Woof! 7.0.0
-----------
- Options loaded from a PWAD are now disabled in the menu instead of
merely skipped (@rfomin).
- Trim trailing spaces off the demo footer.
- OPL emulation based on Nuked OPL3 Version1.8 has been ported over
from Chocolate Doom.
- Avoid namespace clash with the time symbol, e.g. on SmartOS.
- Use unambigious integer types in the BMP screenshot saving code.
- The Alt-Tab bug workaround has been extended to SDL 2.0.16 (@rfomin).
- The actual sample frequency is now fed back into snd_samplerate config
variable.
- Native Windows MIDI support has been implemented, replacing
woof-midiproc (@rfomin).
- The demo_version value is now logged in P_SetupLevel().
- Don't change MUSINFO music if nomusicparm is set (@rfomin).
- Fix wrong generalised door sounds (@rfomin).
- Fix the Boom elevators movement interpolation (@rfomin).
- Enable cosmetic compatibility options for all complevels, i.e.
comp_blazing, comp_doorlight and comp_skymap (@rfomin).
- Next level key also skips the current demo (@rfomin).
- cmake: always unzip SDL2 binaries in build directory (@melak47).
- Fix M_PAUSE graphics location in hires mode (@rfomin).
- Make keyed doors flash on the automap, ported over from Crispy Doom
(@rfomin).
- Keep the map static in overlay mode if not following the player.
- Implement DSDHacked support (@rfomin).
- Fix the dehacked string replacement behavior (@rfomin).
- Fixed a bug in DeHackEd string replacements with a length of exactly
four (@JadingTsunami).
- Add comp_voodooscroller, MBF21 v1.3 update (@rfomin).
- Demo features (@rfomin).
- If a new game is started during demo recording, start a new demo.
- Add key to finish demo recording.
- Count spawned monsters
- Add demo file name suffix counter, rngseed is generated before
restart recording.
- Use SDL functions to load a WAV lump (@rfomin).
Changelog:
* release 0.4.9
- added option to match original inventory items order
- added zoom from DOS version
- added Sega CD tracks playback based on stb_vorbis (OGG 22khz)
- fixed piege opcode 0x57
- fixed repeating sounds volume
Changes:
Fix a crash introduced in 2020.3.10
Improve error message when no aircraft search paths are available
Fix a crash with misconfigured traffic taxi routes
Update AI traffic schedules
New Features/Enhancements
* On MacOS DMG files are now supported as disk images for Theme Hospital
data
* Hospital policies will now carry over to your next level in the
campaign
* You can now remove destroyed rooms for a fee (config option)
* The information dialogs that appear when a room is first built can be
disabled in the configuration file
* Fire extinguishers in rooms now have a chance to save a smoking
machine from exploding
* Advisor has more advice
* Additional trophy of the original game is implemented
* Windows and room size now impact staff happiness
* Roujin's challenge cheat is back
* Experimental direct_zoom config option, for more efficient zoom. Fixes
zoom on some hardware. Defaults off.
Changes
* Emergencies with unknown diseases will no longer occur
* The VIP system has been overhauled to provide more balanced ratings
* Overpriced/Underpriced treatments now scale with difficulty
* Placing a receptionist on a desk will now call her to the desk
* Boiler breakdowns now depend on handymen
* Faxes can no longer be opened while paused (unless editing while
paused is enabled)
* Improvements to receptionist announcement frequency and behaviour
* The game will now check common locations for Theme Hospital on startup
if it has not been configured
* Games compiled without movie/audio can no longer access these settings
* Update check now occurs over TLS for better security
* English names are now shown in a tooltip when hovering over a language
option
* Improved TTF font rendering
Translations
* Greek language added! (thanks to dimitrios-iliadis!)
