The Makefile hard-codes gcc for linking the binary. This is wrong because
a) it's C++ and
b) there is a CC variable defined above (to the C++ compiler, lol)
This version saw a little bit action on the help screens. Plus,
the WEIRD WEIRD graphics mode of the Apple II ate a lot of memory,
which, if you do it properly, is no longer wasted.
Based on PR 57420 by Thomas Dettbarn with some changes.
from wip/0ad, with contributions by micha@, Kamil Rytarowski, nikita@,
and others.
0 A.D. (pronounced "zero-ey-dee") is a free, open-source, historical
Real Time Strategy (RTS) game currently under development by
Wildfire Games, a global group of volunteer game developers. As the
leader of an ancient civilization, you must gather the resources you need
to raise a military force and dominate your enemies.
History is Yours for the Taking
"0 A.D." is a time period that never actually existed: In the usual
calendar, one goes from 1 B.C. to 1 A.D. and skips zero. This reflects
the historical fiction in the game: Who would have won if all the
factions were pitted against each other when each of them was at its
prime?
We intend to portray some of the major civilizations over the millennium
of 500 B.C. to 500 A.D. (Hence the midpoint, zero.) That is an ambitious
prospect, so in the first edition of 0 A.D. we focus on the last five
centuries B.C. Perhaps in future expansion packs, more civilizations will
be added, along with additional gameplay features.
We put a strong emphasis on historical accuracy while developing 0 A.D.
We plan all our units and all our buildings based on reconstructions of
how the units and the buildings might have looked like in the ancient
world. We even name them in the original languages, such as Greek and
Latin. But it's worth remembering that any game should be fun to play,
so, in many cases, we preferred playability over historical accuracy.
0 A.D. is Free of Charge
0 A.D. is completely downloadable at no cost and always will be. No
"freemium" model, no in-game advertising, no catch. This is our iron-clad
guarantee.
Although you might find some people selling copies of 0 A.D. on physical
media, remember, you will always have the option to download 0 A.D.
gratis on the internet, directly from the developers.
0 A.D. is Free as in "Freedom"
0 A.D. is freely licensed software, because we believe everyone should
have access to great games, and that everyone can learn from developing
them. You can redistribute and modify the game as long as you abide by
the GPL. And you can even use parts of the art and sound for your own
projects as long as you abide by CC BY-SA.
0 A.D. is Still Under Development
Work on 0 A.D. began in 2001, first as a mod concept for
Age of Empires II: The Age of Kings. In 2003 development moved to a
standalone game with its own engine, Pyrogenesis. In 2009-2010, the game
was released as free, open-source software and and much of the codebase
was rewritten.
Currently, 0 A.D. is still in alpha phase, which means an early
experimental phase. It is playable, and you can already download and test
the game, but some features are still missing. When will 0 A.D. be
released? It is very hard to predict. Even after we are done implementing
all the features, we will want to conduct extensive beta testing, which
can take a while. Information about release dates will be released at the
appropriate time.
Announcement:
GemRB 0.9.1 released! (Life is strength edition)
The GemRB team is proud to announce a new release.
It features loads of improvements in core game systems, making Icewind Dale
II almost completable, but also in the rest of the engine. Among other things
this means further improved speed, better unicode support and deprecation of
Python 2 support. As usual the release also comes with many smaller features,
bug fixes, polishing and code cleanups.
Full changelog digest:
GemRB v0.9.1 (2022-08-29):
New features:
- iwd2 can be progressed to well into chapter 5
- faster loading and saving, faster OpenGL rendering
- Use magic device skill, precise shot, iwd1 bard song choice
- SDLAudio plugin now supports ambients
- console history is now preserved, more text colors externalized
- logging is now done via fmt (bundled headers)
Improved features:
- python3 support (now the only option)
- unicode support (iconv not optional any more!)
- spellcaster ai, effects, scripting, projectiles, weapon style
customization
- audio, drawing, appimage, ini spawns
- bugfixes
Aleph One 1.6.1
===============
This is a bugfix release:
* Be less aggressive with mega honk fix
* Fixes Linux builds without ffmpeg
* Fixes a crash when a Lua script adds a side and interpolation is enabled (#321)
* Fixes the classic aim limits checkbox
* Adds support for FLAC playback (MML music only)
* Fix cinematic fade in when the transition period is low
* Works around a change in the latest SDL behavior on Macs (#398)
* Changes the flatpak identifier to match the existing macOS bundle identifier
Aleph One 1.6
=============
This is a maintenance release, with mostly bug fixes and library and build system updates. We have also added Linux Flatpaks to
make installing the games easier in Linux.
Deprecations:
* <shader> debug MML is deprecated and will be removed in a future release
* The network microphone is deprecated and will be removed in a future release. The net mic key will be repurposed as a Lua
trigger.
Changes:
* Updated to SDL 2.24 for improved controller support
* Aleph One now requires a C++17 compiler
* (Lua) Allow passing nil to Monster:attack (#331)
* (Lua) Add Platform.tag accessor (#373)
* Remove classic aim limits from modern mouse feel; add a checkbox for classic aim limits
* Lower default mouse sensitivity
* Disable 3D perspective by default
* Rename "Interface Button Sounds" checkbox to "In Game F-Key Sounds" (#255)
* Disable transparent liquids by default in Marathon 2 and Marathon Infinity; they can be enabled by going to Environment ->
Plugins and enabling the Transparent Liquids plugin
* (Lua) added Game.replay for detecting whether a game is film replay
Fixes:
* Fix teleporting in weapon effect on 60fps + (#308)
* Fix the enhanced HUD with software renderer (#334)
* Fix HUD not resizing when changing resolution `(#309)
* Fix blank frame on map overlay transition in OpenGL mode (#265)
* Restore screen flash for Marathon 1 when teleporting in (#336)
* Fix UPnP checkbox not working in resume net game dialog (#337)
* Fix platform textures when exporting a level
* Fix assert thrown on network game when teleporting to another level with disconnected player (#66)
* Fix controller feel analog/d-pad when saving prefs (#160)
* Fix intro video not rendering when no audio stream; fixes EVIL's opening movie (#346)
* Fix missing initialization in Lua damage_player (#348)
* Fix the MegaHonk. RIP MegaHonk. (#339)
* Add suport for ffmpeg 5 (#349)
* Fix a Linux segfault at shutdown (#340)
* Allow binding mouse buttons to forward/backward/sidestep (#333)
* Remove the Vidmaster Oath from Marathon 1 (#355)
* Fix MML plugin replacement font erased on first level load (#364)
* Use GL_MIRRORED_REPEAT instead of GL_MIRRORED_REPEAT_ARB; fixes solid colored landscape on some OpenGL drivers
* Implement transparency in the static shader; compilers now fade out as in software
* Fix use of caps lock as run key (#294)
* Suppress weapon flare when Lua cameras are in use (#316)
* Fix default preference plugins disabling in Windows
* Fix animated 3D models
* Fix reloading physics model if not loaded from embedded map (#317)
Aleph One 1.5
=============
Changes:
* Numerous bug fixes
* Additional Lua functionality (see Lua.html)
* Support for Apple Silicon
* Improved UPnP router configuration support (now using miniupnp)
* Adds an FOV override slider and warning
* Adds a checkbox for native file dialogs (mac OS and Windows only)
* Unbundles high-res plugins. See High-Res Replacements for separate download links.
1.5rc1 Pre-release
==================
Changes:
* Bug fixes
* Additional Lua functionality (see Lua.html)
* macOS: support for Apple Silicon
* Updated UPnP router configuration support (now using miniupnp)
* Add an FOV override slider and warning
* macOS and Windows: added a checkbox for native file dialogs
* Removed high-res plugins from all-in-one downloads. There are many more options now than there were when we started bundling
them, so this will give users more flexibility. Links to the old textures and a guide to hi-res textures will be provided soon;
in the meantime the data files with hi-res plugins can be found in the 1.4 release.
Aleph One 1.4
=============
Note: This release is not network compatible with Aleph One 1.3 and earlier.
Changes:
* Adds support for Lua ephemera: optional scripted effects like precipitation or gore, that can be turned on and off without
affecting saved games, films, and net games
* Adds a new "Editor" mode that integrates better with Weland for seamless visual mode editing
* Adds new high frame rate interpolation. Choose 30 fps for authentic classic play, 60 fps or 120 fps capped, or unlimited fps
* Adds many new Lua API functions. See Lua.html for details
* Adds support for weapon hot keys. Hot keys 1-9 switch weapons, but can be overridden by Lua scripts; hot keys 10-12 are
reserved for Lua scripts
* Restores some retro/nostalgia features in the software renderer: every-other-line mode, and 8-bit color
* MML/Lua can now set the maximum inventory on a per-difficulty level. This should add versatility for balancing difficulty in
new scenarios
1.4rc1 Pre-release
==================
Changes since 1.4pre2:
* add support for weapon hotkeys; hotkeys 1-9 switch weapons, but can be overridden by Lua; and another 3 hotkeys are available
for Lua
* restore some retro/nostalgia features in the software renderer: every-other-lines mode, and 8-bit mode
* MML/Lua can now set the maximum inventory on a per-difficulty level
* numerous new Lua API additions
* bug fixes
Note: Aleph One 1.4rc1 is not network compatible with previous versions, due to the addition of hotkeys
1.4pre2 Pre-release
===================
Changes:
* High frame rate interpolation; choose 30 fps for authentic classic play, 60 fps or 120 fps capped, or unlimited fps
* New Lua API functions
* Bug fixes
1.4pre1 Pre-release
===================
This is a preview release, with support for ephemera (optional scripted render effects like precipitation or extra gore) and a new
"editor" mode that integrates better with Weland 1.4.5
Aleph One 1.3.1
===============
Changes:
* Fixes an issue saving/playing back Aleph One films using the original Marathon data files
* Fixes wobble transfer mode glow maps
Aleph One 1.3
=============
Major Changes:
* Uses SDL 2 for much-improved compatibility with new operating systems
* Better support for game controllers
* Better performance for the software renderer
* Improved mouse control options, with settings for Classic and Modern mouse control
* Better support for high-dpi displays
* New controls dialog, which allows simultaneous key, mouse, and controller bindings
* More authentic static effect when using OpenGL
* Adds a stash for sharing info between Lua states
* Better support for Unicode characters in Windows (should fix Rubicon X)
* Better support for original Marathon scenarios including Trojan, which now works fully
* A separate 64-bit Windows build is available
* Better master volume and music volume controls
* Video export bitrate depends on the video resolution, which leads to much improved export at 1080p with default settings
* Mac apps are now notarized by Apple
* Original games now default to more authentic settings on first install; high res plugins are still included but are not enabled
by default
Aleph One 1.3rc1
================
(No changes listed)
Aleph One 1.3b3
===============
(No changes listed)
Aleph One 1.3b2
===============
(No changes listed)
Aleph One 1.3b1 (2018-09-30)
===============
(No changes listed)
Aleph One 1.3a1
===============
This is a pre-release to allow community members to assist in testing some internal code changes. Please see the Pfhorums thread if
you would like to help.
The latest stable release is: Aleph One 1.2.1
Aleph One 1.2.1
===============
The 1.2.1 release fixes a crashing bug when carnage message MML is used. Otherwise it is identical to the 1.2 release.
Aleph One 1.2
=============
The Aleph One 1.2 release features online leaderboards and game statistics, a streamlined saved-game system, and full multiplayer
support for the original Marathon game. This release also includes a number of other new features and bug fixes.
If you do not use the bundled downloads, we recommend that you update your scenario files. Each game includes a new plugin for the
online leaderboards, and the Marathon scenario includes an important compatibility fix.
Aleph One 1.2 is not network compatible with the previous stable release.
Online features
Aleph One now integrates with the online leaderboards and player stats at lhowon.org. Sign up within Aleph One to send your
Marathon, Marathon 2, and Marathon Infinity game results to lhowon.org, where you can see your overall win percentage, kill totals,
and more.
From the new "Internet" preferences section, you can register your chat name, opt in to player stats, and configure other options
relating to online play.
Saved games
Saving your game no longer stops the action until you type in a name. Each time you use a pattern buffer, a new saved game is
created. The "Continue Saved Game" dialog shows you the in-game location, date, and game time for every save. Use the "Load Other"
button to open a saved game from an earlier version of Aleph One.
Marathon compatibility
* Cooperative play is now supported in the original Marathon scenario
* Net games no longer use incorrect physics models
* Goal checking in repair levels now matches the original game
* Grenade trajectory in low-gravity levels now matches the original game
* Certain terminals and rechargers could be activated when they shouldn't have been. You must use the 1.2 scenario data files to
get this update.
* If you have an existing saved game on an "exploration" level, you may need to re-explore the level before you can exit. We
apologize for the inconvenience.
Lua
* Additions to the Lua API:
- Triggers.projectile_created()
- Game.dead_players_drop_items
- Level.index
- Level.map_checksum
- Line.visible_on_automap
- Polygon.visible_on_automap
* Additions to the Lua HUD API:
- Level.name
- Level.index
- Level.map_checksum
* Custom fields on projectiles, monsters, etc. are cleared when the object is destroyed
* Lua error messages contain more diagnostic info
* Player:find_action_key_target() no longer triggers side effects
Other changes
* New preferences:
- Camera Bobbing (Graphics) — if disabled, the camera and weapon will remain steady, to reduce motion sickness
- Join Pregame Lobby by Default (Internet -> Pregame Lobby) — if checked, when you choose "Join Network Game", Aleph One
automatically presses "Find Internet Game" on the next screen. Hold down the Alt (Option) key to join a local game.
- Use Netscript in Films, Netscript File (Environment) — use these preferences to play back films of games recorded with
netscripts. Solo Lua scripts are no longer loaded during playback of net game films.
* Logging in to the pregame lobby uses HTTPS to protect your password
* The editing cursor in text fields can be moved with the arrow keys or the mouse
* Command history in the Lua/chat console can be accessed with the up and down arrow keys
* Team color selection in the Join dialog is disabled when the game does not support teams
* Plugin API changes:
- Scenario compatibility, to create plugins that load only for specific scenarios
- More combinations of items are allowed within a single plugin
* The Plugins dialog (Preferences > Environment > Plugins) lists the components of each plugin
* Lua HUD support is available by plugin only
* A custom port can be used when gathering net games. The port number can only be changed by editing the XML preferences file.
Crashes fixed
* Maps with invalid light indexes in OpenGL (Shader) renderer
* 3D models lacking texture coordinates
* #STATIC command in terminals (SF #580)
* Joining a net game after a "map not found" film playback error (SF #504)
Graphical fixes
* 3D models display even when their center point is behind player
* Repair chip inventory is shown in Marathon Enhanced HUD plugin
* Carnage messages during film replay are shown for the currently viewed player
* Static, pulsate, and wobble transfer modes improved in OpenGL (Shader) renderer
* <player light="..."> MML setting respected in OpenGL (Shader) renderer
* Motion sensor on magnetic levels works properly when frame rate lags (SF #372)
* Styled chat names display properly in pregame lobby game info dialog
Platform-specific fixes
* Linux:
- A new configure script now succeeds when optional dependencies are missing. The script also summarizes which features are
enabled. Packagers should review the configure options, which have changed.
- Aleph One builds and runs with more versions of FFmpeg / libav (SF #576, #578, #582)
- Web links no longer cause Aleph One to become unresponsive on some systems
* Mac OS X:
- Drag-and-drop now works in 10.10 (Yosemite)
- Updated third-party libraries
* Windows:
- The .save level console command successfully overwrites existing files
- Updated third-party libraries
Other fixes
* MML from solo Lua plugins is no longer loaded after all other plugins
* Plugins ignore references to non-existent files
* Popping is reduced in certain ambient sounds
* Various MML settings are correctly reset when changing levels
* Some common but unhelpful messages are no longer written to the log file
* File-overwrite dialogs respect the "Hide file extensions" preference
* The first save in a cooperative game is less likely to fail
* Saving a game creates fewer temporary files
* Solo Lua is loaded when continuing a saved game even when the map file is missing
* Joystick/mouse buttons mapped to map or volume controls are no longer ignored
* UPnP configuration now works with more routers
3.11
Fixed cookies getting overwritten
Sometimes curl handles in downloader and galaxy api class could overwrite cookies with blank cookies
Fixed this by not setting CURLOPT_COOKIEJAR by default and only using it for curl handles in website class
3.10
Added support for cloud saves (Patch by: loki-47-6F-64)
Added initial support for ignoring DLCs with --galaxy-install
Supports ignoring all DLCs when installing game with --galaxy-install
Fixed MojoSetup hack for files that have missing XML data
Tries to get file size using Content-Length header if XML data is missing
Extended global flag bSizeOnly into status text generation (Patch by: Gordon)
Added option to set message verbosity level
Replaced --verbose option with --verbosity to better control message verbosity
Fixed core dump with libcurl >= 7.87.0
Slightly nicer libcurl cleanup (Patch by: David Donátek)
Don't use depracated libcurl options
Refactored login code
Users can now get around reCATPCHA without the downloader being built with GUI enabled by using their browser to login
Removed --list-details option
Removed --list-tags option
Changed --list option so it can be used to select what info to print
"games" is the same as --list previously
"details" is the same as --list-details previously
"json" is JSON formatted output
"tags" is the same as --list-tags previously
The default implicit value is "games" (meaning --list is the same as --list "games")
Remove make dependency on grep and readelf
These were not actually needed since support for OpenSSL <= 1.0.2 was removed in version 3.9 but I forgot to remove the requirement at the time
Version 1.16.9
Translations
* Updated translations: British English, Bulgarian, Chinese (Simplified), Czech, Dutch, French, German, Italian, Polish, Portuguese (Brazil), Spanish, Turkish
Miscellaneous and Bug Fixes
* wesnoth_addon_manager now supports SSL/TLS connection (using the `--secure` flag)
* wesnoth_addon_manager now supports IPv6 connection (using the `--ipv6` flag)
* Added new command line flag `--terms` to wesnoth_addon_manager (retrieves and prints the add-ons server upload terms)
* wesnoth_addon_manager now supports the `--version` flag (reports the current Wesnoth version)
* Removed unused `--color` switch from wesnoth_addon_manager
* Use devel/py-game_sdl2 instead of devel/py-game.
