for Russian fan translation.
Glk:
- Fixed savegame issues with several subengines.
- Fixed memory overrun in Level9 game detector.
- Added detections for 2020 IF Comp games.
- Enabled Glulx sub-engine.
Gob:
- Added support for Bargon Attack Russian translation.
- Added support for Woodruff Russian translation.
Griffon:
- Fixed Return to Launcher from The Griffon Legend.
- Added option to use Text To Speech in The Griffon Legend
Grim:
- Added support for Brazillian Portuguese Grim Fandango.
Kyra:
- Added support for the Japanese Sega-CD version of Eye of the Beholder.
- Added support for the Hebrew fan translation of Legend of Kyrandia.
- Added support for the Hebrew fan translation of Legend of Kyrandia 2.
- Added support for the Simplified Chinese version of Legend of Kyrandia 3.
- Added support for the playable demo of Lands of Lore.
Lure:
- Fixed fire animation in first room when loading saves.
- Fixed AdLib support.
- Fixed MT-32 support.
Pegasus:
- Added support for DVD/GOG.com release.
Queen:
- Added support for German Amiga floppy release.
SAGA:
- Added support for ITE GOG Mac CD v1.1.
- Added support for ITE PC-98 Japanese.
SCI:
- Added RGB rendering mode (16/32bpp) for SCI0 - SCI1.1 games, which addresses palette
issues in screen transitions and avoids mode changes when playing Mac QuickTime videos.
- Added custom palette mods for SQ3 and LSL2 from the FreeSCI project. When enabled, the mods improve the visuals
in these two games.
- Added support for Macintosh version of Gabriel Knight 1.
- Added support for CD-Audio version of Mixed-Up Mother Goose.
- Added support for Korean fan translations from the scummkor project: Castle of Dr. Brain,
EcoQuest 1, Gabriel Knight 1, King's Quest 1, 5, and 6, Laura Bow 2, and Space Quest 4.
- Added support for Space Quest 4 Update 1.3 by New Rising Sun.
- Added support for French LSL1VGA.
- Added support for Hebrew QFG1VGA.
- Added support for Hebrew GK1.
- Added support for Russian Longbow.
- Added support for Russian LSL6.
- Added support for alternate Russian LSL7.
- Added support for alternate Polish LSL7 including files packaged with InstallShield.
- Added support for alternate Russian SQ5.
- Added support for alternate Russian Torin's Passage.
- Added support for fan game Soulshade Asylum.
- SCI1.1 views are now scaled accurately.
- Fixed sounds not stopping or restarting correctly.
- Fixed sound issues when restoring SCI0 games.
- Fixed corruption when "Prefer digital sound effects" was disabled in SCI1 games.
- Space Quest 4 CD sound effects now match the selected platform.
- Added option to enable Windows cursors in CD versions of King's Quest 5 and Space Quest 4.
- Fixed "Girl In The Tower" song not playing at the end of King's Quest 6 CD.
- Fixed King's Quest 5 Amiga beach error that prevented completing the game.
- Fixed over 30 script bugs in GK1, HOYLE4, KQ1DEMO, KQ5, KQ6, KQ7, LB1,
LSL3, PEPPER, PQ3, QFG3, SQ1, SQ4, and SQ6.
- Unlocked JANE easter egg in Gabriel Knight 1.
SCUMM:
- Fixed Chinese, Japanese and Korean text display for The Dig and for The Curse of Monkey Island. These fixes
also include some improvements to the common text display (mainly the formatting of wrapped texts).
- Fixed display of Chinese, Japanese and Korean pause and restart dialogs.
- Added support for numerous Korean translations from scummkor project.
- Added support for Russobit-M versions of Pajama2 and SpyOzone.
- Fixed speech playback in Akella version of COMI.
- Added support for Discord and Humble Bundle versions of Indiana Jones and the Fate of Atlantis.
- Added smooth scrolling for FM-TOWNS versions of games.
- Added optional trimming to 200 pixels for some FM-TOWNS games, so aspect-ratio correction is possible.
- Fixed audio distortion in Loom for PC-Engine.
- Added support for the high resolution font and cursor in the 16-color Macintosh version of Loom.
- Added support for Japanese Mac version of The Dig.
- Added partial support for the high resolution fonts and cursor in the
16-color Macintosh version of Indiana Jones and the Last Crusade.
- Fixed missing instruments in the m68k Mac versions of Monkey Island 2
and Indiana Jones and the Fate of Atlantis.
- Added "Macintosh b/w" render mode for the 16-color Macintosh versions of
Loom and Indiana Jones and the Last Crusade.
- Enabled difficulty selection in the version of Monkey Island 2 that was
included on the LucasArts Mac CD Game Pack II compilation. (It had been
disabled along with the copy protection.)
- Repaired clumsy crack in Maniac Mansion (enhanced)'s keypad script.
This means that the GOG and Steam versions will no longer accept incorrect
numbers, e.g. for Edna's phone number. (Why are they selling a cracked
version anyway?!)
- Added support for Low quality music in Macintosh version of Loom.
- Improved Digital iMUSE accuracy for Full Throttle and The Curse of Monkey Island. These improvements also fix
several audio related bugs for both games.
- Fixed a very old regression in the walk code for Full Throttle which softlocked the game.
- Improved the accuracy of the walk code for The Dig and The Curse of Monkey Island.
- Fixed a bug in The Curse of Monkey Island which prevented, during the cannon minigame in Part 1, the destruction
of one of the three destroyable turrets in the fort.
- Added animated cigar smoke to the close-up of captain Smirk in the CD
version of Monkey Island 1. It was present in earlier versions.
- Restored some missing Lemonhead lines in the English, Italian, German and Spanish CD
versions as well as the English Macintosh, FM-Towns and Sega CD versions
of Monkey Island 1.
- Made the clock tower in Monkey Island 1 behave the same in the CD version
as in earlier versions, i.e. after examining it you have to leave the
room and come back again for its description to change.
Tinsel:
- Enabled the Return to Launcher feature.
Titanic:
- Fixed crashes when asking bots what I should do.
TsAGE:
- Added support for uninstalled floppy version.
Stark:
- Added support for Hungarian translation.