* Updates to Brazilian-Portuguese language
* Updates to English language
* Fixes to Chinese unicode encoding
Bug Fixes
* Issues scheduling emergencies have been resolved
* Games will no longer crash on load if the jukebox was open
* Games will no longer crash because of an empty music folder
* Fixed a scenario where editing a room caused staff to get stuck
* Games that scrolled while saving stop scrolling on load
* Psychiatrists in the Operating Theatre are now properly counted
* Losing a game now gives the reason if the movie is skipped
* Exiting the game will no longer hang when using the Wayland backend
* The mouse will now be freed on game crash
Packager Notes
* Support added for Lua 5.4.x. (5.4.0 and 5.4.1 are not supported)
* CMake minimum version has been increased to 3.5
* The CMake option to enable AnimView is now BUILD_ANIMVIEW=ON
ECWolf is an advanced source port of the Wolfenstein 3D engine based upon
Wolf4SDL with some back ports from ZDoom. It provides substantially boosted
capabilities for creating mods without requiring source code edits using
scripting and other tools familiar to users of ZDoom.
For players it offers modern features such as support for modern control
schemes and wide screen. Being based on the Wolfenstein 3D engine and using an
enhanced version of the original software renderer, it provides a relatively
accurate play experience to vanilla while modernizing.
Currently supported games are Wolfenstein 3D, Spear of Destiny, and Super 3-D
Noah's Ark.
The original game data files are required for operation. These are files with
the extensions *.n3d, *.sod, *.sd2, *.sd3, *.wl1, or *.wl6.
Stone Soup 0.27.1 (20210820)
Bugfix and balance release
* The frequency of D:1 jackals is reduced.
* Sigmund and Robin are nerfed gently.
* Maxwell's Capacitative Coupling now has LOS range.
* 80 other fixes, tweaks, copy-edits, and interface improvements.
Point release Frank-2 includes following bugfixes backported to original
Frank release:
* 50877 Catch SecurityException in SDL getSerialNumber
* 50452 Fix dropping worn items from AIM
* 50814 Prevent endless loop during butchering
* 51035 Resolve a bug in partial stack dropping/using and unify ui behaviour
* 51147 Fix crash resulting from NPC activity migration (loading 0.F saves)
0.17.0 (2021-07-23)
Features:
* Drop shadows! The save_png method now supports a bunch of shadow_
arguments that will add a drop shadow just before rendering. This is
intended for using in rulebooks or marketing. Try it out by adding
shadow_radius: 8 to your save_png (#306, #264)
* Added debug methods for checking font access. Squib.system_fonts and
Squib.print_system_fonts (#334)
Bugs:
* The rows argument is always respected in save_sheet (#332).
Chores:
* Bump cairo to ~1.17
* Bump classy_hash to 1.0
0.17.1 (2021-08-11)
Bugs:
* Sprues now allow negative coordinates (#336)
* Documentation typos (#337)
Summary of Changes
* updates to necromancer and ranger spells
* improvements to quiver inscriptions
* many improvements to dungeon generation, especially robustness
* many improvements to testing and building the game, especially with
SDL2
* make the duration of multiple timed effects exactly the same
* allow selection for effects that used to give a random choice of
effects
* fix a bug that made radius of artifact lights too small by one
* improvements to handling in-game information on effects
* better documentation in datafiles
* debugging commands now use the Angband 4 command system
* upgrade of the NDS port to the 3DS with many improvements
Woof! 6.3.1
-----------
- SDL's endianness swapping functions are now used.
- A demo footer is added when recording a demo (@rfomin).
- The EV_BuildStairs() implementation has been brought in line with
PrBoom+ (@rfomin).
- Support for the COMPLVL lump has been added (@rfomin).
- The UMAPINFO demo extension header has been deprecated (@rfomin).
Woof! 6.3.0
-----------
- Initialization of the total time counter on the intermission screen
has been fixed, which affects 'complevel mbf' demo compatibility
(@rfomin).
- Resetting of the compatibility vector has been fixed when loading
'complevel vanilla' savegames (@rfomin).
- Saving during demo playback has been fixed (@rfomin).
- Status bar refresh is enforced in the Main, Episode and Skill menus
as in Crispy Doom (@rfomin).