Changelog:
Too long including:
* Many bugfixes.
* Support newer Android platforms.
* Rewriting backends.
The DESCR borrowed language from the Red Eclipse website at a time when the
Cube engine was still relevant -- but it's misleading nowadays, in fact, the
whole point of Red Eclipse 2.0 is that it uses a different engine.
This is Pangea Software's Cro-Mag Rally updated to run on modern systems.
In Cro-Mag Rally you are a speed-hungry caveman named Brog who races through
the Stone, Bronze, and Iron Ages in primitive vehicles such as the Geode
Cruiser, Bone Buggy, Logmobile, Trojan Horse, and many others. Brog has at
his disposal an arsenal of primitive weaponry ranging from Bone Bombs to
Chinese Bottle Rockets and Heat Seeking Homing Pigeons.
In addition to single-player racing where one player races against the
computer, there are also several different multi-player modes including Tag,
Capture the Flag, and Survival. Up to four players can play on a single
computer in split-screen mode.
This is Pangea Software's Otto Matic updated to run on modern desktop
platforms.
The year is 1957 and a fleet of flying saucers from Planet X have come to
Earth. These saucers are under the control of the evil Brain Aliens who are
abducting helpless human beings to become slaves of The Giant Brain.
You are Otto Matic, the robot who is given the job of saving Earth from the
clutches of The Giant Brain from Planet X. You must rescue as many humans as
you can while defeating the Brain Aliens and all of their evil followers.
Your mission will take you to strange and fantastic alien worlds which are
often treacherous and will require Otto to perform amazing feats.
OpenJazz is a free, open-source version of the classic Jazz Jackrabbit
games.
OpenJazz can be compiled on a wide range of operating systems, including
Windows, macOS, GNU/Linux and *BSD. Also ports are available for some
homebrew platforms, for example Wii and PSP.
To play, you will need the files from one of the original games.
2.7.0 (2023-02-26)
New games:
- Added support for Soldier Boyz.
- Added support for C64 and ZX Spectrum versions of GLK Scott Adams
Interactive Fiction games.
- Added support for GLK Scott Adams adventures 1-12 in the TI99/4A format.
- Added support for Obsidian.
- Added support for Pink Panther: Passport to Peril.
- Added support for Pink Panther: Hokus Pokus Pink.
- Added support for Adibou 2 "Environment", "Read/Count 4 & 5" and "Read/Count 6 & 7".
- Added support for Driller/Space Station Oblivion (DOS/EGA/CGA, Amiga, AtariST, ZX Spectrum and Amstrad CPC versions).
- Added support for Halls of the Dead: Faery Tale Adventure II.
New platforms:
- Added support for the RetroMini RS90 under OpenDingux beta.
- Added support for the 1st generation Miyoo (New BittBoy, Pocket Go and PowKiddy Q90-V90-Q20) under TriForceX MiyooCFW.
- Added support for the Miyoo Mini.
- Added support for KolibriOS.
General:
- Reduced amount of false positives in Mass Add.
- Updated the Roland MT-32 emulation code to Munt mt32emu 2.7.0.
- Added support for shader-based scalers.
- Added option for mono sound output (via --output-channels=CHANNELS command
line option).
- Improved cursor scaling in OpenGL mode.
- Fix crash when browsing folders containing files with \1 in the names.
- Added possibility to specify RNG seed via GUI or command line option.
- Added possibility to run ScummVM in autodetection mode by renaming the
executable starting with 'scummvm-auto' or by providing an empty file
named 'scummvm-autorun' next to the ScummVM executable.
- Added possibility to supply command line parameters which will be picked
up automatically. Put them one per line in a file named 'scummvm-autorun'.
- Added possibility to customize the default settings by specifying an initial
configuration file to load if no configuration file exists in the usual
location (via --initial-cfg=FILE or -i command line option).
- Added support for loading game resources which are bigger than 2GB on more
platforms.
AGI:
- Improved support for French translations.
AGOS:
- Added option to disable the fade-out effects on room transition for
Simon1 and 2.
AGS:
- Added support for the original installer files for Maniac Mansion Deluxe and
The New Adventures of Zak McKracken.
Director:
- Support for Pippin version of L-Zone.
- Fix a bug caused by use of slash in filename.
Dreamweb:
- Support playing from the original installer floppies.
Hadesch:
- Added support for a 1997 release.
Kyra:
- Added support for the Korean version of Legend of Kyrandia 1.
- Support multi-floppy mac kyra1 both as installer floppies and as installed directory.
- Added support for the Hebrew version of Legend of Kyrandia 3.
MADS:
- Added support for original floppy installer file layout for Rex Nebular.
Neverhood:
- Added support for Japanese version of Neverhood.
- Support localizations by -=CHE@TER=- & Rigel.
Plumbers:
- Fixed crash with windows version.
Private:
- Allow playing mac version directly from installer CD.
- Added support for Japanese/Mac version
Queen:
- Added option for using a better font in Hebrew version.
SAGA:
- Added support for Chinese Inherit the Earth.
- Added support for Chinese I Have no Mouth and I Must Scream.
- Added support for Korean I Have no Mouth and I Must Scream.
- Added support for playing directly from floppy installer for ITE.
- Support for Amiga (AGA/ECS, Retail/Demo, English/German) Inherit the Earth.
SCI:
- Improved text rendering for Macintosh titles.
- Added support for Casio MT-540, CT-460 and CSM-1 MIDI devices for the SCI0
games that originally supported it.
SCUMM:
- Added support for CGA, CGA Composite, CGA black & white and Hercules modes
for SCUMM 1 versions of Zak McKracken and Maniac Mansion.
- Improved accuracy of CGA and Hercules modes for SCUMM 2 (enhanced) versions of
Zak McKracken and Maniac Mansion.
- Improved accuracy of CGA and Hercules modes for Monkey Island 1 (EGA version
only - the VGA version does not have CGA and Hercules modes).
- Fixed some minor glitches for the CGA mode of Loom.
- Added EGA dithering mode for VGA versions of Loom, Monkey Island 1 and 2 and
Indiana Jones 4.
- Fixed a possible dead-end in the Ultimate Talkie Edition of Monkey Island 2,
if one doesn't pick up a required item before Captain Dread brings Guybrush
back to Scabb Island, at the end of Part II.
- Fixed various original game bugs, oversights and continuity errors (only
when using the "Enable game-specific enhancements" setting).
- Improved the decoding of some Western European game strings when they're
displayed through ScummVM's interface, such as when pausing a game.
- Fixed the navigator head not pointing to some directions in Monkey
Island 1, in the original releases without the enhanced verb interface.
- Fixed slightly inaccurate text position in v4 games and in Loom v3.
- For Sam & Max, it is now possible to shoot down the text lines of the
final credits with the crosshair mouse cursor, just like in the original.
- Fixed lipsync issues in the final scene of Freddi Fish 4.
- Fixed The Dig and COMI loading cursors not being shown when they should.
- Improved the accuracy of some audio drivers, which was notably impacting
the pitch bending effect in the DOTT intro music.
- In COMI, only let Guybrush read the clock of Puerto Pollo in the English,
Italian and (fan-made) Russian versions of the game, matching the behavior
of the original interpreters (probably because of the poor results in the
other languages).
- Improved support for Hebrew HE game localizations.
- Fixed Roland MT-32 support in Sam & Max.
- Implemented original GUI and save menus for LucasArts games (DOS, Windows,
Amiga, Macintosh, FM-Towns, SegaCD, Atari ST, NES and Commodore 64 versions).
Also activate the general "Ask for confirmation on exit" option for a more
authentic '90s experience!
- Fixed minor timing issues for the SMUSH video engine, mostly affecting
Full Throttle.
- Added a low latency audio mode to Full Throttle, The Dig and The Curse of
Monkey Island; this can improve audio performance expecially in non-desktop
devices, but it is also a little less accurate than the original.
- Implemented reloading CD audio for Monkey Island 1 and Loom (CD versions),
when reloading a save state.
Sherlock:
- Added support for Chinese Rose Tattoo.
Sky:
- Added support for Chinese Beneath a Steel Sky.
Sword1:
- Support Novy Disk Russian translation.
- Fixed launching various demos.
- Switched detection to md5-based. Submit your unrecognized versions!
Sword2:
- Switched detection to md5-based. Submit your unrecognized versions!
Tinsel:
- Fixed Discworld II subtitle colors on big-endian ports.
Toon:
- Made game menus behave like in the original.
TwinE:
- Fixed rendering issue with doors.
- Fixed invalid music pause in behaviour and inventory menu.
- Fixed giving kashes instead of hearts as fallback.
- Fixed item flashing when they drop.
- Fixed meca penguin angle at spawn.
- Fixed background redraw when watching cutscenes at the television.
- Fixed recenter the screen on activating an inventory item.
- Fixed pressing W to talk to people also makes you jump.
Ultima8:
- Added support for saving and resizing of minimap.
- Adjust cursor to behave closer to the original.
- Adjust item quantity slider to behave closer to the original.
Xeen:
- Several crash fixes for Clouds of Xeen.
- Wait until farewell finishes before leaving shops.
- Don't reload map after leaving character creation.
- Implement correct clouds falling logic for Swords of Xeen.
- Fix GateMaster monster in Underworld map.
3DS port:
- Update relocation parser to support PREL31 that are emitted by new compiler.
- Do more autoconfiguration in ./configure.
Android port:
- Added Storage Access Framework support.
- Improved support for game controllers.
iOS port:
- Added pointer device support.
- Improved suppport for touchpad mode.
- Added support for games that use 32 bit pixel formats.
Nintendo DS port:
- Added a splash screen to the top screen when the launcher is active.
OpenDingux port:
- Added support for dynamic plugins.
PS Vita port:
- Added support for dynamic plugins.
PSP port:
- Improved support for games that use 32 bit pixel formats.
RISC OS port:
- Added support for 26-bit versions of RISC OS.
A fork of the popular GLQuake descendant QuakeSpasm with a focus on high
performance instead of maximum compatibility, with a few extra features
sprinkled on top.
Nanosaur II: Hatchling is a continuation of the original Nanosaur storyline,
only this time you get to fly a pterodactyl who's loaded with hi-tech
weaponry. In addition to the three level adventure mode where you blast
enemy dinos and save eggs, there are also six two-player levels including
racing, capture-the-flag, and battle.
This is a port of the original Mac version of the game to modern operating
systems, made under permission from Pangea Software, Inc.
This is Pangea Software's Nanosaur updated to run on modern systems.
Originally released in 1998 as a Mac-only game, Nanosaur casts a cybernetic
dinosaur from the future who's sent back in time 20 minutes before a giant
asteroid hits the Earth.
2.81.0 - Incoming! (released 27/01/2023)
Notes: Unix binaries are now using different name such as etl/etlded.x86
and etl/etlded.x86_64
Engine
General
* Added cJSON 1.7.15
* Allow loading loose ttf/otf fonts in pure mode
* Fixed unfinished unicode encoding crashing clients
* Added entry point for additional system calls without breaking
compatbility with other engines (from ETe)
* Added extension system to flash window
* Fixed precision in patch collide generation to avoid
"MAX_PATCH_PLANES" errors (from q3e/ETe)
* Fixed net_port range by restricting it to RFC 793 specification
* Fixed Splash Screen as work around for SDL_GetWindowSurface not
working properly
* Don't allow writeconfig to write configs called default.cfg,
default_left.cfg or default_android.cfg
* Added platforms manifest to the generated mod pk3
* Added support for JSON file parsing / writing
* Added fs_printOpen command to dump a list of all open files
* Allowed omitting default values from being written with writeconfig by
specifying -nd or -no-defaults option
* Fixed IPV6
MacOS
* Fixes VM entry point for M1 processors by changing entry point from
variadic to fixed parameters due to architecture differences
Client
General
* Added cl_extrapolationMargin with a default value of 1 and allowed
range 0 to 10 to reduce the client latency due to incorrect serverTime
values caused by automatic adjustments to serverTimeDelta on the
client
* Fixed escape key not sending a char event which avoid closing UI menu
properly
* Fixed console char set scaling when r_scale is used. (Only for vanilla
renderer since it's the only one with r_scale anyway).
* Added cgame_restart commands for development purpose
* Added command completion support for cgame command
* Added the ISO keyboards nonUSBackslash key to the default console keys
(for mac user)
* Made sure we only copy over the vanilla data from the glconfig struct
* Scaled ui mouse movement to match the window manager mouse movement
* Fixed [skipnotify] text on console print
* Added support for ttf ingame console fonts
* Added a new default console font (JetBrainsMono-SemiBold) and an icon
font for the custom ET font icons
Audio backend
* Fixed SDL2 sounds were played at incorrect range distance, which lead
to heard sound closer or farther than expected.
* Fixed OpenAl incorrect ambient and entity sounds volume
* Fixed s_volume and s_alGain were not affecting volume on OpenAl
Server
* Fixed sv_ipMaxClients cvar incorrectly limiting the total amount of
clients allowed on server instead of max clients per IP
* Added sv_serverTimeReset cvar for resetting svs.time on map change to
avoid various issues related to high server uptime
* Fixed a typo in an error message printed when client fails a www
download
* Added sv_userInfoFloodProtect cvar to protect against userinfo
flooding, so sv_floodProtect can be off and server can still be
protected against user info flooding.