Supernova:
- Added Italian translation for part 1.
Sword25:
- Made the extracted version working.
- Fixed crash when selecting Croatian language.
Ultima:
- Ultima 4: Added several debugger commands.
- Ultima 4: Allow Enter key to exit ZStats display.
- Ultima 8: Fixed several animation bugs for events and objects.
- Ultima 8: Restored original text for the Spell of Resurrection book.
Xeen:
- Fixed occasional border corruption during fights.
- Improvements to cutscenes to better match the original games.
- Fixes for character selection, deselection, and dismissing to better match original.
- Added support for Russian version.
AmigaOS port:
- Added native system file browser feature.
- Re-activated nuked OPL Adlib driver.
Big-endian ports:
- Fixed crashes or rendering issues with the Blazing Dragons, Duckman and
Full Pipe games.
iOS port:
- Fixed using arrow keys on physical keyboard in iOS 15.
- Fixed rotating the device while ScummVM is inactive.
- Added support for upside down portrait orientation.
macOS port:
- Added support for Dark Mode.
- Use OpenGL renderer by default, providing better support for HiDPI displays.
MorphOS port:
- Added native system file browser feature.
- Added Cloud feature.
- Re-activate nuked OPL Adlib driver.
- Added CAMD MIDI driver support.
Windows port:
- Use OpenGL renderer by default, providing better support for HiDPI displays.
wordsearch is a classic word search game that you can play in your
terminal. It features curses full screen gameplay with an easy to
customize puzzle-directory so you can share your creations with
friends. It has simple to pick up gameplay with word-based scoring so
you can play anytime.
Submitted in PR pkg/56435 by Pat Jensen. (Some adjustments for pkgsrc
by me.)
Woof! 7.0.0
-----------
- Options loaded from a PWAD are now disabled in the menu instead of
merely skipped (@rfomin).
- Trim trailing spaces off the demo footer.
- OPL emulation based on Nuked OPL3 Version1.8 has been ported over
from Chocolate Doom.
- Avoid namespace clash with the time symbol, e.g. on SmartOS.
- Use unambigious integer types in the BMP screenshot saving code.
- The Alt-Tab bug workaround has been extended to SDL 2.0.16 (@rfomin).
- The actual sample frequency is now fed back into snd_samplerate config
variable.
- Native Windows MIDI support has been implemented, replacing
woof-midiproc (@rfomin).
- The demo_version value is now logged in P_SetupLevel().
- Don't change MUSINFO music if nomusicparm is set (@rfomin).
- Fix wrong generalised door sounds (@rfomin).
- Fix the Boom elevators movement interpolation (@rfomin).
- Enable cosmetic compatibility options for all complevels, i.e.
comp_blazing, comp_doorlight and comp_skymap (@rfomin).
- Next level key also skips the current demo (@rfomin).
- cmake: always unzip SDL2 binaries in build directory (@melak47).
- Fix M_PAUSE graphics location in hires mode (@rfomin).
- Make keyed doors flash on the automap, ported over from Crispy Doom
(@rfomin).
- Keep the map static in overlay mode if not following the player.
- Implement DSDHacked support (@rfomin).
- Fix the dehacked string replacement behavior (@rfomin).
- Fixed a bug in DeHackEd string replacements with a length of exactly
four (@JadingTsunami).
- Add comp_voodooscroller, MBF21 v1.3 update (@rfomin).
- Demo features (@rfomin).
- If a new game is started during demo recording, start a new demo.
- Add key to finish demo recording.
- Count spawned monsters
- Add demo file name suffix counter, rngseed is generated before
restart recording.
- Use SDL functions to load a WAV lump (@rfomin).
Changelog:
* release 0.4.9
- added option to match original inventory items order
- added zoom from DOS version
- added Sega CD tracks playback based on stb_vorbis (OGG 22khz)
- fixed piege opcode 0x57
- fixed repeating sounds volume
Changes:
Fix a crash introduced in 2020.3.10
Improve error message when no aircraft search paths are available
Fix a crash with misconfigured traffic taxi routes
Update AI traffic schedules
New Features/Enhancements
* On MacOS DMG files are now supported as disk images for Theme Hospital
data
* Hospital policies will now carry over to your next level in the
campaign
* You can now remove destroyed rooms for a fee (config option)
* The information dialogs that appear when a room is first built can be
disabled in the configuration file
* Fire extinguishers in rooms now have a chance to save a smoking
machine from exploding
* Advisor has more advice
* Additional trophy of the original game is implemented
* Windows and room size now impact staff happiness
* Roujin's challenge cheat is back
* Experimental direct_zoom config option, for more efficient zoom. Fixes
zoom on some hardware. Defaults off.
Changes
* Emergencies with unknown diseases will no longer occur
* The VIP system has been overhauled to provide more balanced ratings
* Overpriced/Underpriced treatments now scale with difficulty
* Placing a receptionist on a desk will now call her to the desk
* Boiler breakdowns now depend on handymen
* Faxes can no longer be opened while paused (unless editing while
paused is enabled)
* Improvements to receptionist announcement frequency and behaviour
* The game will now check common locations for Theme Hospital on startup
if it has not been configured
* Games compiled without movie/audio can no longer access these settings
* Update check now occurs over TLS for better security
* English names are now shown in a tooltip when hovering over a language
option
* Improved TTF font rendering
Translations
* Greek language added! (thanks to dimitrios-iliadis!)
* Updates to Brazilian-Portuguese language
* Updates to English language
* Fixes to Chinese unicode encoding
Bug Fixes
* Issues scheduling emergencies have been resolved
* Games will no longer crash on load if the jukebox was open
* Games will no longer crash because of an empty music folder
* Fixed a scenario where editing a room caused staff to get stuck
* Games that scrolled while saving stop scrolling on load
* Psychiatrists in the Operating Theatre are now properly counted
* Losing a game now gives the reason if the movie is skipped
* Exiting the game will no longer hang when using the Wayland backend
* The mouse will now be freed on game crash
Packager Notes
* Support added for Lua 5.4.x. (5.4.0 and 5.4.1 are not supported)
* CMake minimum version has been increased to 3.5
* The CMake option to enable AnimView is now BUILD_ANIMVIEW=ON
ECWolf is an advanced source port of the Wolfenstein 3D engine based upon
Wolf4SDL with some back ports from ZDoom. It provides substantially boosted
capabilities for creating mods without requiring source code edits using
scripting and other tools familiar to users of ZDoom.