- Loading savegames during multiplayer demo playback (e.g. AV.WAD
DEMO1) has been fixed (@rfomin).
- Demos without 'PR+UM' signature are now ignored (@rfomin).
- SFX are now interpolated in a 16-bit int domain.
- The default endpic has been fixed for UMAPINFO (@rfomin).
- Dehacked patches from the command line are now processed after
mobjinfo initialization (@rfomin).
- Randomly mirrored death animations have been ported over from
Crispy Doom (@rfomin).
- Blood color patches have been added for Rekkr and Hacx (@rfomin).
- Fix complex text in printed sudokus (#52)
- Fix issue with appdata
- Vala warning fixes (Rico Tzschichholz)
- Many translations updates
- Choose how many puzzles to print per page (#17, Andrey Kutejko)
- Move game controls to header bar and window menu and improve mobile layout (#38, !32, !35, lajonss)
- Make game win message dialog modal (!33, Andrey Kutejko)
From author/maintainer Thomas Dettbarn in PR 56327.
dmagnetic (0.32-1) unstable; urgency=medium
* New input format: WOZ
* Minor bug fixes
* Minor code cleanup
-- Thomas Dettbarn <dettus@dettus.net> Fri, 23 Jul 2021 00:33:15 +0200
Announcement:
GemRB 0.9.0 released! (A view to the future edition)
The GemRB team is proud to announce a new major release.
Over six years in the making, growing in scope with time, the
subviews branch was a true monster. But the quest to lay it to rest
has now been successfully completed, among other things modernizing
the GUI, drawing and input handling. For most use cases, there is
no need for the Widescreen mod any more (see screenshot or video
explainer).
The SDL2 backend is now mature and default, OpenGL support is not
experimental any more, most benefiting Mac users. Additionally, in
the last minutes between the merge and this release, Python 3
support was added and our demo received an ending.
If you don’t believe that this is a big upgrade, consider just the
changes from the branch. It included 3527 commits, 668 changed
files, and over 30,000 changed lines of code. That’s about every
fifth line!
Full changelog digest:
GemRB v0.9.0 (2021-06-18):
New features:
- basic resolution independence
- python3 support
- arbitrary window dragging support
- improved debug console
- subtitle support for BIK videos
Improved features:
- window management, drawing and input handling
- performance: SDL2 video playback, general and text rendering
- smoother movement animations, demo
- bugfixes
Thanks to everyone that contributed their time and wit, including:
Bernd Schmidt, Brad Allred (main author), Diego J., fizzet, FrElvire,
Jaka Kranjc, Laurie Chilvers, m7600, MarcelHB, Northfear, Rodrigo
Santellan.
Notes to packagers:
Python 3 support has been added.
SDL2 is now the default backend and anyone still on SDL1 is encouraged
to switch.
If you are packaging from git sources, not the archive, either run
make fetch-demo-data first or manually include the files. These
are (currently two) bigger assets kept in a separate repository.
Configuration notes (details):
* key TooltipDelay was deprecated (was unused, there is an ingame option)
* key ScriptDebugMode was renamed to DebugMode and received more values
* key FogOfWar was deprecated for GCDebug
* new key GCDebug can be used to draw various debug features of maps
* new key TouchInput for force disabling or enabling…
Woof! 6.2.0
-----------
- The low-pass filter for sound effects has been ported over from
Chocolate Doom, optional and disabled by default.
- The map title widget string is now capped at the first line break.
- The fix for A_SpawnObject() not transferring pointers as intended
if called in a missile's death state has been ported over from
DSDA-Doom.
- Calling S_StartSound() for sfx_None does not quit with an error
message anymore.
- Deleting savegames from the "Save" menu has been fixed (@rfomin).
- Numerical values already set for MBF21 Bits fields are not overridden
anymore by checking for mnemonics.
- The WI_updateStats() timing has been adjusted for demo compatibility
with PrBoom+ (@rfomin).
- Unsigned integers are now read in deh_GetData() (@rfomin).