* Blocked connection from IP with engine temp bans (exclude ports to fix
issue with clients changing net_port and reconnecting after a kick,
circumventing temp ban)
* Added 2 digits for attacklog timestamps instead of 1
* Added sv_protectLogInterval to control time in milliseconds between
attack log entires (default 1000). Helps at keeping attack logs at
reasonable sizes so they don't get spammed 100+ lines per second when
someone runs server scanning
Renderer
* Fixed wrong decal projectors being culled
Mod
General
* Added HUD editor in-game allowing player to fully customize HUD
components (more info Customize HUD)
* Added editcomponent command allowing HUD customization with commands
(more info Customize HUD)
* Fixed collision issues with prone causing players to get stuck on
walls and being able to go through certain thin walls
* Adjusted prone head collision box size to match head size to smooth
out crawling on uneven surfaces
* Fixed prone rotation being severly limited while proning on non-axial
surfaces
* Extended g_pronedelay cvar with value 2 - clients can't prone for
850ms after jumping
* The cvar now acts as a bitmask value, so you can combine values 1
and 2
* Fixed various graphical and camera bugs when rewinding demos
* Fixed head bbox having no collision when lean key was released,
allowing it to clip through solids and use +activate in some scenarios
* Separated handling for class command on server side so we can have
team command flood protected, but allow class commands to bypass flood
protection
* Fixed dead players capturing flag
* Fixed ref command not working on dedicated server
* Changed map vote to 1 points for each vote in game type 6
GT_WOLF_MAPVOTE
* Fixed weapon charge getting reduced when underwater where weapon
doesn't fire
* Added window flashing on game init and match starting
* Fixed g_corpses value to act as a boolean as it was initializing the
body queue but not put any corpses to it by setting it to negative
value
* Added option to visualize spawnpoints in the map with
cg_drawSpawnpoints. Displays major spawnpoint name & number, and
individual spawnpoints where players spawn
* Added func_fakebrush drawing with railbox when debugging by setting
g_debugHitboxes func_fakebrush
* Swapped the check for PW_INVULNERABLE to be on the victim (the client
getting shoved) rather than on the player doing the shove
* Moved to JSON format following files :
* weapon stats
* huds
* mapvoteinfo
* Removed cvar list after HUD rework : cg_althudflags, cg_chatalpha,
cg_chatBackgroundAlpha, cg_chatflags, cg_chatLineWidth, cg_chatScale,
cg_chatShadow, cg_chatY, cg_chatX, cg_complaintPopUp ,
cg_crosshairAlphaAlt, cg_crosshairColorAlt , cg_crosshairAlpha,
cg_crosshairColor, cg_crosshairHealth, cg_crosshairPulse,
cg_crosshairSize, cg_crosshairX, cg_crosshairY, cg_cursorHints,
cg_descriptiveText, cg_drawBuddies, cg_drawCompass,
cg_drawCompassIcons, cg_drawCrosshairInfo, cg_drawCrosshairNames,
cg_drawFireteamOverlay, cg_drawFPS, cg_drawPing,
cg_drawReinforcementTime, cg_drawRoundTimer, cg_drawSnapshot,
cg_drawSmallPopupIcons, cg_drawSpreadScale, cg_drawspeed, cg_drawTime,
cg_drawWeaponIconFlash , cg_fireteamAlpha, cg_fireteamBgAlpha,
cg_fireteamlatchedclass, cg_fireteamLocationAlign, cg_fontScaleCN,
cg_fontScaleCP, cg_fontScaleTP, cg_graphicObituaries,
cg_healthDynamicColor, cg_lagometer, cg_popupBigFilter,
cg_popupFilter, cg_popupShadow, cg_shoutcastDrawMinimap
* Fixed scores command showing followed players xp counts in stopwatch
game mode
* Added missing commands to gamecommand list
* Added player shove events in server log Shove: <attacker> <victim>
Stability & Performance
* Fixed a bug in antiwarp code that caused players to warp when they had
no user input but still had velocity
* Bots are no longer antiwarped
* Fixed incorrect shader count for blacksmokeanimb causing error upon
shader registering
* Fixed game pause behaviour wasn't consistent on various game elements
* Reduced LAG_MAX_DELTA from 75 to 25 to smooth out lagging players
* Fixed stamina prediction
* Fixed STAT_ANTIWARP_DELAY causing full predictions to run when it's
just display information.
* Fixed STAT_AIRLEFT prediction
* Fixed grenadeTimeLeft firing prediction
* Fixed bobcycle not being in sync between client/server in some cases
which causes client to miss predict footsteps.
* Fixed crashland prediction (event EV_FALL*)
* Fixed artillery prediction (weaponTime and event)
* Fixed nofatigue prediction
* Fixed viewheight calculation for other leaning players, which caused
leaning to be invisible to others depending on your location in the
map
* Fixed time played being counted during pause
* Fixed free fireteams initalization producing runtime errors
* Fixed rotation of smoke particles framerate dependency
* Fixed potential crash in trigger_multiple activation
* Fixed pmove_fixed 1 with g_antiwarp 1 and cg_optimizePrediction 1
Audio
* Fixed missing hitsound when players reach lower health than
FORCE_LIMBO_HEALTH without getting gibbed, causing the next hit that
will gib them to not play the hitsound
Graphics
* Fixed incorrect timings for voice chat sprites staying twice as long
as expected
* Medic and ammo request voice chat sprites are now cleared when client
spawns/is revived (medic sprite only)
* Changed cg_shadows cvar default value from 1 to 0 and changed Normal
graphics preset to have shadows disabled, due to unreasonable
performance penalty they cause compared to the visual improvement
* Fixed voice chat icons were not drawn if a player had cg_voiceChats 0
* Added back granular bobbing control
* Changed cg_bobbing cvar from 1 to 0
* Allowed changing cg_swingSpeed when cheats are disabled from range 0.1
to 0.3
UI
* Minimap icons in cg_drawCompass 2 are now positioned along the edges
of the map following the same viewangle-based logic as regular compass
* Fixed incorrect levelshot in mapvote menu displaying for maps which
client hadn't downloaded
* Fixed preset_high_ui.cfg automatically executing when entering system
settings menu
* +stats display in Stopwatch mode after 2nd round now shows stats from
the match all they way up until a new game is started
* Fixed drawing of several cursorhints, eliminating unwanted lines due
to the texture not being aligned properly
* Increased (doubled) UI memory pool size for x64 architecture, fixing
cases where UI would run out of memory on x64 but run fine on x86 due
to different pointer sizes
* Added cg_customFont1/2 cvars to change fonts
* Added listfonts command to list available fonts, which includes
"documentation" on usage
* Allowed executing regular binds from UI by holding down left/right
shift
* Fixed env awareness and compass showing enemy item objective
* Changed bitmask values for cg_drawCompassIcons and cg_drawEnvAwareness
cvars:
* 0 disabled
* 1 item flags objectives
* 2 Secondary objectives
* 4 Primary objectives
* Fixed crosshairnames showing at the place where respawning teammate
died
* Fixed limbopanel roll animation
* Changed map vote selection in debriefing with game type 6
GT_WOLF_MAPVOTE by using
* Checbox side by side with map name
* Selecting map and click one more time to toogle the map vote
* Changed voice chat icon for Fire In The Hole from blue color to orange
* Fixed team chat flag wasn't drawing correct team
* Added fall down icon for MOD_FALLING obituary
* Improved text readability by scaling text shadow/outline based off
text size
* Added shadowed text for demo list
* Prevent unwanted script execution binding by pressing shift key alone
(K_LSHIFT and K_RSHIFT) from UI menu
* Limit the bindings that are allowed to be executed from UI menu and do
not allow +/- actions or vstr that can contain those
* Removed ui_browserOssFilter cvar
* Added ui_disableOssFilter cvar for filtering server list depending of
supported mod by OS
* Added center print text for letting know medic who they just revived
* Enhanced map vote windows on map vote game type by adding map
popularity and history of last 333 played maps
* Changed vote points from map vote game type from 1, 2, 3 points to a
unique 1 point per vote.
* Added semitransparent color for fireteam weapon that is not updated
* Added red font to teamkill cp message to easily identify it and avoid
abusing it by changing player color
Weapons
* Fixed zoom level for FG42 changing to incorrect value when trying to
zoom in/out
* Increased maximum zoom out level for scoped K43/Garand and binoculars
from 20 to 32
* cg_zoomDefaultSniper cvar is now capped within this range (32-4)
* Knife backstabs now ignore both target and attacker view pitch, which
previously caused backstabs to fail if the target was looking up/down
too much
* Fixed flamethrower flame animation not showing if the animation
started in solid
* Increased FG42 scoped recoil pitch
* Fixed alt weapon switch bug/exploit by not allowing switch till we
have switched to selected weapon
* Fixed selected weapon at spawn/respawn
* Fixed explosion hit registration being inconsistent by sorting players
depending of distance from the explosion origin in ascending order
* Fixed corpses blocking flamethrower hit registration
* Fixed allies riflenade impact sound volume (from 64 to 127) & radius
(from 1.5 to 64)
* Fixed calling artillery was playing gun shot sound in some cases
* Fixed pliers hint and usage priority near TOI
* Fixed arty/airstrike bombs potentially spawning indoors
* Fixed missile collision issues with skyboxes
* Fixed (reduced) charge time when dropping grenades on death
* Reduced speed from 127 to 80 (crouch speed) while player use scoped
weapon and standing
* Added back unscoping weapon while in air more than 250 ms, allowing
player to walk on slope and stair without getting unscoped
GCompris is a high quality educational software suite, including
a large number of activities for children aged 2 to 10. Some of
the activities are game orientated, but still educational.
Currently GCompris offers more than 100 activities, and more are
being developed. GCompris is free software, it means that you can
adapt it to your own needs, improve it and, most importantly, share
it with children everywhere.
From Thomas Dettbarn in PR 57203.
The changes are best summed up in the changelog for the Debian package:
* Minor bugfixes
* Backend engine can be encapsulated in a library
* HelloWorld example for interested frontend developers
Version 1.16.8
Editor
* Fixed: the unit tool crashes when placing a unit.
Translations
* Updated translations: Finnish, Spanish
Miscellaneous and Bug Fixes
* Make the log messages about "Skipping duplicate unit variation ID" say which `[unit_type]` is causing the error.
Provided by Thomas Dettbarn in private email.
* Minor bugfixes
* Reduced memory consumption
* New default format for savegames
* Better looking ANSI and ASCII output
* Much cleaner sourcecode
Version 1.16.7
Translations
* Updated translations: Arabic, British English, Czech, Finnish, French, Italian, Japanese, Polish, Portuguese (Brazil), Turkish
Miscellaneous and Bug Fixes
* wmllint now validates `rank=` values in `[campaign]`
* Add disconnect check to alert users when they lose connection to the multiplayer server
* Fixed a crash when checking if abilities are active during game initialisation after loading a saved game.
* Fix a crash when an out-of-bounds side number is used in Lua’s `sync.evaluate_multiple`
* Fixed special notes being duplicated when storing units
shm_open() is referenced in a direct part of the output, but only
visible via being needed via an indirect reference, and this seems
to no longer be allowed.
Woof! 10.5.1
------------
Bug Fixes
- Fix crosshair lock on spectre targets.
- Fix some menu oddities with automap color and chat macro items.
- Fix midi_player config variable boundaries.
- Fix path length issues in config file parsing.
- winmidi: Manually unset MHDR_INQUEUE flag when hot swapping modules (@ceski-1).
Miscellaneous
- This will be the last binary release to still support Windows XP.
Woof! 10.5.0
------------
New Features and Improvements
- Don't draw the status bar or any other UI in savegame snapshots.
- Add "Walk Under Solid Hanging Bodies" feature from PrBoom+.
- Support face gib animations in the status bar widget as in the 3DO/Jaguar/PSX
ports (graphics lumps need to occupy the STFXDTH0 to STFXDTH9 name space).
- Allow COMP cheat to change complevel in-game (report current complevel when
entered, expecting two-digit new complevel argument).
- Allow the SSG in Doom 1 if the corresponding assets are available.
- Implement SDL-native sound looping for moving walls (removing clicking noise
between sounds).
- Have "Clear Marks" key clear just the last mark in the Automap (by @MrAlaux).
- Limit the number of identical sounds playing at once, based on priority
ordering (based on code from Odamex and DSDA-Doom).
- Make color of health and armor count gray in the status bar and HUD widgets
when invulnerable (by @MrAlaux).
- Add VGA "porch" behaviour emulation from Chocolate Doom (enabled by
vga_porch_flash key in the config file).
- Implement dark automap overlay (by @MrAlaux).
- Support dedicated music (lump names D_E4M1 to D_E4M9) for Episode 4 of
Ultimate Doom. Also, support to select these tracks (and the music tracks
for UMAPINFO maps) by the IDMUS cheat.
- Implement crosshair target lock-on (by @MrAlaux).
- Increase internal maximum horizontal resolution to 1152. This is meant to
add support for non-exactly 21:9 screens, such as 3840x1600 (WQHD+).
- Implement crosshair coloring by target health (by @MrAlaux).
- Windows native MIDI player improvements:
- Support for SysEx messages.
- Correctly reset MIDI devices with SysEx messages. Default is GS mode, can
be changed with the winmm_reset_type config option (by @ceski-1).
- The reset delay is configurable using the winmm_reset_delay config
parameter. Useful for vintage MIDI devices (by @ceski-1).
- Implement a "capital tone fallback" emulation that allows MS GS Wavetable
Synth, Roland SCVA, Roland SC-55mkII and later devices to work in GS mode
without any issues (by @ceski-1).
- Fix looping timing, various optimizations (by @ceski-1).
- Add full support for EMIDI, extensions used in Build engine games
(by @ceski-1).
- Implement Final Fantasy and RPG Maker loop points (by @ceski-1).
- No need to restart the program to change MIDI player.
- Ability to select Windows MIDI device in the menu.
- Scan the soundfonts folder and show all found .sf2 and .sf3 soundfonts in
the menu.
- OPL emulation output gain. Allows to increase the OPL volume with the
opl_gain config option (default 200%).
- Allow parsing of cosmetic items in the OPTIONS lump for all complevels.
- Enable doubled card and skull key display on status bar by default.
- Gamepad analog controls improvemets:
- The turning/looking speed does not depend on the run key.
- Ability to invert each axis separately.
- Separate sensitivities for movement, turning and looking.
- Possibility to disable the axis (choose "None" in the menu).
- Do not allow simultaneous use of mouse and controller in strict mode when
recording demo (new DSDA rule).
- Unify gamma correction: Both the F11 key and the menu slider cycle through
the same gamma correction tables, with positive integers corresponding to
the Vanilla tables.
Bug Fixes
- Take into account "smooth diminishing lighting" for "level brightness"
feature.
- Set 'fastdemo_timer' to false before warping (by @rrPKrr).
- Fix starting "new game" or "load game" when fast-forwarding a demo.
- Do not switch timer if fastdemo is not enabled.
- Fix midi_player config setting description.
- Fix background drawing on screen size 3 in 21:9 widescreen mode.
- UMAPINFO: Don't show menu for only one episode.
- Fix "Show Demo Progress Bar" being disabled in the menu instead of "Default
Compatibility" if the -complevel command-line parameter was used
(by @MrAlaux).
- Do not allow autoloading in shareware gamemode.
- An IWAD called doom1.wad is now always checked for its content instead of
blindly assuming the shareware IWAD.
- Fix NULL string comparison in DEH parser.
- Fix skull position in the help screen for Doom 2.
- UMAPINFO: Provide a default map progression if neither next nor endpic are
set.
- Add the missing OPUS DLLs to the 32-bit build.
26th June 2022
dopewars-1.6.2 released. This improves Unicode support in the text-mode
client, and adds support for networking on the Haiku operating system.
Updated man page for pkgsrc.
Disabled SVN usage for build.
FEATURES 1.48.12
* Added SDL2 support, as a compile option. This provides video, sound, and
keyboard alterations for the SDL2 library calls.
The source code still supports SDL1. This supports target machines that are
not supported by SDL2. At this point, for some things like MIDI music, we
have not yet found optimal SDL2 solutions.
* Add a control to select music type, with an automatic mode. Add automatic
music type selection and playing. This works better with SDL1 than SDL2.
SDL2 will always use Fluidsynth for MIDI. It even builds a copy of
Fluidsynth into SDL2.
* Added controls to adjust monster health, health pickup, armor pickup, and
ammo pickup. This allows adjusting play of an overly difficult map such as
one with multiple cyberdemons, such as when you have only three players on
your coop team and one is a newbie, or just adjusting a map weak in ammo.
The user can also increase difficulty when feeling cocky.
BUG FIXES 1.48.12
* Mingw32 does not have strcasestr. Had to write one for Mingw32 and Watcom.
* Fixed a segfault in biowar.wad Map08 with OpenGL. It would segfault when a
texture being drawn in cache, had one patch extending lower than the
texture bottom. The cache write now tests against the cache limits, and not
the source.
* Fixed X11 musserver quitting whenever trying any device other than TiMidity.
Made the FluidSynth MIDI detection work. Included the DEBUG options.
Fixed a HAVE_ZLIB test that would error when compiling for X11.
* Fixed where Player picks up clip when already has full ammo. A bug was
introduced in patch w105_22_playermsg, svn 1225. This resulted in the clip
being used up, even when the player already has max ammo.
* Rewrote the flat animation, to load all flats of an animation. A long time
ago the flats were optimized by only loading the flats that appeared in the
level map. This is incompatible with flat animation, as the animation
requires flats that may not have appeared otherwise. This results in the
animation not working for some flats that should be animated (doom2 map17).
Updates the flat animation again when levelflats has moved during the
update. Removed the old animation code that checked all flats in the wad.
* Fix the existing MIDI, MP3, and OGG music playing. Fix MP3 music playing,
so that it does not try to play it as MUS. Detect the music type upon
replay too.
* VISPLANE_DYNAMIC_COVER. Replaced arrays of [MAXVIDWIDTH] in visplane with
dynamically allocated arrays of the current video width. This reduces each
visplane from 6464 bytes to 3268 bytes. This will allow MAXVIDWIDTH to be
increased, to allow larger screen sizes, without affecting the memory usage
for everybody.
* Transition to new software renderer, to fix sprites that are drawn in
conflict with 3d floors.
* Removed drawnodes code. Sprites could not be sorted into the drawnodes to
satify all the conflicts that occur. Instead of trying to save all the
sprite conflicts in one sprite structure (like a drawnode), the sprite is
split and clipped until all parts of it have been drawn (or masked).
* Replaced openings code (from PrBoom) with pool16 code, which does not have
to adjust existing pointers when expanding the pool.
* Fix to sprite draw, so that flipped sprites drawing is independent of the
sprite x1 position. This fixes draw errors of some flipped sprites.