For players it offers modern features such as support for modern control
schemes and wide screen. Being based on the Wolfenstein 3D engine and using an
enhanced version of the original software renderer, it provides a relatively
accurate play experience to vanilla while modernizing.
Currently supported games are Wolfenstein 3D, Spear of Destiny, and Super 3-D
Noah's Ark.
The original game data files are required for operation. These are files with
the extensions *.n3d, *.sod, *.sd2, *.sd3, *.wl1, or *.wl6.
Stone Soup 0.27.1 (20210820)
Bugfix and balance release
* The frequency of D:1 jackals is reduced.
* Sigmund and Robin are nerfed gently.
* Maxwell's Capacitative Coupling now has LOS range.
* 80 other fixes, tweaks, copy-edits, and interface improvements.
Point release Frank-2 includes following bugfixes backported to original
Frank release:
* 50877 Catch SecurityException in SDL getSerialNumber
* 50452 Fix dropping worn items from AIM
* 50814 Prevent endless loop during butchering
* 51035 Resolve a bug in partial stack dropping/using and unify ui behaviour
* 51147 Fix crash resulting from NPC activity migration (loading 0.F saves)
0.17.0 (2021-07-23)
Features:
* Drop shadows! The save_png method now supports a bunch of shadow_
arguments that will add a drop shadow just before rendering. This is
intended for using in rulebooks or marketing. Try it out by adding
shadow_radius: 8 to your save_png (#306, #264)
* Added debug methods for checking font access. Squib.system_fonts and
Squib.print_system_fonts (#334)
Bugs:
* The rows argument is always respected in save_sheet (#332).
Chores:
* Bump cairo to ~1.17
* Bump classy_hash to 1.0
0.17.1 (2021-08-11)
Bugs:
* Sprues now allow negative coordinates (#336)
* Documentation typos (#337)
Summary of Changes
* updates to necromancer and ranger spells
* improvements to quiver inscriptions
* many improvements to dungeon generation, especially robustness
* many improvements to testing and building the game, especially with
SDL2
* make the duration of multiple timed effects exactly the same
* allow selection for effects that used to give a random choice of
effects
* fix a bug that made radius of artifact lights too small by one
* improvements to handling in-game information on effects
* better documentation in datafiles
* debugging commands now use the Angband 4 command system
* upgrade of the NDS port to the 3DS with many improvements
Woof! 6.3.1
-----------
- SDL's endianness swapping functions are now used.
- A demo footer is added when recording a demo (@rfomin).
- The EV_BuildStairs() implementation has been brought in line with
PrBoom+ (@rfomin).
- Support for the COMPLVL lump has been added (@rfomin).
- The UMAPINFO demo extension header has been deprecated (@rfomin).
Woof! 6.3.0
-----------
- 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).
- Fix complex text in printed sudokus (#52)
- Fix issue with appdata
- Vala warning fixes (Rico Tzschichholz)
- Many translations updates
- Choose how many puzzles to print per page (#17, Andrey Kutejko)
- Move game controls to header bar and window menu and improve mobile layout (#38, !32, !35, lajonss)
- Make game win message dialog modal (!33, Andrey Kutejko)
From author/maintainer Thomas Dettbarn in PR 56327.
dmagnetic (0.32-1) unstable; urgency=medium
* New input format: WOZ
* Minor bug fixes
* Minor code cleanup
-- Thomas Dettbarn <dettus@dettus.net> Fri, 23 Jul 2021 00:33:15 +0200
Announcement:
GemRB 0.9.0 released! (A view to the future edition)
The GemRB team is proud to announce a new major release.
Over six years in the making, growing in scope with time, the
subviews branch was a true monster. But the quest to lay it to rest
has now been successfully completed, among other things modernizing
the GUI, drawing and input handling. For most use cases, there is
no need for the Widescreen mod any more (see screenshot or video
explainer).
The SDL2 backend is now mature and default, OpenGL support is not
experimental any more, most benefiting Mac users. Additionally, in
the last minutes between the merge and this release, Python 3
support was added and our demo received an ending.
If you don’t believe that this is a big upgrade, consider just the
changes from the branch. It included 3527 commits, 668 changed
files, and over 30,000 changed lines of code. That’s about every
fifth line!
Full changelog digest:
GemRB v0.9.0 (2021-06-18):
New features:
- basic resolution independence
- python3 support
- arbitrary window dragging support
- improved debug console
- subtitle support for BIK videos
Improved features:
- window management, drawing and input handling
- performance: SDL2 video playback, general and text rendering
- smoother movement animations, demo
- bugfixes
Thanks to everyone that contributed their time and wit, including:
Bernd Schmidt, Brad Allred (main author), Diego J., fizzet, FrElvire,
Jaka Kranjc, Laurie Chilvers, m7600, MarcelHB, Northfear, Rodrigo
Santellan.
Notes to packagers:
Python 3 support has been added.
SDL2 is now the default backend and anyone still on SDL1 is encouraged
to switch.
If you are packaging from git sources, not the archive, either run
make fetch-demo-data first or manually include the files. These
are (currently two) bigger assets kept in a separate repository.
Configuration notes (details):
* key TooltipDelay was deprecated (was unused, there is an ingame option)
* key ScriptDebugMode was renamed to DebugMode and received more values
* key FogOfWar was deprecated for GCDebug
* new key GCDebug can be used to draw various debug features of maps
* new key TouchInput for force disabling or enabling…
Woof! 6.2.0
-----------
- 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
-----------
- 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).