Woof! 6.1.0
-----------
- The DEHEXTRA implementation has been enhanced and completed:
- 200 dummy sounds have been added (@rfomin).
- Support for the 'Dropped item' DEHACKED field has been added
(@rfomin).
- The engine does not quit anymore if joystick initialization failed.
Also, errors that occur during SDL initialization are now properly
reported (@rfomin).
- Saving of the "window_position" config parameter has been fixed.
- Missing IWAD headers are now non-fatal, preparing support for
additional IWADs such as HACX or REKKR.
- Specific support for the HACX IWAD has been aded.
- The CI system has been migrated to Github actions (@rfomin).
- The -levelstat option to write level statistics upon exit has been
ported over from Crispy Doom (@rfomin).
- A typo in saveg_read_ceiling_t() has been fixed which messes up
savegames (@rfomin).
- The console is now enabled for MSVC debug builds (@rfomin).
* release 0.4.8
- added detection for DOS version with .ABA files
- added Macintosh credits
- fixed ESPIONS cutscene timing with Amiga music
* release 0.4.7
- added detection for Macintosh CD version
- restored some content from MEMO cutscene
Changelog:
Arx Libertatis 1.2 "Mega Mega Mega"
Released: 2021-07-13 (announcement)
Gameplay
* Added an alternate, less strict rune recognition algorithm
(enabled by default) (feature request #289, #653)
* Made rune recognition less dependent on framerate (bug #856)
* Added an alternate bow aim mode
* Added gravity to arrows unless fully charged
* Fixed weapon durability degrading faster at higher framerates
(bug #790)
* Fixed poison and magic resistance bonus from equipment and cheats
being ignored in some cases
* Fixed player ascending infinitely when attacked while levitating
(bug #640)
* Fixed Slow down (Rhaa Rune (decrease)Movis Rune (movement)) spell
affecting user interface and input and improve player movement
while it is active (bug #534)
* Fixed hunger dropping below 0% when overeating (bug #132, fix is
also applied when loading save files)
* Higher caster level now makes the Curse (Rhaa Rune (decrease)
Stregum Rune (magic)Vitae Rune (life)) spell more effective against
NPC Damages, Armor Class and Damage Absorption instead of less
effective
* Calculated Armor Class, Magic Resistance, Poison Resistance and
Damages stats now include attribute and skill modifiers from items
and spells (bug #322)
* The Critical Hit chance now includes item and cheat modifiers
* The Negate magic (Nhi Rune (remove)Stregum Rune (magic)
Spacium Rune (field)) spell and effect now correctly follows
the target
* Fixed player not receiving experience for kills by summoned
creatures
* Fixed selection of replacement weapon when the equipped one
breaks to select one that is similarly powerful
* Fixed maximum player Health and Mana ignoring attribute modifiers
from items and spells while the MAX or MAR cheats are active
* Fixed Akbaa not attacking the player after using his tentacle
attack twice (bug #584)
* Fixed spells without mana drain using the mana drain from
previous spells
* Fixed Confuse (Rhaa Rune (decrease)Vista Rune (vision)) spell
ending immediately (bug #615)
Graphics
* Windows: In multi-GPU setups (Optimus/PowerXpress) the more
powerful GPU is now used by default
* Added a configurable FPS limit independent of vsync, defaulting
to the display refresh rate
* Added a field of view setting (feature request #404)
* Re-added a fullscreen gamma option (feature request #254)
* Added support for fullscreen modes with different refresh rates
* Added anti-aliasing to alpha cutouts (color key anti-aliasing,
alpha to coverage and sample shading
* Added an option to disable anisotropic filtering
(feature request #96)
* Added options to disable view bobbing and camera shake
(feature request #405)
* Fixed missing blob shadows under dragged entities
* Fixed wrongly displayed light flare when dragging a torch (bug #783)
* Fixed water and lava not being animated while the night vision
spell is active (bug #1053)
* Fixed scaling of flares around lights with higher resolutions
* Fixed light flares showing through scene geometry or disappearing
when the light is still visible (bug #120)
* Fixed light flares showing through non-interactive entities
(e.g. doors that are opening or closing)
* Fixed light flares being drawn in front interface elements