* Fixed the OpenGL dynamic lights, where wall textures would distort when a
fireball or rocket would pass by. This affected walls under a 3d floor,
when it experienced a dynamic light.
* Fixed a zip seek error that only affected some zip files. Opening a zip
archive when there already was a zip file open, required that the zip file
be closed, or its file position will be different than our recorded
position. This fixes bug when loading cyberarena3.zip.
* Protect against NULL line ptr in some light functions. This mitigates a
segfault in cyberarena3.zip, that was not reproducible.
* Fixed compile errors in dynamic load of zlib, and libzip. Detect version
of libzip from header file. Remove version of libzip from make_options.
* Add SDL_DIR to the compile make_options, because compile on win/mingw32
cannot reliabily find SDL/include otherwise, and it is better than having
end users editing the Makefile. SDL installs with sdl-config are not
affected, and most users do not need to specify it.
* Fixed the new SDL sound code to compile with SDL Mixer 1.2.8, SDL Mixer
1.2.10, SDL Mixer 1.2.12, and SDL2 Mixer. This is detected at compile.
The SDL Mixer 1.2.8 does NOT have MIX_INIT, but the SDL Mixer 1.2.10 does,
and SDL2 does too. The MIX_INIT provides some device detection and
reporting to the user what was found.
* Still supports compiling for SDL Mixer older than 1.2.8, but those do not
have RWOPS, and thus music playing with that Mixer will then use the
hard-drive. This is detected and determined at compile-time, and running
with a newer SDL Mixer will not affect that compile decision.
* The user must have a compatible SDL Mixer installed (same or better).
Newer SDL installs have bug fixes (especially on win), and may be
customized to the users machine, so this is up to the user.
* Changes to support compiling on Mac OS X (Darwin). Uses App folder.
Based on support from Gibbon.
Julius is a fully working open-source version of Caesar 3, with the same
logic as the original, but with some UI enhancements, that can be played on
multiple platforms.
Caesar III is a city-building game released in 1998. Players assume the
role of a provincial governor to build thriving cities across the Roman
Empire, in which they must ensure their citizens have their needs met, and
deal with various disasters, angry gods and hostile enemies.
Julius will not run without the original Caesar 3 files. You can buy a
digital copy from GOG or Steam, or you can use an original CD-ROM version.
The goal of the project is to have exactly the same game logic as Caesar 3,
with the same look and feel. This means that the saved games are 100%
compatible with Caesar 3, and any gameplay bugs present in the original
Caesar 3 game will also be present in Julius.
Augustus is a fork of the Julius project that intends to incorporate
customizable gameplay changes and enhancements to Caesar 3.
Caesar III is a city-building game released in 1998. Players assume the
role of a provincial governor to build thriving cities across the Roman
Empire, in which they must ensure their citizens have their needs met, and
deal with various disasters, angry gods and hostile enemies.
Because of gameplay changes and additions, save files from Augustus are NOT
compatible with Caesar 3 or Julius. Augustus is able to load Caesar 3 save
files, but not the other way around. If you want vanilla experience with
visual and UI improvements, or want to use save files in base Caesar 3,
check Julius.
Augustus, like Julius, requires the original assets (graphics, sounds, etc)
from Caesar 3 to run, such as the version from Steam, GOG.com, or the
original CD-ROM.
Augustus optionally supports the high-quality MP3 files once provided on the
Sierra website.
...where we need -std=gnu99 for alloca().
Use BUILDLINK_TRANSFORM to transform command line, otherwise
-std=c99 sneaks in and overrides, causing link failure.
Can't find where patch-pkg_default.gcw0.desktop is, not in CVS repository...
Some dependent packages link fine without fmtlib (eg. libixion)
and fmtlib ending up in their libtool file is causing problems
of its own.
This way only packages that are including those relevant fmtlib
symbols need to be explicitly linked against fmtlib.
These are currently duplicated in mk/platform/SunOS.mk but the generic
removals will be removed soon in favour of per-package removals, due to
flags getting leaked into installed files.
Changes in 0.95.1
* Allow mixing lit and unlit textures in the same map.
* Water texture mipmapping support - fixes glistening effect on distant
water.
* Fix screen flashes in some maps with AMD's new drivers.
* Defend against zero-sized textures, e.g. __TB_empty in qbj_grue.bsp
* Fix possible file pointer leak in game load code.
* Minor code cleanups. Updated third party code, e.g. SDL, music codecs, etc.
* Thanks to 'temx' for his patches.
Changes in 0.95.0
* Add support for lit water (patch contributed by Josiah Jack, with fixes
from Eric Wasylishen.)
* Add model scale support -- requires protocol 999. (Original patch
contributed by Josiah Jack with fixes from temx and Andrei Drexler. Thanks
to Eric Wasylishen, MH and Spike for useful discussions.)
* Add sv_cheats cvar for 2021 rerelease (patch from Andrei Drexler).
* Clear the startdemo list on game change (patch by Andrei Drexler).
* Try light trace from entity origin first (patch by Andrei Drexler).
* Backport a few fixes to the bundled SDL2-2.0.22 version.
Changes in 0.94.7
* Fix console history buffer wrapping.
* Fix wrong external texture use after vid_restart.
* Update lodepng from mainstream git.
* Miscellaneous source code cleanups.
Changes in 0.94.6
* Server protocol size check fixes for sounds and particles.
* An invalid memory access fix in the jpg screenshot writer.
* Basic dependency tracking in Makefiles.
* Backported a few fixes to the bundled SDL2-2.0.22 version.
* Minor build fix for C++ compilers.
* Other small improvements elsewhere in the code.
Changes in 0.94.5
* Compatibility with new SDL2 versioning scheme.
* Revised min/max/clamp macros' usage.
* Fixed a potential undefined behavior in R_DrawAliasModel.
* Fixed parsing of the time argument of svc_fog server message. (it has been
broken for more than 20 years and has never seem to have been used.)
* Other small improvements elsewhere in the code.
* Backported a few fixes to the bundled SDL2-2.0.22 version.
2.6.1 "Incremental Escapism" (2022-10-31)
General:
- Various improvements to the icon-based grid view in the ScummVM launcher.
- Fixed possible graphics corruptions when using the OpenGL renderer.
AGS:
- Fixed a crash in AGDI's KQ1 remake (and some other games), on big-endian systems.
AGOS:
- Fixed various bugs that lead to crashes in the demo versions of The Feeble Files
and Personal Nightmare and in the full version of Waxworks.
- Fixed pirate dialogue freeze in Simon the Sorcerer 2.
Asylum:
- Fixed the Keyboard Config screen.
- Added support for the keymapper feature to the dialog screen.
- The in-game menu is now accessible via a keyboard shortcut.
- Fixed a bug that caused the controls to be reset when leaving the Hive puzzle.
- Fixed animation of floating bodies in Chapter 4.
Ultima:
- Fixed rendering issue when moving the minimap off the screen.
- Fixed possible crash when using the autosave function.
SCI:
- Fixed various bugs and script issues in KQ4, KQ5, LB2, LONGBOW, PQ1, PQ3, QFG4 and SQ5.
- Numerous improvements to various parts of the engine code.
SCUMM:
- Fixed potential lockups in games using iMuse.
- Prevented crashes caused by missing .SOU/.BUN files.
- Fixed crashes in v7-v8 games on strict-alignment platforms.
- Fixed speech lipsync for COMI on big-endian ports (such as PS3 or Wii).
Tinsel:
- Fixed an issue in Discworld that prevented some items from being placed in the inventory.
Toltecs:
- Fixed crashes on some strict-alignment platforms.
Toon:
- Fixed music and SFX being muted by default when adding the Toonstruck game.
Android port:
- Properly convert mouse coordinates between screen coordinates and virtual ones.
Windows port:
- Clearing the icons cache created a duplicate ScummVM folder in the APPDATA directory. Fixed.
Woof! 10.4.0
------------
New Features and Improvements
- Add snapshots to savegames.
- Separate mouse sensitivities for turn/strafe/move/look.
- Add mouse WheelLeft/WheelRight buttons (by @rrPKrr).
- Offer a choice of widescreen ratios (16:10, 16:9, 21:9) in the config
file.
- Remove SPEED and TIME prefixes from the level time widget.
- Disable toggles and menu shortcuts when typing on chat.
- Add level brightness feature and ability to disable (or fade) menu
background.
Bug Fixes
- Draw par times for IWAD maps and if set by DEH or UMAPINFO.
- UMAPINFO: Draw par times on intermission screen before endpic.
- Fix par time array overflow for Episode 4.
- Check demoplayback when calculating CRITICAL (by @rrPKrr).
Miscellaneous
- Convert main executable to .dll and add .exe and .com launchers.
Woof! 10.3.0
------------
New Features and Improvements
- Add new steam dirs for Unity IWAD and Final Doom.
- Add optional BLOCKMAP bug fix by Terry Hearst.
Add a "compatibility breaking" menu category for this and "Pistol Starts".
- Implement player view/weapon bobbing (off, full, 75%).
- Complete "missed backside" emulation and disable it by default.
- Avoid demo lump name collisions (e.g. MAP01.lmp).
- Add rudimentary support for "REKKR: Sunken Land" (rename IWAD extension
to .wad), fixes unwanted colored blood.
- Add reverb/chorus settings for Native MIDI.
- Let exit lines blink on the Automap as well if "blinking keyed doors" are
enabled.
- Add smooth texture and flat scrolling.
- Synchronize animated flats.
- Remove the "STS" prefix from the Level Stats widget.
Bug Fixes
- Skip response file in M_CheckCommandLine(), fixes network games initiated
from the setup tool.
- Fixes for netgame demos and automap (fix playback skipping and progress
bar for netgame demos, fix angles and interpolate other player arrows in
automap, allow restart level/demo in deathmatch).
- Try loading a song again if SDL_Mixer couldn't detect it, fixes playback
of some obscure MP3 files.
- Fix binding the mouse wheel to any action, excluding movement
(forward/backward, turning and strafe).
- Fix Windows native MIDI level transitions (by @ceski-1).
- Remove SDL version check for Windows 11 "freezing" issue.
- Fix printing of timing demo results.
- Fix an issue with caching zero-sized lumps.
- Fix blood color setting (resp. unsetting) in DEH.
- Fix brightmap of the COMPUTE1 texture (by @JNechaevsky).
Miscellaneous
- The code base has been made compatible with Clang 15 and now requires
a C99 capable compiler.
Version 7.18 (3rd August, 2022)
-------------------------------
Minor bug fix: remove the ``<icon>`` line from `trader.appdata.xml.in` so
that the icon is taken from the `trader.desktop` file instead, otherwise
Fedora builds fail with a message from ``appstream-util validate-relax``
that "tag-invalid: stock icon is not valid [trader.svg]".
Version 7.17 (3rd August, 2022)
-------------------------------
Fixed two TOCTOU (time-of-check / time-of-use) bugs that arose between
checking for the traditional data directory and creating a data directory
later. Also fixed a bug when the ``HOME`` environment variable is empty:
use the current directory instead.
Updated the Brazilian Portuguese, Norwegian Bokmal, Swedish, French,
Esperanto, Serbian, German and English translations (in that order), with
thanks to Rafael Fontenelle, Johnny A. Solbu, Anders Jonsson, Frederic
Marchal, Felipe Castro, Miroslav Nikolih and Roland Illig respectively.
Updated the minimum version of GNU Autoconf required, giving the option
of compiling with C17 or C11 instead of C99. Updated to the latest
snapshot of the Gnulib GNU Portability Library.
v2.2.0
- feat: added new glyph sets: math, set, symbol
v2.1.0
- feat: added support for glyph set selection (--glyph-set/-g)
v2.0.1
- feat: describe step delays in the README
- feat: readme config examples
- support for traces of different colors
- multi-color support
- traces now scroll at different rates
- prevent a muddy field by correctly throttling updates
Version 1.16.6
Translations
* Updated translations: Arabic, British English, Bulgarian, Chinese (Simplified), Chinese (Traditional), Czech, French, Italian, Japanese, Portuguese (Brazil), Russian, Swedish, Turkish
Miscellaneous and Bug Fixes
* Fixed drake flare leadership animation over water
* Fixed animations not clearing properly when zoomed
* Fixed the `{IS_HERO}` macro to avoid losing the hero ellipse when a unit levels up
* Fixed highlighted movement range when hovering over units after their owner ends turn. It now shows their max movement next turn, instead of the remaining moves from their previous turn.
* Fixed out of sync errors occurring when unused add-ons contain the [resistance_defaults] or [terrain_defaults] tags
Remove patch for PKGMANDIR (merged upstream).
Do not use "doc/Woof" subdirectory.
Woof! 10.2.0
------------
New Features and Improvements
- Continue demo recording: Start the game with -playdemo demo1 -record
demo2 or -recordfromto demo1 demo2 (also works in multiplayer).
- Join demo key that allows to start recording a demo from anywhere
while the demo is playing (also works in multiplayer).
- Looking up/down with gamepad (padlook key).
- Add a FluidSynth gain setting to config. It allows to manually adjust
the volume for "quiet" soundfonts.
- Replace the "Enable translucency" option with "Enable predefined
translucency". Turn off translucency for things that were defined in
Boom/MBF, but don't change the translucency defined in PWAD/Dehacked.
- The cosmetic recoil option works with some MBF21 codepointers.
All weapons in Vesper.wad now have recoil.
- Implement NOTARGET cheat.
- Always display level title in automap overlay mode.
- Print complevel in console when loading level.
- -skipsec takes negative numbers to skip from the end of the demo
instead of from the start.
- Restart level/demo key also restarts demo playback.
Bug Fixes
- Fix of hanging decoration disappearing (FW.wad MAP02).
- Compatibility for non-Latin paths in environment variables on Windows
(e.g. DOOMWADDIR).
- Fix misplaced level stats text on Boom HUD.
- "Pain/pickup/powerup flashes" option also affect invulnerability.
- Enable colored blood in strict mode, but don't change vanilla
monsters. Fixes colored blood in Judgement.wad
- Don't allow strafe and turn at the same time with gamepad (prevent
easy SR50).
- Fix suppress savegame in G_ReadDemoTiccmd().
- Fix restart demo recording after death in single player.
- "Demo recording" message did not appear after restarting level.
- Fix a crash when loading a saved game with the automap open.
- Fix forced savegame load.
- Properly update status bar every tick (MAYhem19.wad, Avactor.wad).
- Allow adding *.zip files from DOOMWADDIR and other standard paths.
- Remove beta assets, add UMAPDEF for BETALEVL.WAD.
- Reset weapon bobbing interpolation when changing screen size/automap
leaving.
The package changed with the addition of its libepoll-shim dependency.
Otherwise, we can get:
ERROR: libepoll-shim>=0.0.20210418 is not installed; can't buildlink files.
2.6.0 "Insane Escapism" (2022-08-01)
New games:
Added support for Sanitarium.
Added support for Hades Challenge.
Added support for Marvel Comics Spider-Man: The Sinister Six.
Added support for The 11th Hour.
Added support for Clandestiny.
Added support for Tender Loving Care (CD-ROM Editions).
Added support for Uncle Henry's Playhouse.
Added support for Wetlands.
Added support for Chewy: Esc from F5.
General:
The project license has been upgraded to GPLv3+.
Now ScummVM requires C++11 for building.
Removed support for VS2008, as it doesn't support C++11.
Implemented enhanced filtering in the Search box. See "Understanding the search box" in the documentation for details.
Implemented Icon view in GUI (GSoC task).
Added support for the RetroWave OPL3 sound card.
Added OpenDingux beta port.
Removed Symbian port.
Added the create_engine tool to aid when creating new engines.
Fixed mouse capture in HiDPI mode.
The GUI Options dialog now marks settings overridden via command lines in red.
In GUI launcher it is now possible to group games by different categories.
GUI launcher has new game icons grid look.
AGI:
Added support for Macintosh versions of Manhunter 1-2.
AGS:
Synced changes from upstream AGS.
AGOS:
Elvira 1: Added support for Casio MT-540/CT-460/CSM-1 and CMS/GameBlaster.
Elvira 1 & 2, Waxworks, Simon the Sorcerer: Added AdLib OPL3 mode. Depending on the game, this will prevent cut-off notes, add extra notes or instruments and/or add stereo.
Elvira 2, Waxworks: Added support for AdLib and MT-32 sound effects.
Elvira 2, Waxworks, Simon the Sorcerer floppy: Added Mixed MIDI support (MT-32 music with AdLib sound effects).
Simon the Sorcerer floppy: Improved AdLib sound effects accuracy.
Simon the Sorcerer: DOS version music tempos are now accurate. Both DOS and Windows versions now offer the choice of the DOS music tempos or the faster Windows tempos.