* release 0.4.8
- added detection for DOS version with .ABA files
- added Macintosh credits
- fixed ESPIONS cutscene timing with Amiga music
* release 0.4.7
- added detection for Macintosh CD version
- restored some content from MEMO cutscene
Changelog:
Arx Libertatis 1.2 "Mega Mega Mega"
Released: 2021-07-13 (announcement)
Gameplay
* Added an alternate, less strict rune recognition algorithm
(enabled by default) (feature request #289, #653)
* Made rune recognition less dependent on framerate (bug #856)
* Added an alternate bow aim mode
* Added gravity to arrows unless fully charged
* Fixed weapon durability degrading faster at higher framerates
(bug #790)
* Fixed poison and magic resistance bonus from equipment and cheats
being ignored in some cases
* Fixed player ascending infinitely when attacked while levitating
(bug #640)
* Fixed Slow down (Rhaa Rune (decrease)Movis Rune (movement)) spell
affecting user interface and input and improve player movement
while it is active (bug #534)
* Fixed hunger dropping below 0% when overeating (bug #132, fix is
also applied when loading save files)
* Higher caster level now makes the Curse (Rhaa Rune (decrease)
Stregum Rune (magic)Vitae Rune (life)) spell more effective against
NPC Damages, Armor Class and Damage Absorption instead of less
effective
* Calculated Armor Class, Magic Resistance, Poison Resistance and
Damages stats now include attribute and skill modifiers from items
and spells (bug #322)
* The Critical Hit chance now includes item and cheat modifiers
* The Negate magic (Nhi Rune (remove)Stregum Rune (magic)
Spacium Rune (field)) spell and effect now correctly follows
the target
* Fixed player not receiving experience for kills by summoned
creatures
* Fixed selection of replacement weapon when the equipped one
breaks to select one that is similarly powerful
* Fixed maximum player Health and Mana ignoring attribute modifiers
from items and spells while the MAX or MAR cheats are active
* Fixed Akbaa not attacking the player after using his tentacle
attack twice (bug #584)
* Fixed spells without mana drain using the mana drain from
previous spells
* Fixed Confuse (Rhaa Rune (decrease)Vista Rune (vision)) spell
ending immediately (bug #615)
Graphics
* Windows: In multi-GPU setups (Optimus/PowerXpress) the more
powerful GPU is now used by default
* Added a configurable FPS limit independent of vsync, defaulting
to the display refresh rate
* Added a field of view setting (feature request #404)
* Re-added a fullscreen gamma option (feature request #254)
* Added support for fullscreen modes with different refresh rates
* Added anti-aliasing to alpha cutouts (color key anti-aliasing,
alpha to coverage and sample shading
* Added an option to disable anisotropic filtering
(feature request #96)
* Added options to disable view bobbing and camera shake
(feature request #405)
* Fixed missing blob shadows under dragged entities
* Fixed wrongly displayed light flare when dragging a torch (bug #783)
* Fixed water and lava not being animated while the night vision
spell is active (bug #1053)
* Fixed scaling of flares around lights with higher resolutions
* Fixed light flares showing through scene geometry or disappearing
when the light is still visible (bug #120)
* Fixed light flares showing through non-interactive entities
(e.g. doors that are opening or closing)
* Fixed light flares being drawn in front interface elements
including notes (bug #1145)
* Fixed light flares being disabled when the player book is open
* Fixed flashes, flares and other effects appearing in front of
the cinematic border
* Fixed missing dynamic lighting for far away scene geometry
(bug #1213)
* Fixed amount of sparks, flame and smoke particles depending on
the framerate
* Fixed cinematic light flicker depending on the framerate
* Fixed VSync setting not being applied until the game is restarted
* Fixed water and lava animation overlay (bug #512)
* Fixed map rendering glitches with buggy OpenGL drivers (bug #539)
* Fixed Negate magic (Nhi Rune (remove)Stregum Rune (magic)Spacium
Rune (field)) and Trap (Aam Rune (create)Morte
Rune (death)Cosum Rune (object)) spell effects not rotating
* Fixed overzealous entity culling (bug #588)
* Fixed weapons and equipment always being drawn in front of the
player hands and arms
* Fixed player hands clipping with walls in first person view
* Fixed arrow object rotation not matching direction
* Fixed missing arrow trails (bug #538) and improved the effect
(also used in the Speed (Mega Rune (increase)Movis
Rune (movement)) spell)
* Fixed NPC animations not playing when close to the player
(bug #270)
* Fixed missing aura when a protection spell ended before a Lower
armor (Rhaa Rune (decrease)Kaom Rune (protection)) on the same
target
* Fixed Ylside blow up effect only disappearing when looking at it
(bug #122)
* Fixed lighting only being updated every other frame (bug #75)
* Increased depth buffer from 16 bits minimum to 24 bits to
prevent Z-fighting (bug #759)
* Linux: Fixed missing anti-aliasing for some drivers
Interface
* Added options to scale the player book, HUD and cursor with
larger resolutions (feature request #391, #996)
* Added an option to limit speech width on wide screens (enabled
by default)
* Fixed scaling and positioning of magic flares when casting with
higher resolutions (bug #535)
* Fixed scaling of cinematics with higher and wide resolutions
* Add an option to letterbox or fade out cinematics with wide
resolutions (fade by default)
* Fixed player book and minimap being stretched with wide resolutions
(bug #211)
* Fixed minimap texture filtering changing when hovering map markers
(bug #570)
* Added anti-aliasing to HUD element borders (even without MSAA)
* Improved quest book text layout
* Added options to control the in-game font size and weight
* Increased default font weight for text in the player book and notes
to improve readability
* Improved shop inventory sorting
* Added crosshair when aiming with a fully charged bow
* Sorting the inventory now never drops items to the ground
* Fixed missing quest book background when there are no quest entries
(bug #1021)
* Fixed wrong items being highlighted when in combine mode (bug #121)
* Add missing item halo when combining items
* Fixed item halo being displayed in front of dragged items
* Fixed too small font size at resolutions slightly above 640x480
* Fixed rendering of runes in the player book
* Removed light affecting the world when clicking on runes in the book
* Tweaked how spell/stealth/equipment/torch icons move when opening
the inventory
* Fixed purse halo not showing when selling certain items
* Fixed health and mana gauges not being hidden during the death
animation (bug #806)
* Fixed position of number in cursor when distributing skill points
* Fixed level transition icons on the map not being displayed
correctly (bug #782)
* The player book is now closed when returning to mouse look mode
(bug #143)
* Fixed missing characters after forced line breaks in text
(bug #718)
Controls