including notes (bug #1145)
* Fixed light flares being disabled when the player book is open
* Fixed flashes, flares and other effects appearing in front of
the cinematic border
* Fixed missing dynamic lighting for far away scene geometry
(bug #1213)
* Fixed amount of sparks, flame and smoke particles depending on
the framerate
* Fixed cinematic light flicker depending on the framerate
* Fixed VSync setting not being applied until the game is restarted
* Fixed water and lava animation overlay (bug #512)
* Fixed map rendering glitches with buggy OpenGL drivers (bug #539)
* Fixed Negate magic (Nhi Rune (remove)Stregum Rune (magic)Spacium
Rune (field)) and Trap (Aam Rune (create)Morte
Rune (death)Cosum Rune (object)) spell effects not rotating
* Fixed overzealous entity culling (bug #588)
* Fixed weapons and equipment always being drawn in front of the
player hands and arms
* Fixed player hands clipping with walls in first person view
* Fixed arrow object rotation not matching direction
* Fixed missing arrow trails (bug #538) and improved the effect
(also used in the Speed (Mega Rune (increase)Movis
Rune (movement)) spell)
* Fixed NPC animations not playing when close to the player
(bug #270)
* Fixed missing aura when a protection spell ended before a Lower
armor (Rhaa Rune (decrease)Kaom Rune (protection)) on the same
target
* Fixed Ylside blow up effect only disappearing when looking at it
(bug #122)
* Fixed lighting only being updated every other frame (bug #75)
* Increased depth buffer from 16 bits minimum to 24 bits to
prevent Z-fighting (bug #759)
* Linux: Fixed missing anti-aliasing for some drivers
Interface
* Added options to scale the player book, HUD and cursor with
larger resolutions (feature request #391, #996)
* Added an option to limit speech width on wide screens (enabled
by default)
* Fixed scaling and positioning of magic flares when casting with
higher resolutions (bug #535)
* Fixed scaling of cinematics with higher and wide resolutions
* Add an option to letterbox or fade out cinematics with wide
resolutions (fade by default)
* Fixed player book and minimap being stretched with wide resolutions
(bug #211)
* Fixed minimap texture filtering changing when hovering map markers
(bug #570)
* Added anti-aliasing to HUD element borders (even without MSAA)
* Improved quest book text layout
* Added options to control the in-game font size and weight
* Increased default font weight for text in the player book and notes
to improve readability
* Improved shop inventory sorting
* Added crosshair when aiming with a fully charged bow
* Sorting the inventory now never drops items to the ground
* Fixed missing quest book background when there are no quest entries
(bug #1021)
* Fixed wrong items being highlighted when in combine mode (bug #121)
* Add missing item halo when combining items
* Fixed item halo being displayed in front of dragged items
* Fixed too small font size at resolutions slightly above 640x480
* Fixed rendering of runes in the player book
* Removed light affecting the world when clicking on runes in the book
* Tweaked how spell/stealth/equipment/torch icons move when opening
the inventory
* Fixed purse halo not showing when selling certain items
* Fixed health and mana gauges not being hidden during the death
animation (bug #806)
* Fixed position of number in cursor when distributing skill points
* Fixed level transition icons on the map not being displayed
correctly (bug #782)
* The player book is now closed when returning to mouse look mode
(bug #143)
* Fixed missing characters after forced line breaks in text
(bug #718)
Controls
* Added raw mouse input support and an option to control mouse
acceleration
* Fixed border turning (bug #255) and added an option to disable it
* The "Resume game" menu entry and quickload (F9) now load the last
save if no game is running (feature request #45)
* Added a keyboard shortcut for drinking cure poison potions (not
bound by default)
* Added a keyboard shortcut to enter level transitions
(feature request #105)
* Add an auto ready weapon mode that only triggers on enemies
* Player book and notes can now be closed using Escape
(feature request #409)
* Improved item drag and drop behavior
* Improved drag threshold to make it less likely to accidentally
drag an item when Shift+clicking it (bug #1225)