Simon the Sorcerer 2: Improved AdLib and GM support.
Simon the Sorcerer 2: Added workaround for the missing MT-32 tracks in the intro.
BBVS:
Fixed the size of the main menu buttons being incorrect in some cases.
Fixed crash at the end of the Hock-A-Loogie mini game.
Buried:
Added support for skipping synchronous audio and video.
The mouse pointer is now hidden during cutscenes.
Implemented game pausing via Control-P.
After saving, the player returns back to the game instead of the Biochip menu.
The game is now always paused when the Biochip menu or the save/restore dialogs are open.
Added metadata to saved games, including thumbnails, creation date and play time.
Saved games are now sorted by slot, like in other engines, instead of being sorted alphabetically.
The currently selected item is now stored in saved games.
Comments from Arthur that play in the background can now be stopped with the space key (the same key that replays Arthur's last comment).
The agent evaluation (current points) can now be shown with Control-D.
Fixed global flag corruption in death screens.
Dreamweb:
Added text to speech for dialogs and object descriptions.
Glk:
Added support for ZX Spectrum games with graphics in the Scott sub-engine.
Kyra:
Added support for the Traditional Chinese versions of Legend of Kyrandia 1 - 3.
Added sound support for the Macintosh version of Legend of Kyrandia.
Added support for playing the Macintosh non-talkie version of Legend of Kyrandia 1 directly from the files on the CD. This means you no longer have to run the installer to extract the data files.
NGI:
Fixed the rolling bridge state in scene 13.
Fixed getting stuck when teleporting to the foot in scene 30.
Fixed inconsistent cactus state.
Private:
Refactored code to allow rendering using the original 256 color palette.
Fixed endianness issues.
Added support for the Korean release.
Supernova:
Added text to speech for dialogs and object descriptions.
SCI:
Added support for Text To Speech in SCI floppy games.
Allow saving from the ScummVM Global Game Menu in the following games: BRAIN1, BRAIN2, ECOQUEST1, ECOQUEST2, FAIRYTALES, PHARKAS, GK1, GK2, ICEMAN, KQ1, KQ4, KQ5, KQ6, KQ7, LB1, LB2, LIGHTHOUSE, LONGBOW, LSL1, LSL2, LSL3, LSL5, LSL6, LSL6HIRES, LSL7, PEPPER, PHANT2, PQ1, PQ2, PQ3, PQ4, PQSWAT, QFG1, QFG1VGA, QFG2, QFG3, QFG4, SHIVERS, SQ1, SQ3, SQ4, SQ5, SQ6, TORIN.
Fixed many script bugs in KQ6, KQ7, GK2, QFG3, QFG4, Hoyle4.
Fixed loading autosaves in Shivers and Phantasmagoria 2.
Added support for Korean fan translations from the scummkor project: EcoQuest 2 and Gabriel Knight 2.
SCUMM:
New Digital iMUSE engine. Support for re-compressed audio files dropped in Full Throttle, The Dig and The Curse of Monkey Island.
Rewrote music player for Amiga versions of Indy3 and Loom in accordance to the original code.
Fix missing cursor in the 16-color Macintosh versions of Loom and Indiana Jones and the Last Crusade after loading a savegame.
It is now possible to replace the music in the floppy versions of Loom with audio tracks. The ScummVM Wiki has a list of which parts of the Swan Lake ballet the game uses: https://wiki.scummvm.org/index.php/Loom.
Fixed some MIDI music looping when it shouldn't in EGA/VGA floppy versions of The Secret of Monkey Island.
Fixed the lava flowing in the wrong direction in the VGA floppy version of The Secret of Monkey Island.
Fixed Full Throttle distorted graphics when Ben runs past the Corley Motors entrance.
Fixed the dissolve effect, and Bobbin's palette when leaving the darkened tent in the TurboGrafx-16 version of Loom, to match the original behavior.
Fixed incorrect dark rooms colors in MM NES on strict-alignment ports such as Dreamcast, Apple silicon and various handheld devices.
Rewrote text rendering routines for Full Throttle, The Dig and The Curse of Monkey Island in accordance to the original interpreters.
Rewrote timer handling routines to better approximate both the original hardware behavior and the intepreters' quirks.
Fix lip syncing in Backyard Baseball 2003.
Fixed various original game bugs and oversights in most of the LucasArts titles: https://wiki.scummvm.org/index.php?title=SCUMM/Game_Enhancements. Most of these enhancements can now be disabled in the game's settings if one prefers playing with the original behavior.
Added sliders for tweaking the CD audio playback in the MI1 CD intro, as well as VGA CD Loom in general. Loom is particularly sensitive to the amount of silence at the start of the track, and the CD version of MI1 never synced the music as well to the intro as previous versions. See the Wiki for more details.
Detect and reject the EGA floppy version of Monkey Island 1 that Limited Run Games sold in their Monkey Island 30th Anniversary Anthology, if using the default DISK4 image, which is corrupted. It's possible to recover a working image from the KryoFlux dumps they also provided.
Fixed random number generation which fixes throwing in Backyard Baseball.
Marked a workaround in Monkey Island 2 (FM-Towns version) as an enhancement; this workaround originally restored a portion of the map chasing puzzle in Booty Island which had been cut in the FM-Towns version of the game.
Made the sentence line in Maniac Mansion work like the manual says, i.e. you can click on it to execute the command.
Sherlock:
Fixed slowdown in Serrated Scalpel intro when playing the game from a small installation.
Fixed UI glitches in Serrated Scalpel.
Titanic:
Fixed not being able to see House in Starfield puzzle.
TwinE:
Fixed a bug in the collision code that made the game unfinishable due to the tank not moving any further in scene 63.
Fixed light angle calculation which produced rendering artifacts in a few scenes.
Fixed polygon rendering method for the boat windows.
Fixed wrong shooting direction for some actors.
Fixed door movement in some situations.
Android port:
Added hardware acceleration for 3D graphics.
Improved touch controls.
macOS port:
Added support for displaying OSD messages on the Touch Bar.
Windows port:
Added "Portable Mode" in which the executable's directory is used to store application files if a scummvm.ini file is present, instead of the user's profile directory.
Fixed detection of the Application Data path on Windows 95/98/ME.
RISC OS port:
Added support for dynamic plugins.
Added a native MIDI driver.
Nintendo DS port:
Fixed screen scrolling when using the Load and Save dialogs.
Version 1.16.4+dev
Miscellaneous and Bug Fixes
* Fixed frequent crashes occurring in multiplayer matches
Version 1.16.4
Campaigns
* Eastern Invasion
* S07a:
* Better handling for side 2
* Fixed Grug upkeep, added dialogue about ogres joining
* Northern Rebirth
* S1: Fixed Al'Tar confusing an orc for a slave
* Under the Burning Suns
* S5: Enforce encounter with the Cloaked Figure
Translations
* Updated translations: Arabic, British English, Chinese (Traditional), Czech, Polish, Finnish, French
Units
* Fixed Warden’s and Arbiter’s animations popping on water tiles
User interface
* Resolved broken layout in some low-resolution configurations
Miscellaneous and Bug Fixes
* Fixed path finding visibility bug that sometimes caused OOS errors on maps with tunnels and at least three sides that do not share vision
* Fixed being unable to interact with units when Scroll Lock is active
* Removing the Protect Unit Micro AI no longer causes a Lua error
* Fixed chance of being unscathed in damage calculation for some fights in which both units can die
* Fixed visibility bug in ai_helper.get_attackable_enemies() for some complex filters
* Fixed bug in Bottleneck Micro AI involving units without moves on terrain with multiple open passages
* Fixed error in Castle Switch CA of the Experimental AI after a leader was killed
* Fixed error in retreat-injured CA when regenerate ability code does not include a value= key
* Retreat-injured CA no longer takes villages from allies
* Experimental AI no longer uses generic_recruit_engine: fixes a data leakage bug between Experimental AIs of different sides
* Experimental AI recruit rushers: include unit types from extra_recruit
* Fix segfault when weapon is removed during attack
* Add no-unit error message for unit debug command
* Significantly improve efficiency of move-to-any-enemy CA
Version 1.16.3
Add-ons client
* Fixed: using the up or down arrow keys in small-screen mode returned to the title screen
* Add-on passwords that are not stored in the `_server.pbl` can now be stored in the same credentials file as multiplayer passwords
Campaigns
* Delfador’s Memoirs
* S11: Finding Chantal will now share her side’s vision with the player, as originally intended.
* S14: Smoother appearance of enemies and added dialogue.
* Descent into Darkness
* S08: Prevent Spectral Servant from picking up the book
* Northern Rebirth
* S05a_01: Solve units getting stuck in the wall before the spider chamber
* Sceptre of Fire
* Fixed Thursagan's Arcanister advancement being "lost" after dismounting a minecart.
* Improvements and spelling corrections to the English prose text
* S9: Allow Grypon Riders to complete the scenario
* Son of the Black Eye
* Improvements and spelling corrections to the English prose text
* The Rise of Wesnoth
* S22: Fixed the possibility of a misplaced dialogue when a bridge was broken
* Under the Burning Suns
* S08: Kromph and the Dust devil now trigger a critical event
* World Conquest
* Updated the modding instructions, helping add-on authors add extra factions etc.
Editor
* Add documentation for the magenta D and special terrain overlays
* Added some missing terrain groupings
Multiplayer
* Fixed updating add-ons when joining a game that requires a new version
* Add a `/clear` command for the lobby-chat window.
Packaging
* flatpak: update freedesktop runtime version to 21.08
Terrain
* Better transition for Swamp to Icy Cobbles
* New graphics variations for icy and rocky terrains.
* The help browser adds special notes for castles and healing terrains
Translations
* Updated translations: British English, Bulgarian, Chinese (Simplified), Czech, French, Italian, Japanese, Portuguese (Brazil), Russian
* Fixed the stats for Spanish being overwritten by the stats for Spanish (Latin American).
Units
* Saurian sprites cleanup
* Various small sprite updates for sea serpents and swamp lizards
User interface
* Mark the Plan Unit Advance mod as MP-only so it doesn't show up as available for campaigns.
Miscellaneous and Bug Fixes
* wmlscope can now report about calls to deprecated macros when using the `--unresolved` switch.
* wmlxgettext’s old behavior of processing files in the order they’re given on the command line can be selected with the `--no-sort-by-file` option
* Fixed a crash with "laststrike" (firststrike given to the opponent) weapon specials
* Fixed a crash with locally-edited add-ons that had neither `_server.pbl` nor `_info.cfg`
* Added more unit tests for weapon specials.
* Resolve crash on systems using musl implementation of libc
* The `--stringfreeze` (`-Z`) command line flag has been removed from wmllint.
* The checks for the old special notes system have been removed from wmllint; the `notecheck off`, `notecheck on` and `match <ability> with <note>` magic comments no longer have any effect.
* Resolved title screen flashing during the loading screen
* Fixed erratic keyboard and mouse scroll speed
* wmllint automatically removes the obsolete lines `{SOUND:SLOW}` and `{SOUND:POISON}`
Modified patch for man pages to use ${CMAKE_INSTALL_MANDIR}.
Woof! 10.1.0
------------
New Features and Improvements
- Now you can load zip archives with WAD, lmp and music files.
Use the usual -file parameter or put them in the autoload folder or
drag-and-drop them onto the woof executable.
- Support for high quality music packs (see https://sc55.duke4.net/ or
http://sc-d70.retrohost.net/). Unpack them into the autoload folder or
load as zip archives.
- Apply various interpolations for automap (@JNechaevsky).
- Pan/zoom automap faster by holding run button (@JNechaevsky).
- Choose use button action on death (default reborn, load last save or
nothing).
- Optimization for drawing huge amount of drawsegs from PrBoom+. Improve
FPS on planisf2.wad and Eviternity.wad MAP26 and others (@JNechaevsky).
- Support -skill 0 in complevel vanilla.
- Show "Demo recording" message in game.
- Check the command line options. Show an error message if the parameters
are incorrect.
- Working console output on Windows. Start the game in the console with
the command woof or woof.com.
- Add -help command, CMDLINE.txt with full list of command line options.
- Optional solid color status bar background for widescreen mode.
- Smooth automap lines from Crispy Doom.
- Allow automap panning in overlay mode.
- Add "Pain/pickup/radsuit flashes" and "Screen melt" menu options.
Bug Fixes
- Update to SDL_Mixer 2.6.1, which fixes loop points in .mod, .ogg, .flac,
.mp3 music files.
- UMAPINFO: fix exitpic and enterpic fields.
- Ask for confirmation on window close with Alt-F4 (@joanbm).
- Fix Boom weapon autoswitch (from DSDA-Doom).
- Set window focus on startup (fix wrong player's angle at the start if
using -warp).
- UMAPINFO: fix desync in finale skipping (fixes DBP37_AUGZEN.wad
AUGZEND2ALL-00027.lmp demo).
- Don't let failed loadgame attempts reset gameepisode/gamemap.
- Switch automap to FRACTOMAPBITS coordinate system from PrBoom+.
Fixes automap glitches on planisf2.wad and others (@JNechaevsky).
- Center mouse if permanent mouselook is disabled.
- Disable interpolation for sectors without thinkers. Fixes flickering on
PAR.wad E1M2.
- Initialize the monsec widget's y coordinate with dummy values (fixes top
of Eviternity.wad status bar overridden by 1 px).
Woof! 10.0.3
------------
New Features and Improvements
- Two-colored HUD widgets (as in Crispy Doom).
Bug Fixes
- Fix complevel vanilla scrollers.
- Fix reload level during intermission.
- Check if the lump can be a Doom patch in R_GenerateLookup().
- Fix gcc-12 -O3 compiler warnings.
- Only create autoload subdirectory relative to D_DoomPrefDir().
- Workaround for optimization bug in clang (taken from Eternity Engine,
fixes desync in competn/doom/fp2-3655.lmp and dmn01m909.lmp).
Patch for WAD path ported to new source tree structure.
Install man page with patch for target directory.
Woof! 10.0.0
------------
Main Features
- Implement Crispy HUD as an alternative to Boom HUD.
- Add mouselook implementation.
- Stretch short skies (< 200 px height) optionally, else fill with a
solid color (from Eternity Engine).
- More demo playback QOL features (progress bar, -skipsec,
fast-forward key).
- Smooth diminishing lightning from Crispy Doom.
- Gradual decrease/increase of gamma from Doom Retro (the old gamma
levels are still available with the default F11 key).
- Brightmaps for textures and sprites from Crispy Doom.
- Add woof-setup multiplayer launcher with master server browser
(from Chocolate Doom).
- Add support for SMMU swirling flats.
- Strict mode (sets compatibility and cosmetic settings according to
DSDA rules).
- Fix netgame level reload.
- Fix uncapped mode in netgame (needs more testing).
Changes since 1.7320508.406:
Oct 27 2012 Eric S. Raymond <esr@thyrsus.com>
* Repo conversion to git, including recovery of ancient history.
* Merged in Alexey Toptygin's code from 2005.
* ANSI/POSIX cleanup, magic-number removal, compiler warning fixes.
* Added some NKIs.
* Added comments identifying the ends of the NKI spans per version.
* Added "BEHOLD! A History of Confusion" to the texinfo docs.
* Esc is no longer bound, it's too slow.
* Frame the paying field.
* Major portion of version number changed to 1.6180339.
The NKIs are no longer hardcoded but provided in an external file. This
file is not installed by default, thus the post-install action. The
ncurses hack is still needed, even though configure.in looks as if there
were libcurses support.
Summary of Changes
use C99 types instead of the angband special types
Single Combat maybe finally bug-free
improvements to the birth process
improvements to the NDS port
many improvements to auto-building and all the front ends
improvements to changing of background colours
adding of a panic directory for panic saves
new tests, and improvements to current ones
re-organisation of effects code
add a player argument to a lot of functions that needed it
import a lot of historical documentation
lots of tidying and neatening
Summary of changes between Frotz 2.53 and Frotz 2.54:
=====================================================
Frotz 2.54 was released on Wednesday April 13, 2022.
This release's main attractions are official support for TOPS20 and
cross-compilation to DOS.
NEW FEATURES
- Added changes to allow for compilation on a DEC PDP-10 mainframe
running TOPS20. See INSTALL_PDP10.
- Added a means to cross-compile to DOS by way of Open Watcom C version
2 and later. See INSTALL_DOS.
- Added a quiet mode to dumb interface to quell startup messages.
BUG FIXES
- Fixed several problems with compilation under macOS.
- Fixed wrong glyphs in DOS Frotz's Amiga font mode. 1/2 and 1/4 were
there instead of the oe and OE ligatures.
- Fixed a failure of the -q flag to actually silence sound effects.
- Fixed an oversight in SDL Frotz that prevented some sounds from
playing in Lurking Horror.