* Added raw mouse input support and an option to control mouse
acceleration
* Fixed border turning (bug #255) and added an option to disable it
* The "Resume game" menu entry and quickload (F9) now load the last
save if no game is running (feature request #45)
* Added a keyboard shortcut for drinking cure poison potions (not
bound by default)
* Added a keyboard shortcut to enter level transitions
(feature request #105)
* Add an auto ready weapon mode that only triggers on enemies
* Player book and notes can now be closed using Escape
(feature request #409)
* Improved item drag and drop behavior
* Improved drag threshold to make it less likely to accidentally
drag an item when Shift+clicking it (bug #1225)
* Fixed being able to exceed item stack size limits in some cases
(bug #1111)
* Added the ability to drop stacks of items to the floor or throw
them (feature request #36)
* Added the ability to pick up stacks of items outside inventories
while holding shift (stealth mode shortcut)
* Items can now be dragged across saves and level transitions
* Fixed rotation of dragged and thrown entities (bug #591)
* Fixed invert mouse setting affecting turning via keyboard or
screen borders
* Fixed double-click only working for the first slot in the Action
binding (bug #795)
* Mouse grab now released during cutscenes, conversations and
cinematics
* Fixed mouse not always being centered when exiting mouse look mode
* Mouse look mode is now cancelled on focus loss to prevent the
cursor being continuously warped to the window center
Audio
* Added an option to enable OpenAL Soft's virtual surround (HRTF)
support (enabled automatically when using headphones)
* Re-added environmental audio effects (reverb) using OpenAL EFX
(the game uses only one relatively neutral environment)
* Added a config option to select the audio device
(feature request #379)
* Restored more spell sounds and fixed spell sound positions
* The Harm (Rhaa Rune (decrease)Vitae Rune (life)), Ignite (Aam
Rune (create)Yok Rune (fire)) and Douse (Nhi Rune (remove)Yok
Rune (fire)) sound effects now correctly follow the caster/target
(bug #740)
* Added an option to mute audio when the window is not focused
* Fixed duplicated page turn sound when clicking top tabs in the
player book (bug #1125)
* Fixed casting sound being played on level load when restoring
persistent fields of protection
* Fixed bare handed entity hit sound being repeated each frame
* Fixed sound position when dousing torches
* Added missing panning for ambient sounds
* Audio listener orientation now uses the camera pitch (only
noticeable with HRTF)
* Fixed audio suddenly cutting off when getting too far from sources
Menu
* Added text and audio language options (available languages depend
on your Arx Fatalis version)
* Added German, Italian, Russian and Spanish localization of new
menu strings (feature request #1006)
* Improved customize controls menu:
* Overwriting bindings no longer moves the old key (bug #717)
* Key bindings can now be removed using the escape key
(feature request #408)
* Displayed key names now use the current keyboard layout
* Fixed removing duplicated key assignments
* Fixed being locked out of the config menu when binding the
'toggle fullscreen' action to the left mouse button (bug #1136)
* Fixed UI not updating properly when changing key bindings
(bug #717)
* Sliders and option widgets can now be controlled using the mouse
wheel or by clicking at the desired position
* Fixed checkbox mouseover area (bug #528)
* Fixed disappearing menu textures after resizing the window (bug #275)
* Fixed slow cursor animation and shorter cursor trail with higher
framerates
* Increased the save thumbnail size
* Added support for Unicode save names (feature request #1032)
* Improved editing support in the save name textbox, including copy
& paste support
* Improved date/time display in the save list
* Added additional highlighting and improved positioning to the
credits
* Added the libraries and tools used for the build to the credits
* Added support for scrolling the credits using the mouse wheel
or keyboard
* Fixed credits scroll position changing on window size changes
Windowing
* Switched to SDL 2 for windowing and input (task #506) - SDL 1
backend will be removed in the next version
* No longer grabs all keys when fullscreen (with SDL2)
* The default ("Desktop") resolution now selects fullscreen
windowed mode (with SDL2) (feature request #300, #449)
* Added an option not to minimize the fullscreen window on
Alt+TAB (feature request #814)
* Added a new high-resolution icon
* Screen saver is no longer inhibited while in the menu in windowed mode
* Windows: Disabled OS-level DPI scaling (bug #706)
* Windows: Fixed missing window icon
* Linux: Translated the .desktop file to Italian and Spanish
* macOS: Handle Command + Q shortcut to close the window
Modding
* Added support for loading uncompressed FTL files
* Added a blender plugin for FTL files
* Added support for extending localization strings in mods
* Added a ^camera system variable returning the active camera
* Added a ^dragged system variable returning the item being dragged
* Added the ^angle* and ^view* system system variables returning
the rotation of the player or another entity
* Fixed ^gamedays system variable to give the number of days since
the playthrough start instead of the the number of 10-days
* Added the -o flag to the spellcast script command to orphan the
spell after being cast
* Added library and python wrapper for decompressing FTL files
Debugging
* Added a script console (feature request #356)
* Added more debug views and made the key binding configurable
(feature request #1500)
* Added --skiplogo, --loadlevel, --loadslot and --loadsave
command-line option to skip startup logos or load a level
or save file on startup
* Added support for loading save files by drag & drop
* Added ability to rename saves to arxsavetool
* Added a --benchmark command-line option
* Added a --override-gl command-line option and extension_overrides
setting to control used OpenGL extensions
* Changed to OpenGL debug context and enabled ARB_debug_output for
debug builds or with the --debug-gl option
* Added a config option for the vertex streaming buffer size
Tools
* Added support to arxunpak to extract all resources as seen by
the game (default when no arguments are given)
* Added support to arxunpak to create resource manifests with
checksums
* arxunpak now handles non-ASCII characters in filenames
* Unix: Added support for different French and Russian Arx Fatalis
CD versions to the data install script
* Unix: Added support for different localized demo versions to the
data install script
* Unix: Fixed support for copying non-English data files from Steam
installs in the data install script (bug #829)
Performance
* A lot of code cleanup and various performance tweaks
* Reduced number of redundant OpenGL state changes
* Improved vertex upload, now uses persistently mapped buffers when
available
* MSAA is now disabled for interface draw calls where it does not
make a difference