* Fixed being able to exceed item stack size limits in some cases
(bug #1111)
* Added the ability to drop stacks of items to the floor or throw
them (feature request #36)
* Added the ability to pick up stacks of items outside inventories
while holding shift (stealth mode shortcut)
* Items can now be dragged across saves and level transitions
* Fixed rotation of dragged and thrown entities (bug #591)
* Fixed invert mouse setting affecting turning via keyboard or
screen borders
* Fixed double-click only working for the first slot in the Action
binding (bug #795)
* Mouse grab now released during cutscenes, conversations and
cinematics
* Fixed mouse not always being centered when exiting mouse look mode
* Mouse look mode is now cancelled on focus loss to prevent the
cursor being continuously warped to the window center
Audio
* Added an option to enable OpenAL Soft's virtual surround (HRTF)
support (enabled automatically when using headphones)
* Re-added environmental audio effects (reverb) using OpenAL EFX
(the game uses only one relatively neutral environment)
* Added a config option to select the audio device
(feature request #379)
* Restored more spell sounds and fixed spell sound positions
* The Harm (Rhaa Rune (decrease)Vitae Rune (life)), Ignite (Aam
Rune (create)Yok Rune (fire)) and Douse (Nhi Rune (remove)Yok
Rune (fire)) sound effects now correctly follow the caster/target
(bug #740)
* Added an option to mute audio when the window is not focused
* Fixed duplicated page turn sound when clicking top tabs in the
player book (bug #1125)
* Fixed casting sound being played on level load when restoring
persistent fields of protection
* Fixed bare handed entity hit sound being repeated each frame
* Fixed sound position when dousing torches
* Added missing panning for ambient sounds
* Audio listener orientation now uses the camera pitch (only
noticeable with HRTF)
* Fixed audio suddenly cutting off when getting too far from sources
Menu
* Added text and audio language options (available languages depend
on your Arx Fatalis version)
* Added German, Italian, Russian and Spanish localization of new
menu strings (feature request #1006)
* Improved customize controls menu:
* Overwriting bindings no longer moves the old key (bug #717)
* Key bindings can now be removed using the escape key
(feature request #408)
* Displayed key names now use the current keyboard layout
* Fixed removing duplicated key assignments
* Fixed being locked out of the config menu when binding the
'toggle fullscreen' action to the left mouse button (bug #1136)
* Fixed UI not updating properly when changing key bindings
(bug #717)
* Sliders and option widgets can now be controlled using the mouse
wheel or by clicking at the desired position
* Fixed checkbox mouseover area (bug #528)
* Fixed disappearing menu textures after resizing the window (bug #275)
* Fixed slow cursor animation and shorter cursor trail with higher
framerates
* Increased the save thumbnail size
* Added support for Unicode save names (feature request #1032)
* Improved editing support in the save name textbox, including copy
& paste support
* Improved date/time display in the save list
* Added additional highlighting and improved positioning to the
credits
* Added the libraries and tools used for the build to the credits
* Added support for scrolling the credits using the mouse wheel
or keyboard
* Fixed credits scroll position changing on window size changes
Windowing
* Switched to SDL 2 for windowing and input (task #506) - SDL 1
backend will be removed in the next version
* No longer grabs all keys when fullscreen (with SDL2)
* The default ("Desktop") resolution now selects fullscreen
windowed mode (with SDL2) (feature request #300, #449)
* Added an option not to minimize the fullscreen window on
Alt+TAB (feature request #814)
* Added a new high-resolution icon
* Screen saver is no longer inhibited while in the menu in windowed mode
* Windows: Disabled OS-level DPI scaling (bug #706)
* Windows: Fixed missing window icon
* Linux: Translated the .desktop file to Italian and Spanish
* macOS: Handle Command + Q shortcut to close the window
Modding
* Added support for loading uncompressed FTL files
* Added a blender plugin for FTL files
* Added support for extending localization strings in mods