- Made the dumb and curses interfaces read the resolution chunk from
Blorb files. Previously they would assume a resolution of 320x200.
5.1. Changes in 0.94.4
o Fixed getting stuck with loading plaque upon attempting to load a
bad save from the menu
o Fixed SZ_GetSpace server crashes, e.g. in ad_magna or ad_mountain
o Fixed intermission camera angles during demo playback
o Don't reset onground flag on every new server message
o Re-enabled title demos by default (turn off with cl_startdemos 0)
o Don't autoplay next demo after a timedemo
o Fixed bad parsing of cdtrack in hipdemo1 from Scourge of Armagon
o Fixed serverinfo off-by-one nummodels/numsounds for protocol 15
o Support for Quake 2021 update 3
o Implemented quad/pentagram dlights for Quake 2021 rerelease
o Implemented 2021 rerelease localsound builtin & svc_localsound (56)
o Several other improvements to Quake 2021 rerelease support
o Several other small fixes and improvements all over the code
o Updated third party code (SDL, lodepng, miniz, some of the codecs,
etc.)
o Thanks to Andrei Drexler, 'atsb' and 'temx' for their several
patches.
Don't use DLC list by default
Makes getting game details much faster
Added option --use-dlc-list to enable using DLC list
Ignore SIGPIPE
Previously it was possible to receive SIGPIPE in some cases which by default causes application to terminate
Removed support for OpenSSL <= 1.0.2
Added --size-only option (Patch by: Dmitry Khalanskiy)
When looking at the existing files, completely ignore the contents if the size matches the expected one
Added basic support for filtering games using tags that the user can set on account page
Added option --list-tags to list all the tags user has assigned
Added option --tag to filter games using the tags
Fixed --download-file option not showing progress bar
Fixed getting XML data
Reduced the amount of request to cdn with --galaxy-install
Should fix the issue of getting temporarily blocked by GOG cdn when installing game with lots of small files
From Thomas Dettbarn in PR 56806.
dmagnetic (0.34-1) unstable; urgency=medium
* Minor bugfixes
* Slightly updated documentation
* Popular feature "-nodoc" had an issue with saved games.
0.33:
* New feature "-nodoc" for players without a manual
2.80.0 (released 09/04/2022)
Engine
General
* Fixed infinite loop in filesystem initalization when pak0.pk3 was
missing
* Changed default URI from ET:// (upper case) to et:// (lower case) and
made case insensitive for compatibility / flexibility
Client
General
* Removed cl_activateLean cvar (moved behaviour to mod
(cg_activateLean))
SDL2 Audio backend
* Fixed double played sound in one frame increasing sound (i.e mg42)
Mod
General
* Fixed players not set unready after swapping teams
* Fixed wait map-script command not matching the correct time on higher
sv_fps (comparing to sv_fps 20), which affected and broke certain
gameplay elements
* Updated game command list and related help in console
* Fixed accuracy calculation for splashdamage weapons
* Fixed dropping objective was allowed during pause
* Added cg_activateLean, allowing all clients activate lean usage
* Added g_shoveNoZ to allow disabling Z shove completely
* Added binds for shifting enemy spawn timer and requesting artillery
* Changed the way for displaying help command by swapping arguments
order (Before: <command_name> ?) (After: ? <command_name>)
Stability & Performance
* Fixed hitsounds reduced network performance and sometimes get
duplicated, especially with high pings
* Added commands flood protection (g_floodProtection / g_floodLimit /
g_floodWait cvars)
* Changed unprotect flood for team cmd so class cmd doesn't get dropped
* Fixed prediction error by changing cg_errorDecay flag with CVAR_CHEAT
Audio
* Fixed missing hitsound when player has exactly FORCE_LIMBO_HEALTH
health (-113 HP)
Graphics
* Fixed players breath puffs effect missing completely
* Fixed pause weapon animation in 1st person during pause
* Fixed viewmodel FOV calculation wasn't lowering enough 1st person
weapon draw on FOV > 90
* Remove g_altSuicideAnim and default to the normal death anim on player
suiciding
* Fixed a crash with cg_drawgun 2 and cg_weapanims 0 combination
* Added voice chat icons for :
* Affirmative / Negative
* Hold your fire
* Say player class
UI
* Fixed disconnect icon rendering through walls
* Added hud componement scale and color configurability from hud file
* Fixed fireteam highlight overlay spacing on top edge
* Fixed * characters in map description were not replaced by line feed
* Added cg_popupTime and cg_numPopups cvar to control popups more
thoroughly
* Added sharetimer/sharetimer_buddy commands and cg_sharetimerText cvar
share the spawntimer you have set for when you think the enemy spawns
* Removed grid drawing on compass
* Added cg_fireteamBgAlpha cvar to control fireteam background alpha
value
* Added cvar name tooltip in option menus
* Added missile camera for practice
* Enhanced squared compass
* Fixed icon scaling to match regular compass
* Fixed slightly incorrect out of bounds check for icons
* Icons are now drawn when they're inside the map and respect map
zoom
* Added indicators for N, S, E, W
Weapons
* Increased landmine splash radius by 25 (225 -> 250) to match etpro
* Fixed picking up rifle with full riflenade ammo was restoring 4
riflenade instead of 5
* Fixed throwable missiles (i.e: grenade, satchel, dynamite, landmine)
infinite bouncing
* Removed hardcoded sensitivity on mounted mg's and use common
sensitivity
* Added cg_scopedSensitivityScaler to scale sensitivity when scoped
Rocks'n'Diamonds 4.3.1.1 released!
This new patch version is a recommended release, as it fixes several bugs:
fixed crash bug when player was killed by explosion
fixed crash bugs caused by accessing invalid array positions
fixed truncating score to 16-bit value in score file
fixed bug with automatically pausing tape before end for short tapes
fixed redraw problems if screen is much larger than visible playfield
added dynamically increasing number of digits for some game panel values
removed some unused variables and other compilation warnings
Rocks'n'Diamonds 4.3.1.0 released!
A new minor release is available with the following additions and bug fixes:
added check for custom elements being “next to” player or element
added graphics animation mode “tiled” for tiled graphics on elements
added graphics animation mode “random_static” (unchanged for each tile)
added additional empty space elements that can be graphically decorated
added counting mouse clicks on mouse click CEs when using step counter
added showing mouse cursor for levels with mouse click custom elements
fixed bug with playing sound and music loops on the music info screen
Version 3.12
- Turkish translation added.
- Indonesian support added.
- Linking with external GtkDatabox3 lib, version >= 1.0.0.
- Removed internal copy of old Gtkdatabox.
Version 3.10
- Tibetan support added.
- Missing Windows package for this, sorry.
Version 3.06
- New Windows packages from now on.
Version 3.05
- Instructions for using Shift.
- Explain custom basic lessons.
- Allow individual deletion of progress charts.
Version 3.04
- Bug fixes.
Version 3.03
- New language: Serbian!
Version 3.02
- New languages: Catalan and Croatian!
Version 3.01
- New languages: Slovenian and Punjabi!
Version 3.00
- Moved to GTK+3!
- Configurable goals and levels.
- New language added: Finnish, partially.
Changelog:
LOVE 11.4 [Mysterious Mysteries]
--------------------------------
Released: 2022-01-02
* Added native arm64 support on macOS.
* Added a variant of love.filesystem.newFileData which accepts a Data object.
* Added Body:getLocalPoints.
* Added Font:getKerning.
* Added support for r16, rg16, and rgba16 pixel formats in Canvases.
* Added Shader:send(name, matrixlayout, data, ...) variant, whose argument order is more consistent than Shader:send(name, data, matrixlayout, ...).
* Changed all builds and platforms where LOVE provides LuaJIT to use LuaJIT 2.1 instead of 2.0.
* Changed love.timer.getTime to start at 0 when the module is first loaded.
* Changed certain out-of-Lua-memory situations to show a message box instead of instantly crashing.
* Changed the naming scheme of LOVE's embedded Lua files for improved integration with Lua chunkname APIs.
* Fixed build-time compatibility with Lua 5.4.
* Fixed code compatibility with math.mod and string.gfind when LuaJIT 2.1 is used.
* Fixed errors on some systems related to > 53 bit pointer addresses, when recent versions of LuaJIT 2.1 are used.
* Fixed the default error handler showing a blank screen on some mobile devices.
* Fixed drag-and-drop to open a love game on macOS causing love.event.quit("restart") to fail.
* Fixed fused macOS apps opening other love games when drag-and-drop is used (if the fused app hasn't already removed .love files from recognized document types).
* Fixed File:isEOF when called on a dropped file.
* Fixed support for > 2GB dropped files on desktops.
* Fixed ByteData and DataView missing Data:clone implementations.
* Fixed love.physics meter scale value persisting after love.event.quit("restart").
* Fixed audio to resume properly after interruption on iOS.
* Fixed love.graphics.newVideo to error instead of crash when an invalid video file is given.
* Fixed initial window creation to set the window's title during creation instead of after.
* Fixed the window's screen position when exiting fullscreen via love.window.setFullscreen.
* Fixed love.displayrotated being given a boolean instead of an enum string.
* Fixed memory corruption and a crash when drawing smooth lines.
* Fixed a crash in Canvas:newImageData when the pixel format's pixel byte size multiplied by its width isn't a multiple of 4.
* Fixed love.graphics.newVolumeImage when explicit mipmaps are provided.
* Fixed freezes and crashes in automatic batching when an AMD GPU is used.
* Fixed love.graphics.print and Image:replacePixels on more AMD/ATI GPUs.
* Fixed Font:setFallbacks to account for different DPI scales in each fallback font.
* Fixed Font:getWrap to not remove trailing newlines.
* Fixed Text:getWidth when the Text's string only contains spaces.
* Fixed a crash with some Intel graphics drivers on Linux.
* Fixed a hang with some Intel graphics drivers on Windows, by preventing gamma correct rendering on affected systems.
* Fixed a crash with some Intel graphics drivers on Windows when mipmapped Canvases are used.
* Fixed texture memory reported by love.graphics.getStats when a volume or array Canvas is created.
* Fixed DXT1 textures which use 1 bit alpha-cutout.
* Fixed rare issues where textures were not sent to shaders correctly.
* Fixed Shader:send(name, data, matrixlayout, ...).
* Fixed quad offsets in ParticleSystems when ParticleSystem:setOffset is not used.
* Fixed a performance issue with setting a small subrange of data in non-stream Meshes and SpriteBatches.
* Fixed rounded rectangles breaking if the rx or ry parameters are negative.
* Fixed rounded rectangle automatic points calculation when rx or ry are more than half the rectangle's size.
* Fixed source code compilation on Xcode 12+.
* Fixed source code compilation on Linux systems that don't provide posix_spawn APIs.
Woof! 9.0.0
-----------
New Features and Improvements
- Integration of Chocolate Doom network code.
- Implement low-res turning (and -shorttics).
- Implement Fluidsynth music backend.
- Additional widget colors options, i.e. "backpack changes thresholds"
and "color of armor depends on type".
- Complete crosshair implementation with 4 different shapes (cross,
angle, dot and big cross), color by player health and highlight on
target.
- Support up to 8 pages of savegames.
- Skip quicksave/quickload questions, allow quickload before quicksave.
- Add IDBEHOLDO cheat to disable all powerups (and invisibility) at
once.
- Import R_ClipWallSegment() function from PrBoom.
- Draw Time widget on intermission screen.
- Add config key and input binding to disable vertical mouse movement
(novert).
- Improve menu legibility for the other three IWADs, i.e. Chex Quest,
HACX and REKKR.
- Properly tab-aligned HU string widgets.
- Generalize the BFG Edition IWAD fixes.
- Implement netgame reload level.
- IDMYPOS prints high precision coordinates.
- Implement render stats cheat.
- Implement BUDDHA cheat and IDDQD after death.
- Implement -coop_spawns parameter.
- Show game speed in the time widget if not 100 pct.
- Missing weapons leave a small gap in the Boom HUD.
- Re-arrange the General menu.
- Always append WAD file name to savegame names, even for IWADs.
- Implement SNDFONT lump.
- Improve fuzzed sprite visibility in hires mode.
- Add umapdef for SIGIL_v1_21.wad.
- Show DMENUPIC if TITLEPIC is unavailable or from the IWAD.
Bug Fixes
- Fix scaled time interpolation.
- Allow the DEH parser to skip blank lines.
- Automap: fix drawing marks > 9.
- Fix player mobj is always in S_PLAY_RUN1 state in complevel boom.
- Initialize certain video parameters only once, e.g. apply scalefactor
from command line only once during initialization.
- Fix display level title in overlay automap mode if STS/Time widget is
on.
- Fix vanilla Doom has at most 10 deathmatch starts.
- Fix menu selection for items with alphaKey == 0.
- Fix total time display on the intermission screen.
- Fix vertical position of the Time/STS widgets.
- Fix levelname on automap screen with Time/STS widget enabled.
- Fix widescreen rendering of shareware HELP2 screen.
- Split dirname and basename at both types of slashes on Windows.
- Fix possible integer overflows in timing functions.
- Fix a potential crash in the demo reel.
Update hitori to 3.38.3
Overview of changes in Hitori 3.38.3
====================================
* Bugs fixed:
- !30 docs: Document renaming of master branch to main
- !31 appdata: Update OARS ratings from 1.0 to 1.1 and add requires/recommends data
- !33 Update Occitan locale
* Translation updates:
- Occitan (post 1500)
- Icon and menu shortcut included
- Tugow added
- Menu added
- Sudoku algorithm is replaced with a simple and fast algorithm that generates good puzzles in little time
- Miketron gameplay is improved upon
- RedSquare now fits in the screen
- Command-line options are now in more conventional, getopt syntax
- Minor bugfix
Highlights
----------
* New Cinder Acolyte background, followers of the dying god Ignis.
* The Hells burn with new fury, filled with new monsters and effects.
* Yredelemnul completely redesigned; Okawaru and Jiyva significantly changed.
* The Spider's Nest respun - many new monsters and maps lurk within.
* Magical orbs added as a new category of off-hand equipment.