* Optimized particle effect rendering
* Changed blood rendering to only need one draw command per particle
* Disabled denormalized floating point numbers on x86 and ARM for
better performance
* Added a performance profiling tool
* Changed magic missile spell to only use one sound source instead
of one per missile
* Improved CPU usage when the window is minimized
* Improved pathfinding performance, especially when the target is
unreachable (bug #652)
* Windows: The OpenGL context is no longer re-initialized on
resolution changes
* Unix: Enabled -ffast-math in release builds (was already enabled
for MSVC)
Other Fixes
* Significantly improved the item-world collision test: thrown or
dropped items should no longer get stuck in walls, hover above
the ground or fall through the ground or walls (bug #50, #556, #956)
* Fixed screenshot shortcut (F10) always overriding the same file
* Fixed potential resource leaks
* Fixed direction of player speech outside cutscenes
* Save files now correctly store game time for playthroughs longer
than 1193 hours (AL 1.1.x and older as well as AF 1.21 simply
ignore the additional data)
* Fixed inconsistent state (weapon equipped while not in combat
mode) when loading a save that was created while in combat mode
* Fixed persistent arrow trails if arrows get outside the world
* Fixed game time not being reset to 0 when starting a new
playthrough after having an old one loaded
* Fixed ^sender script variable possibly changing during script
execution
* Fixed a buffer overflow when saving with very long script
variables
* Fixed missing black bars in a cutscene in the castle of Arx
(bug #1014)
* Fixed Akbaa tentacle not being hidden when it is supposed to be
in the Ylside bunker
* Fixed crashes with item stack sizes or player gold amounts
above 999999
* Fixed wrat teleport breaking when saving and loading during the
teleport
* Fixed inconsistent weapon attachment when saving while in combat
mode (bug #581)
* Fixed getting stuck in a cutscene in level 5 (bug #1293)
* Made saving more robust against unexpected filesystem errors
(bug #439) or other programs opening the save file (bug #1218)
* Improved handling of corrupted inventories in save files
(bug #1445)
* Fixed initial player position when starting a new game after
already having loaded an existing game (bug #140)
* Fixed minimap reveal status not being reset when starting a new
game (bug #1349)
* Fixed script variables not getting cleared on new game
* Fixed an error when a resource file size changed after the game
start
* Fixed various crashes:
* Fixed a crash when loading saves with more than 1500 entities in
a single level (bug #375)
* Fixed a crash when the entity whose inventory is open is destroyed
(bug #843)
* Fixed a crash when the caster or target of a spell is destroyed
(bug #951)
* Fixed a crash when the entity selected for combining is destroyed
(bug #452)
* Fixed a lockup when throwing items at certain objects
* Fixed problems when loading save files with bugged entity positions
(bug #894, #995)
* Fixed asserts with very high player stats not obtainable during
normal gameplay (bug #942)
Technical Changes
* Fixed build with CMake 3.5.0 or newer
* Fixed Windows XP support with newer MSVC versions
* New dependency: GLM 0.9.5.0 or newer
* macOS: New dependency: iconutil (from Xcode) or icnsutil for
building the .icns icon
* New crash reporter dependency: WinHTTP / libcurl 7.20.0 or newer
* Dropped support for CMake < 2.8.3
* Dropped support for Boost < 1.48
* Dropped support for Qt < 4.7
* Added support for using libepoxy instead of GLEW to load OpenGL
functions
* The unity build is now enabled by default
* No longer stores deleted entities in save files if not needed
* Added SDL 2 fall-back for error dialogs
* Cleaned up missing data files error dialog, ask before running
arx-install-data
* Added support for statically linking Freetype and ZLIB
* Color output is no longer enabled if $NO_COLOR is set or if $TERM
is unset or set to "dumb"
* Added support for setting a runtime libexec search dir different
from the install path
* Added support for the ARX_PATH environment variable under Windows
* Added support for storing .pak and loose files in a data
subdirectory
* Added support for loading data files relative to the executable
* Added support for configuring additional data search paths
* There is now a dialog on crash and the crash report is prepared
even if the Qt-based reporter is not available
* Fixed build on newer macOS versions
* Save files now track which playthrough they belong to (not used
in the UI yet)
* The arx binary now displays a graphical error dialog when passed
bad command-line arguments
* Changed passwall cheat to bypass culling
* Removed the need for a custom vertex shader
* Added support for using OpenGL ES-CM 1.x when desktop OpenGL is
not available
* Add a script warning when a command is missing parameters
* The Gold linker is used and link time optimizations are now
enabled automatically when building from source
* Enabled address randomization for the main executable in MSVC
builds
* Made .pak loading case-insensitive on all platforms
* Windows: Added support for statically linking Qt in the crash
reporter
* Windows: Support using a 32-bit crash reporter for a 64-bit arx
process
* Windows: Added Unicode filesystem support (feature request #786)
Removed Features
* DirectX backends (Direct3D, DirectSound, DirectInput)
* Video bit depth option
* Support for loading uncooked objects (.teo) and scenes (.scn)
* Removed link_mouse_look_to_use config option
* Removed the unused killme script command
* Removed the unused stack, code, rgb and sub-commands from the
zoneparam script command
* Remove stubbed-out -a flag from the set script command
Pkgsrc changes:
* Update the makefile to handle subdirectories in the cource code.
* Update the ImageBuffer patch to load images correctly.
Announcement:
0.9.14 Polish release
This is a "stable" release, focusing on bug fixes and polishing
the recent v0.9.13 release. New changes include the following
* Numerous typo fixes
* Fixes to how several missions are offered to the player
* Better suggestions of possibly incomplete conditions in some
missions' "visit" dialogues
* Differentiation between two Remnant engines' reversing capabilities
* Certain Navy shipyards now stock the Dropship
* Ships that have no specified "drag" attribute default to 100,
rather than causing crashes
* Weaponry that alters the ship's status conditions (e.g. ionization)
now respects the required minimum value of 0
* The "interrupt fast-forward" preference defaults to off
Some minor improvements were added to help support plugin authors
and content creators:
* Quarg planets now have regional attributes to enable better
targeting via missions
* Missions that fail to be instantiated print more informative
messages in the error file
* Large numbers of missing image frames no longer pollute the error
file
0.9.13: Unstable release
This is an unstable release, containing big changes that may
introduce new bugs.