* Added a ^camera system variable returning the active camera
* Added a ^dragged system variable returning the item being dragged
* Added the ^angle* and ^view* system system variables returning
the rotation of the player or another entity
* Fixed ^gamedays system variable to give the number of days since
the playthrough start instead of the the number of 10-days
* Added the -o flag to the spellcast script command to orphan the
spell after being cast
* Added library and python wrapper for decompressing FTL files
Debugging
* Added a script console (feature request #356)
* Added more debug views and made the key binding configurable
(feature request #1500)
* Added --skiplogo, --loadlevel, --loadslot and --loadsave
command-line option to skip startup logos or load a level
or save file on startup
* Added support for loading save files by drag & drop
* Added ability to rename saves to arxsavetool
* Added a --benchmark command-line option
* Added a --override-gl command-line option and extension_overrides
setting to control used OpenGL extensions
* Changed to OpenGL debug context and enabled ARB_debug_output for
debug builds or with the --debug-gl option
* Added a config option for the vertex streaming buffer size
Tools
* Added support to arxunpak to extract all resources as seen by
the game (default when no arguments are given)
* Added support to arxunpak to create resource manifests with
checksums
* arxunpak now handles non-ASCII characters in filenames
* Unix: Added support for different French and Russian Arx Fatalis
CD versions to the data install script
* Unix: Added support for different localized demo versions to the
data install script
* Unix: Fixed support for copying non-English data files from Steam
installs in the data install script (bug #829)
Performance
* A lot of code cleanup and various performance tweaks
* Reduced number of redundant OpenGL state changes
* Improved vertex upload, now uses persistently mapped buffers when
available
* MSAA is now disabled for interface draw calls where it does not
make a difference
* Optimized particle effect rendering
* Changed blood rendering to only need one draw command per particle
* Disabled denormalized floating point numbers on x86 and ARM for
better performance
* Added a performance profiling tool
* Changed magic missile spell to only use one sound source instead
of one per missile
* Improved CPU usage when the window is minimized
* Improved pathfinding performance, especially when the target is
unreachable (bug #652)
* Windows: The OpenGL context is no longer re-initialized on
resolution changes
* Unix: Enabled -ffast-math in release builds (was already enabled
for MSVC)
Other Fixes
* Significantly improved the item-world collision test: thrown or
dropped items should no longer get stuck in walls, hover above
the ground or fall through the ground or walls (bug #50, #556, #956)
* Fixed screenshot shortcut (F10) always overriding the same file
* Fixed potential resource leaks
* Fixed direction of player speech outside cutscenes
* Save files now correctly store game time for playthroughs longer
than 1193 hours (AL 1.1.x and older as well as AF 1.21 simply
ignore the additional data)
* Fixed inconsistent state (weapon equipped while not in combat
mode) when loading a save that was created while in combat mode
* Fixed persistent arrow trails if arrows get outside the world
* Fixed game time not being reset to 0 when starting a new
playthrough after having an old one loaded
* Fixed ^sender script variable possibly changing during script
execution
* Fixed a buffer overflow when saving with very long script
variables
* Fixed missing black bars in a cutscene in the castle of Arx
(bug #1014)
* Fixed Akbaa tentacle not being hidden when it is supposed to be
in the Ylside bunker
* Fixed crashes with item stack sizes or player gold amounts
above 999999
* Fixed wrat teleport breaking when saving and loading during the
teleport
* Fixed inconsistent weapon attachment when saving while in combat
mode (bug #581)
* Fixed getting stuck in a cutscene in level 5 (bug #1293)
* Made saving more robust against unexpected filesystem errors
(bug #439) or other programs opening the save file (bug #1218)
* Improved handling of corrupted inventories in save files
(bug #1445)
* Fixed initial player position when starting a new game after