PrBoom-Plus 2.6.2 @ 11 Feb 2022
- added a prospective fix for OpenGL rendering: don't bleed walls
through sky floors
- account for proper crosshair offsets when locked on to monsters
- relaxed "IWAD tag not present" error to a warning, which allows
loading REKKR IWAD
- fixed processing of multiple DEHs
- UMAPINFO: fixed error reporting if token == TK_NoToken
- fixed intermission screen for E0Mx
- fixed Alt+Tabbing on Windows, broken in new SDL2 version
- UMAPINFO: fixed using_FMI reset * no more crashes at textscreens
(e.g. after MAP06, MAP11 or MAP20) after viewing finale picture upon
finishing a level with UMAPINFO 'endpic' property
- fixed freezing at TITLEPIC while using mousewheel in menus
- fixed looping forever in G_NextWeapon()
- UMAPINFO: fix 'entering' and 'enterpic' shown on exit levels
- GL: adjust sky offsets for non-standard FOVs
- fixed stuttering with uncapped framerate
- added support for widescreen low resolutions
- added REKKR to launcher string list
- let G_GotoNextLevel() close the circle for maps with an endpic
- Launcher: identify IWADs either by IWAD tag, or by PWAD tag and
matching filename
- Portmidi: fix freeze after song change
- fixed scaled time interpolation when changing game speed
- fixed wrong pitch of SFX when MIDI Player is set to SDL
- v1.2 compat:
* do not use sfx_getpow for powerups
* do not render powerups and attacking Spiderdemon fullbright
- UMAPINFO: fixed par times not showing
- fixed demo playback warp consistency
- added SKILL cheat to display current skill level
- fixed calculation of interpolation frac value
- guard against screen buffer underflow
- fixed crash at startup by properly closing IWAD file handle
- added vanilla_keymap option à la Chocolate Doom
- added 'run' as a mouse-settable control (mouseb_speed)
PrBoom-Plus 2.6.1um @ 16 Aug 2021
- fixed MOD playback with DUMB 2.x
- added TNTCLxx cheat, e.g. TNTCL04 sets complevel 4 (Final DOOM)
- draw crosshair before messages, draw crosshair for fist/chainsaw and
during on-screen messages
- fixed crosshair locking on target for melee weapons
- more consistently check for ammo instead of weapon type
- fixed odd strafe values (vanilla allows even values only)
- added TNTSHORT cheat to toggle shorttics on and off while in game
- fixed typo in ZDoom-style Actor name (Slalagtite -> Stalagtite)
- fixed Windows Alt-Tab
- fixed a memory leak on SDL_Quit()
- preserve automap position/scale when toggling overlay mode
- allow binding weapon selection to mouse buttons
- add a `-pistolstart` command-line parameter
- fixed crashes on WADs with empty music lumps, e.g. Nihility.wad
- enabled loading 16 bit RIFF wavs in WADs
- make low-pass sound filter (introduced by the previous change)
optional
- if executable directory appears not writable, fall back to `.`
- made pitch-shift range independent of target samplerate
- fixed bogus condition preventing automap lines from being drawn
- fixed saving of mouse button bindings
- fixed interpolated z-coordinate after teleporting
- added a new option "Disable sound cutoffs" to allow removed map
objects to finish playing their sounds and to make seesounds
uninterruptible
- allow deleting savegames from menu
- fixed automap crash when `USE_VERTEX_ARRAYS` and `GL_VBO` are
undefined
- fluidsynth: reset all controllers when looping a song
- fixed hanging notes on exit when using Portmidi
- show current and next levels when typing IDCLEV cheat
- added a config key for "exclusive" i.e. mode-changing fullscreen
- UMAPINFO: if interbackdrop does not specify a valid flat, draw it as
a patch instead
- appended revision tracker to UMAPINFO spec document
- ALSA sequencer API backend for ALSA MIDI support (Linux only)
- extended range of maps reachable via `-warp` and IDCLEV:
* from E1M1-E4M9 to E1M0-E9M99 for D1
* from MAP01-MAP33 to MAP00-MAP99
* Limitations:
* E0My doesn't work, since episode must always be > 0
* `-warp x 0`, because zero passed to `-warp` as map number is used
to warping to first changed map in PWAD
- evaluate mouse motion only once per tick
- show Time/STS widgets above status bar
- removed lowpass-filter item from menu
- fixed `P_SetMobjState()` stack, fixes crash on
mayhem18p.wad/m18p31-1509.lmp
- fixed crash in automap on certain maps (e.g. Sunlust MAP01) when using
GL renderer, Thing Appearance = Icons and 2xIDDT
- fixed menu intermission desync
- fixed crash when leaving menu in Chex Quest
- initialize the map title widget with the generic map lump name
- make "Next Level" key simply increase map number if already outside
regular level transition range
- check for next level in IDCLEV cheat before announcing it
- make sure "Next Level" key never warps to a non-existent map
- reformatted umapinfo.txt so that it is easier to read in plaintext
- fixed custom episode select for Doom 2
- fixed shifting automap markers
- allow translucent sprites on all complevels
- allow disabling predefined translucency on all complevels
- fixed flood HOM on certain maps (e.g. Plutonia MAP11, HR MAP01) (GL)
- fixed sky walls for cases with sky vs. sky toptextures (e.g. E4M6)
(GL)
- fixed transparent spites being rendered incorrectly with transparent
walls in view (GL)
- generate a default save-slot name when saving to an empty slot
- added mouse button binds for turn left/right
- fixed sky scaling for non-standard sky sizes, e.g. Eviternity and
Ancient Aliens (GL)
- added new advanced HUD layout by Fireb3rt+
- added slice_samplecount config option
- added manifest to declare app as DPI aware, so that Windows will not
apply DPI virtualization
- added support for widescreen assets
- added ZDoom's names for the new Crispy Doom/DEHEXTRA things to
ActorNames[], so they can be used with BossAction() if needed
- fixed UMAPINFO music restarting issue
- skip the 'entering level' screen if one of endgame, endpic, endbunny
or endcast is set (UMAPINFO)
- fixed endbunny and endgame UMAPINFO fields
- reset mlook on demo recording
- added OpenGL sprite fuzz options ("darken", "shadow", "transparent",
"ghostly")
- properly check for the CreateFileMapping() symbol (build)
- always precache sound lumps
- replace W_SafeGetNumForName() with W_CheckNumForName()
- removed defunct lump locking warnings
- removed obsolete SFX usefulness references
- allow colored blood to get set/overridden by DEHACKED, implemented
Eternity's coloredblood spec, added three additional color translation
tables for black, purple and white
- made the Ouch Face fix available on all complevels
- added the autoload directory feature from Chocolate Doom
- implemented custom atexit() sequence, ported over from Chocolate Doom,
fixing crashes during shutdown e.g. on Linux using Wayland
- fixed switching weapons when reaching zero ammo with
boom_autoswitch == 0
- made Doom sound quirk fixes available on all complevels
- UMAPINFO: introduced the new 'label' field
- do not cast degenmobj_t as mobj_t, breaks aliasing rules on platforms
where mobj_t pointers are 64-bit aligned and degenmobj_t pointers are
only 32-bit aligned
- fixed `-solo-net` for demo restart
- fixed levelstat crash for MAP33 and above
- added autoload per PWAD feature, further enhancing the autoload
directory feature
- UMAPINFO: fixed 'episode' field parsing, 'label' is single-line
- removed obsolete weapon toggle setting
- added ftell() and fseek() implementations for DEHACKED lumps, allowing
the DEH parser to roll back to the start of a line following a blank
line and re-process it with the last valid block code handler
- added mouse look / vertical mouse movement toggle notifications
- fixed forcing aspect ratio correction only for the canonical 16:10
(i.e. 320x200 and 640x400) modes
- do not even attempt to play DEMO4 if it is not available
- only apply palette changes when inside a level
- fixed 32-bit widescreen pain palette
- added a `-coop_spawns` parameter for using "coop in single-player" mode
- fixed OpenGL effect palettes
- added support for non-latin paths and filenames on Windows
- made sure to always autoload prboom-plus.wad
- introduced a supplemental data directory "PRBOOMDATADIR" to install
prboom-plus.wad into (build)
- prepared for different autoload base directories, respecting the
`-noload` parameter
- fixed playback of complevel 11 demo with UMAPINFO
- fixed attempted playback of a UMAPINFO demo without UMAPINFO loaded
- never exceed desktop resolution in fullscreen desktop mode
- UMAPINFO: entries without defined 'levelname' fall back to default
- UMAPINFO: fixed default intermission
- fixed setting 'finaleflat' in FMI_StartFinale (UMAPINFO)
- fixed load game during multiplayer demo playback
- fixed OpenGL backfill
PrBoom-Plus 2.6um @ 09 Feb 2021
- fixed episode selection when playing Doom 2
- fixed Doom 1 level progression
- print a blinking arrow next to the currently highlighted menu item
- print another blinking arrow to the right of the currently selected
menu setting
- support the DOOMWADPATH environment variable
- add some extra states, sprites and mobjtypes from Doom Retro and
Crispy Doom
- fullscreen desktop for the software renderer
- improved v1.2 compat:
- fixed a desync on the internal demo in DTH1.WAD
- fixed the walkways to the BFG rising a little too high on 1_ON_1.WAD
- moving floors (except plats) should not make the floor stop sound
- fixed infinite loop in macOS launcher
- added CMake build system
- fixed the mainfest to allow 64 bit builds
- fixed PortMidi support on 64-bit Windows
- disabled the "popping skull player death" easter egg
- do not wait for VSync if running a timedemo
- added -statdump parameter from Chocolate Doom
- added mouse-strafe divisor setting
- removed and/or replace all non-free data lumps
- improved Boom random seed
- added -stroller param
- include secret exit in -levelstat
- added configurable quickstart window
- disallow 180-turn with strafe on
- fixed endianess for 32-bit ZDoom nodes
- show Extended Help screen when pressing the Help key
- made armor color depend on type, not amount
- added Chocolate Doom mouse behavior option
- fixed Boom autoswitch behavior
- reinstated the "WEAPON ATTACK ALIGNMENT" menu option
- changed "SECRET AREAS" menu option to "REPORT REVEALED SECRETS"
- fixed endianess for DeePBSP V4 nodes
- show error message boxes on Windows, except when video-dumping a demo
- unbind game speed changing keys in default config
- fixed heap buffer overflows in UDP multiplayer code
- fixed -longtics having no effect
- changed video capture to an ffmpeg-based approach
- track demo joins for TAS-detection purposes
- fixed some episode transition issues when using UMAPINFO
- added automap rotate and overlay keybindings to menus
- fixed a bug in DeHackEd string replacements with a length of exactly
four
- added "Dropped Item" menu support
- enabled automap Follow Mode by default
- disabled chorus and reverb for Fluidsynth by default
- fix segfault with -viewangle parameter
- next levels no longer reset if endscreen is disabled in UMAPINFO
- added 200 Sounds for DEHEXTRA
- respawn when using IDDQD while dead
- fixes for empty DeHackEd lumps and entries
- restrict "next level" button usage to in-level only
- added adaptations for fluidsynth 2.0
- added "No Vertical Mouse" setting and keybind
- save / load -complevel 9 friction
- added extensible demo format + "PR+UM" signature
- made canonical resolutions (320x200, 320x240, 640x400 and 640x480)
always available in menu, regardless of what video driver/SDL report
- fixed aspect ratio for canonical resolutions; be sure to set
"Aspect Ratio" to "Auto" and "Status Bar and Menu Appearance" to
"Not Adjusted" for both 320x200 and 640x400
- set minimum windows size to prevent window from shrinking when
changing video modes
- "Screen Multiple Factor" now functions like a "window size factor"
(i.e. like "-1", "-2", "-3" in Chocolate Doom) and has no effect in
fullscreen modes
- added "Integer Screen Scaling" option (Ã la Crispy Doom), which
restricts the screen size to integer multiples of the game resolution,
under Options -> General, page 5
- both executables now share the same config file "prboom-plus.cfg",
with all config keys always preserved - including the GL-related ones
- switched to the unified executable "prboom-plus" with optional OpenGL
rendering
- portmidi: pitch bends are now reset when stopping song
- added support for more mouse buttons
- fixed resolution-independent mouse sensitivity
- added demo restart functionality - record a new demo on map restart
- setup menus remember last active item
- fixed the KFA cheat sting not read from .bex patches
- UMAPINFO docs updated re: "bossaction" field
- fixed a crash when running out of space while typing in a file path
into the autoload fields (Options -> General, page 2)
- fixed the "Garbage lines at the top of weapon sprites" issue (#95)
- add support for named complevels on command line:
-complevel 1.9 = -complevel 2
-complevel doom2 = -complevel 2
-complevel ultimate = -complevel 3
-complevel udoom = -complevel 3
-complevel final = -complevel 4
-complevel tnt = -complevel 4
-complevel plutonia = -complevel 4
-complevel boom = -complevel 9
-complevel mbf = -complevel 11
-complevel vanilla = complevel autodetected according to IWAD loaded
- allow MBF sky transfers in all complevels
- add support for colored blood and gibs
- fixed key-bindings unusable after mouse-wheel up/down
PrBoom-Plus 2.5.1.7um @ 16 Jun 2019
- adds a special marker to demos recorded with UMAPINFO
- addes support for ZDBSP's compressed node format
- fixes the rendering problems in OpenGL
- fixes TRANMAP caching
PrBoom-Plus 2.5.1.6um @ 11 Jun 2019
This fixes a major bug with the episode selection menu not working and
adds IDCLEV checks for maps outside the standard range.
PrBoom-Plus 2.5.1.5um @ 10 Jun 2019
First official release with UMAPINFO support
2.5.1.4.umapinfo_test @ 22 Apr 2017
Beta version with UMAPINFO support.
Note that this is for testing as the newly added MAPINFO feature has
not seen thorough testing yet.
2.79.0 (realeased 23/12/2021)
Engine
* Added cvar_trim command
* Fixed Q_ColorizeString overflowing
* Fixed pk3 locations loading from filesystem
* Fixed the mounting of the dlcache folder instead of the files inside
of it
Client
* Fixed directional sound issue with SDL2 backend
* Fixed demo folder deletion
* Fixed defaultprofile.dat file not properly created
* Moved the local directories to the top of the search path
Server
* Enhanced server demo record
* Removed server side GUID check (moved to mod side)
* Allowed large amount of pk3 files on the server without breaking
sv_pure
Renderer
* Fixed bit shifting bug causing a black map
* Fixed screenshot filaname with duplicate extension
* Fixed screenshot command wasn't using correct format
Mod
* Enhanced shoutcaster mod
* Fixed knockback for dead framerate independent
* Added reset stats and stop recording on map restart / match reset
* Changed cg_skybox from CVAR_CHEAT to CVAR_ARCHIVE
* Fixed missing map_restart reset when loading config
* Fixed dynamite/landmines/satchel hitbox for pliers (missing link
entity)
* Added g_guidCheck for mod side GUID check
* Fixed wounded players collision issues
* Fixed losing keyboard and mouse input after intermission
* Allowed shoutcasters to use setviewpos
* Added cg_popupShadow
* Fixed client crash when dynamite explodes
* Fixed vote timeout logic
* Fixed client crash due to name length
* Added automatic vertical scrolling
* Added map description on map vote debriefing page
* Fixed 'Details' map description in 'Host Hame' menu exceeds its box
* Fixed spread bar not draw while firing with scoped weapon
* Added custom map location editor
* Added prone animation transitions through crouching
* Added cancel start match vote if countdown starts
* Removed g_playerHitBoxHeight
* Fixed losing mouse input after intermission on demo playback
* Added selection of minor spawnpoint per major spawnpoint
* Fixed constructions decaying after pause
* Fixed gib stats from explosions when player was still alive
* Allowed moving when using scoped weapon but cap speed to walking 128u
speed
* Increased FG 42 scoped fire rate from 400ms to 200ms
* Decreased scoped Garand/K43 spread scale from 10 to 5 (half the spread
recovery time)
* Fixed speakereditor axis picking not supporting widescreen
* Fixed wounded players not dropping down when on ladders
* Added usage of square minimap for compass (merge from shoutcaster
minimap)
* Fixed voice chat position and drawing outside of command map
* Fixed objective icons being affected by picmip
* Added camera editor
* Fixed demo freecam
* Fixed rotate player's view only when ON rotating mover
* Changed movers to not kill players or destroy items
* Added SVG weapon icons files
* Disabled activatelean by default, and add a switch to the menu
* Adjusted engineers to pickup up to 8 grenades even without any level
upgrades
Version 1.16.2
Campaigns
* Delfador’s Memoirs
* S07: Clarified objectives
* Descent into Darkness
* S08: Prevent possibility of Darken Volk advancing to Lich
* Heir to the Throne
* S05b: Temples given an aged appearance to match ‘ancient temples’ description
* Sceptre of Fire
* Added notes about Thursagan’s rune mechanics
* S04: Mining objectives are much clearer now
* Secret of the Ancients
* S06: Ardonna should no longer mistake hostile bats as ‘my pet’
* S20: Directions “left” and “right” in character speech now use the character’s orientation, not the player’s
* Consistently capitalise the name of the Academy of Magic
* The Rise of Wesnoth
* S08: The appearance of Naga is now smoother
* S08: Refactored ship-boarding events
* S19: The troll’s gold is automatically collected upon victory if not already obtained
* S19: Avoid units spawning over chasms
* Under the Burning Suns
* Correct Traveler’s Ring description
* Remove the “formation” ability from the attack predictions dialog, as it was in a confusing location; its effect is still shown in the calculations and chance-to-hit percentage
* S02: Pinnacle Rock is now shown during dialogue
* S04: Improve dialogue about dark underground tunnels
* S06b:
* Account for non-elvish units encountering Dwarf Sergeant
* Grog will not die as quick now
* Hermit dialogue cannot be accidentally skipped now
* Fixed bug where tentacles would not spawn
* Fast units cannot get stuck on the wall now
* Camera now moves to where the charges are blown up
* Fixed weird scout AI behaviour
* S09: Rebels joining Kaleh’s side are now loyal
* The last unit killed to trigger certain events should no longer linger during those events
* The Dark Assassin’s race is not revealed until uncloaked
* The Dust Devil’s XP bar is now blue
* World Conquest:
* Fixed for Winged Scepter not giving the correct defence values
* Corrected the attack icon of ice bow from a lightning bolt to an iceball
Multiplayer
* Lobby joins are no longer displayed in chat even when that preference has been disabled
* Added a specific prompt for moderators before joining password-protected games
* Fixed add-ons not getting enabled for clients, leading to errors such as Unknown Terrain
* Fixed an information leak where planned multi-turn moves could be visible to enemy players
* Made planned moves visible to allies; this refers to trying to move more hexes than the unit can move this turn, it isn’t the whiteboard
Lua API
* Fixed an error in `gui.get_user_choice()` and added support for the current DescriptionWML syntax
Translations
* Added translations: Spanish (Latin American)
* Updated translations: British English, Chinese (Simplified), Czech, Finnish, Italian, Japanese, Portuguese (Brazil), Scottish Gaelic, Turkish.