Breaking changes:
* Starting conditions no longer automatically override the game's
default start. Plugins that use a "start" node will need to make
changes to restore the previous behavior.
Major new changes include the following:
* 70+ new missions in human and alien space
* Outfits can now be stored on planets, without needing to install
them on a parked ship
* An overhaul of almost all human outfit images
* Players can now choose their starting scenario
* Spaceport news messages no longer include portraits by default
* Better handling for missing content definitions (e.g. from plugin
removal)
Several features have been added to the game engine, for use by
plugins and other content creators. These include:
* Dynamic stopover selection will consider planets without spaceports
* A number of new outfit and weapon attributes, offering shield/hull
multipliers, weapon aiming & firing overrides, percentage-based
damage, and additional damage mitigation
* Arbitrary angles for hardpoints, engine flares, and fighter bays
* NPCs' objectives can now include provocation or capture
* Mission NPCs can be conditionally spawned or removed without
needing to change the player's active missions
* Missions can react differently when the player aborts a mission,
and when the player fails a mission
* Missions can give ships to the player
* Systems may generate environmental hazards, control the range at
which ships enter, and be hidden on the map
Changelog:
2021 July 5
=================
(version 1.22)
FIXED: The prince can now grab a ledge at the bottom right corner of
a room with no room below.
Details: https://forum.princed.org/viewtopic.php?p=30410#p30410
Testcase: doc/replays-testcases/SNES-PC-set level 11.p1r
See FIX_CORNER_GRAB in config.h .
FIXED: Don't allow killing a skeleton in cheat mode.
FIXED: Ctrl+S didn't mute music (except death music).
FIXED: A falling tile on the left side of a pillar could cause the
blue stripe to be drawn over the pillar.
FIXED: The top of moving gates became glitched on levels using
non-default palettes.
FIXED: The right edge of pressed drop buttons was black if a big
pillar was next to them.
FIXED: Guards appeared in the current room when they fell into spikes
in an adjacent room. (Example: original level 11, room 22.)
FIXED: Show an error message if a data file is missing.
FIXED: "Remember guard hp" for non-standard guards.
FIXED: Colored torches were not restored on quickload if you (quit
and) restarted the game after quicksave.
DONE: Added command-line parameter "mute": Start the game with sound off.
FIXED: Fixed compiling with some features #undefined. (USE_TEXT,
USE_LIGHTING, USE_MENU)
DONE: Hide references to various features if the game was compiled
without them.
DONE: A scrollbar appears in the pause menu if scrolling is possible.
It's not clickable yet, it just shows where you are in the list.
DONE: Added command-line parameter "playdemo": Make the demo level
playable.
FIXED: Fixed the detection of Ctrl+L during the demo level.
FIXED: Create the screenshots directory in SDLPoP's directory, even
if the current directory is something else.
This is to match how the replay folder works.
FIXED: On Windows, use Unicode/UTF-8 for mkdir().
So the replay and screenshots directories can be created
within non-ASCII paths.
FIXED: After quickload, show the room where the prince is, even if
the player moved the view away from it (with the H,J,U,N keys).
FIXED: After quickload, don't draw guard HP if a previously viewed
room (with the H,J,U,N keys) had a guard but the current room
doesn't have one.
DONE: Speed up music, sounds, and transitions during fast forwarding.
FIXED: Prevent the modifier remapping from accessing out-of-range rooms.
FIXED: Don't show the mirror image if the prince is not in the
currently shown room.
DONE: Added a new cheat key: Ctrl+B: Go back to the room where the
prince is. (Undo H,J,U,N.)
FIXED: Fixed the length of feather fall in fast-forward mode.
FIXED: Prevent torches from being randomly colored when an older
replay is loaded.
FIXED: If the prince is fighting a guard, and the player does a
quickload to a state where the prince is near the mouse,
the prince would draw the sword.
DONE: Added options for changing speeds. They are detected from
PRINCE.EXE. (Used in Hurry up Prince, for example.)
DONE: In the settings menu, allow using Page Up, Page Down, Home, End.
FIXED: Fixed graphical glitches with an opening gate:
1. with a loose floor above and a wall above-right.
2. with the top half of a big pillar above-right.
See FIX_ABOVE_GATE in config.h .
FIXED: Validate mode crashed with the error "init_scaling:
SDL_CreateTexture: Invalid renderer".
DONE: Rewrote all mentions of key combinations to the "Ctrl+A" style.
DONE: Marked which features of SDLPoP are not in the original game.
(To prevent confusions like #197)
DONE: Allow Backspace and Ctrl+C during replay.
DONE: During playback, display the number of ticks since start, if
the timer is shown (debug cheats: T).
FIXED: Fixed crashing when a MIDI music interrupted another one.
FIXED: Make it possible to go through a certain closed gate on level 11
of Demo by Suave Prince.
Details: https://forum.princed.org/viewtopic.php?p=32326#p32326
Testcase: doc/replays-testcases/Demo by Suave Prince level 11.p1r
See FIX_COLL_FLAGS in config.h .
FIXED: When the prince jumps up at the bottom of a big pillar split
between two rooms, a part near the top of the screen disappears.
Example: The top row in the first room of the original level 5.
Details: See FIX_BIGPILLAR_JUMP_UP in config.h .
DONE: Added a debug cheat to quickload but keep the currently loaded
level. (Shift+F9)
Motivation: https://forum.princed.org/viewtopic.php?p=32556#p32556
FIXED: Fixed spiked/chomped/bumped guards teleporting into the wrong room.
(if fixes are enabled)
Details: https://github.com/NagyD/SDLPoP/pull/237
FIXED: Quicksave during feather fall mode. (if fixes are enabled)
Details: https://github.com/NagyD/SDLPoP/pull/236
FIXED: Prevent the prince from entering a glitched room when he falls
into a wall or he is revived near a wall.