* Lots of corrections of typos in `en_US` (untranslated text), which will require marking translations as `non-fuzzy` again
* Implemented delayed translation option for gettext plurals
* Comments in .po files are now kept in order when the .pot is regenerated
Units
* Added attack image for the Bone Knight’s trample
* Added attack image for the Nightblade’s kick
User interface
* Improved translatability of MP ban durations
* Fixed missing sidebar tooltips in low resolutions such as 800x600
Miscellaneous and Bug Fixes
* Password storage was fixed to work with multiple accounts
* wmllint now automatically removes `{MAGENTA_IS_THE_TEAM_COLOR}`
* Added workaround for connecting to the multiplayer server taking too long when Chinese or Japanese language is selected
* Added `KeyboardInterrupt` handling to many Python WML tools
* Added `--simple-version` command line option
* wmllint, wmlscope and wmlindent now support the command line `--version` flag, which reports the current version of Wesnoth
* wmllint is now capable of handling unit levels and types when checking recruitment patterns.
* Fixed units on a recall list sometimes being put on the map by `[modify_unit]` or `[store_unit]...[unstore_unit]`
* Fixed abilities that are shown as weapon specials in the attack prediction window being shown on the placeholder for units with no ranged attack, or dark adepts' melee response
* Fixed a glitch after a move is interrupted, paths to the hex where the move started were shown
Version 1.16.1
Add-ons server
* Fixed `core=` attribute in `_server.pbl` being completely ignored
Campaigns
* Tutorial
* Use a portrait on the Campaigns menu.
* Sceptre of Fire
* S02p5: Added defeat condition if Alanin dies.
Multiplayer
* Increased the limits of timer values (up to 10 minutes turn bonus, 50 minutes reservoir).
* Re-added HTML character escaping.
Lua API
* Fixed an error in `gui.get_user_choice()`.
* Fixed an error in handling `x,y` locations
Packaging
* Fixed missing dependency on boost-math in the vcpkg config.
* Made `get_dlls.py` install libraries for `wesnothd` too.
Translations
* Updated translations: Dutch, Italian, Portuguese (Brazil).
* Added po hints for time format strings.
User interface
* Made the Add-ons Manager search box less unwieldy on very small resolutions.
* Made listbox header toggle buttons taller.
WML Engine
* Fixed `[item]x,y=` at scenario scope
Miscellaneous and Bug Fixes
* Fixed missing tooltips on the side-bar (hover over the unit type to see a description, etc).
* Fixed several issues in the multiplayer server about TLS connections, error-handling and disconnections.
* Added `.DS_Store` and `Thumbs.db` to wmltool's list of files to ignore.
FEATURES 1.48.10
• Support for DeepBSP V4 extended nodes (based on crispy doom). Also ZDoom
extended nodes (based on code from woof 1.2.0), supporting uncompressed,
and compressed nodes (when zlib is present). Allows playing several wads,
such as Avactor, and Lost Civilization, that are otherwise playable by
DoomLegacy, but use extended nodes for several of their maps. Code provided
by Michael Bäuerle (FR_0095).
• Added the blockmap generation code provided by Michael Bäuerle (FR_0096).
Some of the code is borrowed from crispy doom, altered a bit by Michael
Bäuerle to suit DoomLegacy, and then totally mangled by WJ.
A blockmap control has been put into the menu.
□ Vanilla: Load the blockmap, preserves blockmap tricks.
□ Large: On large blockmaps (error prone), Generate the blockmap instead.
□ Generate: Always Generate a blockmap.
□ Auto: Try to Load the blockmap, upon significant errors then Generate a
blockmap.
• The hardware sky draw (OpenGL, etc.) now uses the extended textures. The
scaling and alignment of the sky in hardware draw has been made consistent
with software draw. The sky movement from head turning is greatly reduced.
There is still some horizontal wander.
The hardware sky still does not change when the player is Invulnerable. The
hardware draw sky does not support the necessary multiple colormaps right
now.
• A dehacked thing translation command line switch, -dehthing. This selects
the dehacked translation for thing numbers in the range 138 to 150. This
overrides the Automatic translation detection.
□ legacy : DoomLegacy untranslated
□ boom : translate things according to Boom
□ prboom : Boom and Beta things
□ ee : Eternity Engine things
• A separate supplementary wad is provided that has dog sprites and sounds.
Specified before a wad, it provides default dog sprites and sounds.
Specified after a wad, it replaces the dog sprites in a wad.
• More ports now allow a second mouse. This allows using PC, mousesystems,
and PS2 type mice. The ports that have the second mouse support are SDL,
WIN32, and X11.
• The Linux X11 port got a total rewrite of sfx sound. It previously was only
supporting OSS sound, and ESD sound. Can now select between OSS, ALSA, ESD,
PulseAudio, and JACK sound devices using the sound menu. For music, can now
select between MIDI, TiMidity, FluidSynth, external MIDI, FM_Synth, and
AWE32_Synth, using the sound menu. This depends upon which support got
compiled into the program, as selected in the make_options file.
Many of the options are untested. The last two Synth options depend on
older specific sound cards, and will not be included in released binaries.
I have not managed to get a FluidSynth installation to work, I don't have
an external MIDI device to test with, and JACK wants to take over the
entire sound system.
BUG FIXES 1.48.10
• Added failure detection for setting drawmode from config file. If the
config file drawmode fails then use a window at native bpp. This used to
fail ungracefully.
• Improved Gcc10 compilation, eliminating most of the nuisance messages.
Fixed usages of snprintf, and strncpy. Fixed bug 0671.
• The Clang compiler caught some mistakes. The old code probably did work.
Fixed bug 0672.
• Fixed where the program is stuck in client mode. Once having tried to
connect as client, the program would not go back to server mode, not even
when starting a netgame as server. A symptom was the player wait count
being initialized to 99. Fixed to set server mode. Fixes bug 0677.
• Players were kicked during netgame when their blood splat setting was
different than the server. As it was desireable to allow players to turn
off blood splats independently of the server setting, this was fixed by
making the off code call P_Random appropriately. This also fixes a demo
consistency error. Fixes bug 0678.
• Changed the netgame repair function to correctly report differences in
random number settings for the server. The message syntax was only
appropriate for the client, displaying reversed server/client values at the
server.
• Adding extended nodes fixed several bugs. Fixes bug #657, due to DeepBSP V4
extended nodes. Fixes the segfault in Eviternity.wad Map15 and Map32, due
to use of uncompressed ZDoom extended nodes.
• Fixed dehacked code to read Avactor.wad dehacked lump. Increased the
dehacked buffer length to 1028. Made all the string comparisons caseless.
Adopted some logic from PrBoom and Eternity regarding exiting sections on a
blank line. Detect "//" lines as comments.
• Fixed the hardware draw to clip lights at 0..255. Some wad editors put in a
default light value of 256. This fixes some wads, like Avactor.wad, which
has light values of 256 for some sectors. These would show up as black
sectors. Most ports allow the light field to exceed 255, allowing some
lighting tricks (that few wads take advantage of).
• In Avactor.wad, there are an excessive number of BSP partition lines that
miss the subsector. In this case the hardware draw BSP must determine if
the subsector poly is to the right, or to the left of the divide line. This
must match the BSP partitioning, as those poly will be assigned to the
front sector, and back sector. Sometimes it was testing a vertex on the
divline, leading to the poly being assigned to the wrong subsector. This
fixes a missing floor in Avactor.wad (Map04, sector 1757).
• Fixed some bad subsector draws for hardware-draw in Avactor.wad (Map05
sector 1502). These were using the wrong sector to draw the subsector. For
the polygons that do not have a linedef as a side, there must be a search
of all linedefs to find one that indentifies the sector that this subsector
is within. The test needed to be more robust for large maps.
• Lost Civilization uses some masked textures on upper textures and single
sided walls. This is not entirely valid usage, but it happens. The software
render draws black in the missing portions of the texture. With hardware
render, OpenGL, this shows sky through the wall. Fixed the hardware render
to also draw black in this usage.
• Fixed the menu selected extra dogs, to be spawned using the correct type
code. This fix was revised three times, as more problems with dehacked dogs
arose. Fixes bug 0681.
• Fixed the rocket in Valiant.wad. It uses dehacked thing numbers from Beta
versions, that are valid in PrBoom, but in Doom Legacy they match thing
numbers for Dogs, smoke, and other Legacy specific things.
Implemented dehacked detection that translates these to more appropriate
DoomLegacy things. This affects dehacked things in Lost Civilization,
Avactor, Valiant, and especially antaxyz.
• Always include the missing sprite detect, from Debug. Often the dog sprite
is missing from the wad.
• Made Voodoo card support optional. The base code is no longer tied to
support for Glide.
• Fix Load savegame menu controls to allow ESCAPE from the Load savegame
after changing to another directory.
Changes in 0.94.3
Handle sky textures with non-standard sizes and warn about them (e.g. ad_tears)
Allow loading textures not aligned to 16 pixels and warn about them (eg. the horde2 map of Dimension of the Machine from 2021 rerelease update/2.)
LGOGDownloader 3.8
* Fixed headless operation (Patch by: grepwood)
* Overwrite changelog only when modified (Patch by: Matthew Howle)
* Added retry support to --galaxy-install
* Changed some retry conditions
* Don't retry on 404 errors because they are mostly produced by
user not owning DLC for a game
* This helps a lot when using high max retry count
* Show reason for retry attempts
* Show installer and patch version when listing game details
* Fixed getting redirect URL from curl (Patch by: Timotej Lazar)
* Improved reCAPTCHA detection (Patch by: Timotej Lazar)
* Added support for new language: Thai
* Retry download also on CURLE_SSL_CONNECT_ERROR (Patch by: Ismo
Toijala))
* Use duplicate handler for extras
* Check for invalid path in GalaxyAPI::fileJsonNodeToGameFileVector
* Added directory template %gamename_firstletter%
* Useful for sorting big libraries with --subdir-game option
* Takes the first letter from %gamename%
* If %gamename% begins with a number then 0 (zero) is used instead
* Skip files that are listed by API for information purposes only
* For some games the API shows files with "count" and "total_size"
of zero meaning that they are not available to download
* These are listed on account page for information purpose only
(for example to show DLCs included in the installer)
v2.6.5-1
Refactor gamepad rumble handling.
If you had troubles with non-working rumble on previous release - try this
one.
v2.6.5
* RTL text support and Arabic and Korean translations.
* Greatly improved organya playback and interpolation support, thanks to
@alula
* Simple mods support (you can find Seriousface's boss rush mod in
assets)
* Light effects (toggleable)
* Lots of AI/Weapons/etc. fixes
Note that user data dir changed on some platforms:
* Windows: /users/<username>/Application Data/nxengine
* Linux: /home/<username>/.local/share/nxengine
* OSX: /Users/<username>/Library/Application Support/nxengine/
* Vita ux0:/data/nxengine/
* Switch: sd:/switch/nxengine/
upstream changes:
-----------------
2021-12-20: Version 4.2.4:
* General:
* Fix: Prebuilt ally gates not being passable (commit:428d0b70ff9af2a58a27bcfdade12ffe7fc062b4, #2484)
* Fix: Cleanup old log files (commit:d5ed1a5164b50fadba5f0ef5bcf03c619aa2b62f, #2501)
* Fix: Various crashes and resource leaks (too many commits, #2480, #2493, #2494, #2499, #2504, #2512)
* Campaign:
* Change: Ignore VTOLs when a campaign enemy group unit can't hit them (commit:d1fd63899890de6f9b43b4080581378acf631a89, #2475)
* Change: Better target selections by sorting targets relative to group average coordinate (commit:b538fb562f55ffd3abd92eea1774ac0cfe98cc4f, #2475)
* Change: Add a time range to cam3-1 launch / detonate sounds (commit:c64ca3afdc989a885d12b530647bbd308221c037, #2476)
* Change: Make the winning requirements for Beta-end more clear (commit:d89391d05026d8e940bca5ccd507517349965153, #2491)
* Change: Make Gamma 5 a little more hectic on Hard / Insane difficulty (commit:f467e476951b89dab56404e68913662734ba54e2, #2502)
* Multiplayer:
* Add: Additional lobby chat slash commands, cmdinterface event output (too many commits, #2500)
* Change: Set default AI back to Nexus (commit:a4f7b6b6d678a25ef76d738779eed00bf8526d69, #2487)
* Change: Make some AIs easier when using Easy difficulty (too many commits, #2486)
* Change: Remove old Cobra Hard / Insane weapon perks (commit:9c245da200648745d17bee0dc3f200872b7d7b94, #2489)
* Fix: Repeated game over message (commit:3e4a146bc6f8d52bddb98634aafc48e1be20b049, #2485)
* Fix: Add campaign Collective and Nexus structures back into mp stats file, fixing old maps (commit:3c60e5f9428136de5f494ce5857d9be6008b7701, #2506)
* Challenges:
* Fix: Specify specific AIs for "Back to Basics" and "Hide Behind Me" (commit:f2e6edabb1fad7193c611800180145faedc60611, #2487)
2.14.1
This release fixes a number of bugs, including one that causes
crashes for some users when opening the select game/cardset/table tile window.
2.14.0
** 16 new games
** Support for Python 3.10 (Minimum requirement is still Python 2.7)
** A new macOS package.
** Enhancements to the tree select dialogs for selecting games, cardsets, and table tiles.
** Further additions/improvements to the documentation.
** Many bugfixes and cleanups.
2.12.0
** 40 new games!
** Support for using higher resolution cardsets. The high resolution "Neo"
cardset has been added to the Windows Installer package and is available in
https://sourceforge.net/projects/pysolfc/files/PySolFC-Cardsets/PySolFC-Cardsets-2.1PRE/[a preview release of
PySolFC-Cardsets 2.1].
** Improved organization and categorization of the games list.
** New display options - added option to center the game layout in the window.
** New audio options - can now disable music without disabling sound effects.
** Improved documentation - added rules to a large number of games that were missing them.
** Bugfixes and cleanup.
2.10.0
** Fix moving cards in the Scorpion Tail game.
** Make use of https://pypi.org/project/pysol-cards/[the pysol-cards PyPI module]
** One can optionally load the Freecell Solver and the Black Hole Solver using their DLLs.
** Test Windows Version in the installer: https://github.com/shlomif/PySolFC/issues/161
** Pause when showing statistics: https://github.com/shlomif/PySolFC/pull/162
2.8.0
** Better kivy/Android support
** Using ttk and configobj as shipped in the python dist (instead of forked versions)
** Requiring https://pypi.org/project/attrs/[attrs] and https://pypi.org/project/pysol-cards/[pysol-cards] from PyPI
** Added tests, bug fixes and refactorings.
** Add the +-g+ and +--deal+ command line options.
2.5.1 (2022-01-02)
General:
- Ported ResidualVM GUI theme to remastered version.
- Fixed edge case for Punycode.
- Fixed checking for savegame overwrite in autosave slot.
- Fixed moving savegame to new slot for most engines.
- Scalers are now supported with the OpenGL graphics mode.
AGOS:
- Fixed old Waxworks AdLib music regression.
AGS:
- Detection list updates.
Grim:
- Fixed default "Talk Speed" option value.
- Fixed black screen while entering save game name.
- OpenGL without shaders is preferred as default for Grim Fandango.
Kyra:
- Fixed graphical glitch in Legend of Kyrandia 3.
SAGA:
- Fixed digitized music not looping in Inherit the Earth.
SCUMM:
- Improved support for the high-resolution text in the 16-color Macintosh
versions of Loom and Indiana Jones and the Last Crusade.
- Improved OPL3 sound emulation for Sam&Max.
- Fixed music not looping in The Dig.
- Fixed crash when loading savegames from Humongous Entertainment games.
Sherlock:
- Fixed crash using matches on lab table.
- Fixed character animation in Rose Tattoo.
- Fixed glitch opening map in Rose Tattoo.
- Fixed bell pull and fog horn sounds in Serrated Scalpel.
- Fixed inventory not updating in Serrated Scalpel after examining watch.
- Fixed fog overlay at Cleopatra's Needle in Rose Tattoo.
- Fixed graphic issues in Serrated Scalpel looking at items whilst inventory is open.
- Made Serrated Scalpel darts closer in speed to the original.
- Fixed crash when moving cursor past end of string in Rose Tattoo save dialog.
- Process pending key presses in the order they were made, not the most
recent first.
- Fixed crash when using Delete key in Rose Tattoo save dialog.
- Fixed rare conversation bug in Serrated Scalpel that would happen when Lord
Brumwell started talking to you while the inventory window was open.
- Resume animations in Serrated Scalpel after conversations. This fixes the
bug where Jock Mahoney or Nobby Charleton would get stuck indefinitely,
refusing to talk to you.
- Fixed various user interface glitches in both games.
Stark:
- Added OpenGL renderer (without shaders).
- Added TinyGL renderer.
- Fixed autosave handling.
TwinE:
- Numerous bugfixes and stability improvements.
Xeen:
- Fixed crash on startup loading constants from xeen.ccs.
- Fixed spell selection aborting when characters were switched.
- Fixed some bad memory accesses.
- Various sound fixes.
- Fixed the monster item drop probabilities.