Details: doc/replays-testcases/Original level 2 falling into wall.txt
Testcase: doc/replays-testcases/Original level 2 falling into wall.p1r
See FIX_ENTERING_GLITCHED_ROOMS in config.h .
FIXED: Optimized OPL mixing (MIDI music).
Details: https://github.com/NagyD/SDLPoP/pull/238
"More importantly: when run on a Raspberry Pi Zero, the music went
from unusable to perfect,"
FIXED: Fixed the prince sliding through closed gates when you are using
the caped prince graphics.
Details: See FIX_CAPED_PRINCE_SLIDING_THROUGH_GATE in config.h .
DONE: Added a compilation-time flag to disable all fixes for vanilla
execution.
Details: https://github.com/NagyD/SDLPoP/pull/239
FIXED: If the prince dies on level 14, don't return to the intro after
the level was restarted.
Details: See FIX_LEVEL_14_RESTARTING in config.h .
DONE: Waste an RNG cycle in loose_shake() to match DOS PoP.
DONE: In new replays, use deprecation_number = 2. On playback, waste
the RNG cycle only if deprecation_number >= 2.
Older replays have deprecation_number <= 1, and we don't waste
the RNG cycle when playing them back.
DONE: When backing offscreen (to the left) from the first guard on
level 7 (among others), simulate the glitch from DOS PoP, which
causes the prince to fall through the floor.
Details: See https://github.com/NagyD/SDLPoP/issues/229
FIXED: On Windows, use Unicode/UTF-8 for stat().
So SDLPoP can load levels from mod folders when a replay file
restarts the level or advances to the next level.
DONE: Added a more visible error message when a mod referenced by a
replay file cannot be found in the mods folder.
DONE: Allow guard skill customizations in SDLPoP.ini.
DONE: Made FIX_DOORTOP_DISABLING_GUARD configurable.
Version 6.2.9 (July 2021)
- Fixed potential buffer overflow in pgnload and pgnreplay (CVE-2021-30184)
Version 6.2.8 (May 2021)
- Bug fixes in the input/output processing.
2021-06-18: Version 1.9.4 released
New option --no-active-event allows the user to avoid the
automatic pausing that happens when the window loses the focus
or is iconified.
The sound files are now installed under /usr/share/burgerspace/sounds
instead of /usr/share/sounds/burgerspace (assuming /usr as the
installation prefix).
The burgerspace-server manual page is now only installed if
the network version is built.
The COPYING license file is not installed anymore.
Resolved g++ 9.3.0 compilation warnings.
## Highlights
Nested Containers rationalize inventory management and enable dropping and retrieving go-bags during fights.
Achievements track your deeds and misdeeds across games.
Proficiencies better represent deeper knowledge required for various endeavors, mostly crafting.
Bleeding added to both the player and monsters as the first step toward a more comprehensive wound and wound treatment system.
Weariness tracking added to represent longer-term physical exhaustion.
Elevated bridges over navigable rivers added, allowing better navigability while using boats.
Large-scale audit of weapon and armor values for better representativeness and consistency.
Improved armor handling by separating ballistic damage into its own damage type.
Pervasive performance enhancements throughout the game.
Tileset vehicle support for more cohesive vehicle rendering.
Aftershock changes direction to a total conversion mod with a new far-future setting on a frozen world.
Dinomod added 238 dinosaurs, pterosaurs, mosasaurs, and dino-related NPCs with missions and dino locations.
Added many dino features, including zombie, fungal, evolved, bionic, baby, and mutant dino variants.
Dinomod added many dino interactions, including farming, riding, butchering, cooking, and special attacks.
Magiclysm added a huge content update including many new traits called Attunements that switch up gameplay at the endgame.
## Statistics
3974 files changed, 5440251 insertions(+), 3904330 deletions(-)
10,463 commits
~454 contributors
Woof! 6.0.0
-----------
- 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).
Version 1.14.17
Translations
* Updated translations: British English, Chinese (Traditional), Czech, Dutch, Indonesian, Italian, Japanese, Portuguese (Brazil), Scottish Gaelic, Spanish
Miscellaneous and Bug Fixes
* Fixed an intermittent crash on the loading screen
* Made GUI.pyw compatible with Python 3.9.
* AI: fixed crash when using custom_synced_commands
2021-03-17 New release 2.1.3.17
fix: clear background under too small maps.
fix: porting fix for mumblemanager from NetBSD.
fix: alternate ip address for char and map servers.
fix: back to login button in world selection window.
fix: foreground theme color in popups.
add: separate auto move sync distance for legacy servers.
add: support for items with id bigger than 65535.
add: chat command /trimmemory for force trim freed memory.
add: switch game console support in source (by cpasjuste).
update: golden delicious theme.
change: protocol version changed to 26.
change: installed desktop icon type to svg (*nix).
Woof! 5.1.0
-----------
- 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).
Changelog:
Taisei v1.3.2 Released! 2021-05-01 10:00
It's been a long time since the last update, but the project is still alive and
well! In fact, we're busy working on some large updates for v1.4, which we will
post about soon. Unfortunately, v1.4 isn't quite finished yet, but today we
bring you a long overdue maintenance update for the v1.3 branch.
As usual for maintenance releases, it consists of various bug fixes,
optimizations, and non-gameplay affecting features backported from the v1.4
development tree. As such, v1.3.2 remains replay-compatible with the original
v1.3 release.
A few highlights include:
* The web version should finally be playable again. It has been broken for a
while due to a change in recent Chromium versions, resulting in a black
screen in-game. This release finally addresses that problem.
* Fixed some rendering errors, including the Stage 1 water effect on Intel
iGPUs and incorrect laser blurring.
* Fixed major performance issues on macOS with AMD GPUs. This involved
working around a long-standing AMD OpenGL driver bug on macOS.
* Improved support for high-DPI displays. Taisei should no longer be upscaled
by the OS on all supported platforms.
* Slightly optimized various parts of the engine, including 3D and text
rendering.
* Added GameMode integration on Linux. If you use Feral Interactive's
GameMode daemon, GameMode will now be automatically activated when you
start Taisei.
* Fixed some portability problems, mostly for macOS, Switch, and Emscripten
builds.
* Updated the SDL game controller database, enabling out-of-the-box support
for even more controllers.