already having loaded an existing game (bug #140)
* Fixed minimap reveal status not being reset when starting a new
game (bug #1349)
* Fixed script variables not getting cleared on new game
* Fixed an error when a resource file size changed after the game
start
* Fixed various crashes:
* Fixed a crash when loading saves with more than 1500 entities in
a single level (bug #375)
* Fixed a crash when the entity whose inventory is open is destroyed
(bug #843)
* Fixed a crash when the caster or target of a spell is destroyed
(bug #951)
* Fixed a crash when the entity selected for combining is destroyed
(bug #452)
* Fixed a lockup when throwing items at certain objects
* Fixed problems when loading save files with bugged entity positions
(bug #894, #995)
* Fixed asserts with very high player stats not obtainable during
normal gameplay (bug #942)
Technical Changes
* Fixed build with CMake 3.5.0 or newer
* Fixed Windows XP support with newer MSVC versions
* New dependency: GLM 0.9.5.0 or newer
* macOS: New dependency: iconutil (from Xcode) or icnsutil for
building the .icns icon
* New crash reporter dependency: WinHTTP / libcurl 7.20.0 or newer
* Dropped support for CMake < 2.8.3
* Dropped support for Boost < 1.48
* Dropped support for Qt < 4.7
* Added support for using libepoxy instead of GLEW to load OpenGL
functions
* The unity build is now enabled by default
* No longer stores deleted entities in save files if not needed
* Added SDL 2 fall-back for error dialogs
* Cleaned up missing data files error dialog, ask before running
arx-install-data
* Added support for statically linking Freetype and ZLIB
* Color output is no longer enabled if $NO_COLOR is set or if $TERM
is unset or set to "dumb"
* Added support for setting a runtime libexec search dir different
from the install path
* Added support for the ARX_PATH environment variable under Windows
* Added support for storing .pak and loose files in a data
subdirectory
* Added support for loading data files relative to the executable
* Added support for configuring additional data search paths
* There is now a dialog on crash and the crash report is prepared
even if the Qt-based reporter is not available
* Fixed build on newer macOS versions
* Save files now track which playthrough they belong to (not used
in the UI yet)
* The arx binary now displays a graphical error dialog when passed
bad command-line arguments
* Changed passwall cheat to bypass culling
* Removed the need for a custom vertex shader
* Added support for using OpenGL ES-CM 1.x when desktop OpenGL is
not available
* Add a script warning when a command is missing parameters
* The Gold linker is used and link time optimizations are now
enabled automatically when building from source
* Enabled address randomization for the main executable in MSVC
builds
* Made .pak loading case-insensitive on all platforms
* Windows: Added support for statically linking Qt in the crash
reporter
* Windows: Support using a 32-bit crash reporter for a 64-bit arx
process
* Windows: Added Unicode filesystem support (feature request #786)
Removed Features
* DirectX backends (Direct3D, DirectSound, DirectInput)
* Video bit depth option
* Support for loading uncooked objects (.teo) and scenes (.scn)
* Removed link_mouse_look_to_use config option
* Removed the unused killme script command
* Removed the unused stack, code, rgb and sub-commands from the
zoneparam script command
* Remove stubbed-out -a flag from the set script command
Pkgsrc changes:
* Update the makefile to handle subdirectories in the cource code.
* Update the ImageBuffer patch to load images correctly.
Announcement:
0.9.14 Polish release
This is a "stable" release, focusing on bug fixes and polishing
the recent v0.9.13 release. New changes include the following
* Numerous typo fixes
* Fixes to how several missions are offered to the player
* Better suggestions of possibly incomplete conditions in some
missions' "visit" dialogues
* Differentiation between two Remnant engines' reversing capabilities
* Certain Navy shipyards now stock the Dropship
* Ships that have no specified "drag" attribute default to 100,
rather than causing crashes
* Weaponry that alters the ship's status conditions (e.g. ionization)
now respects the required minimum value of 0
* The "interrupt fast-forward" preference defaults to off
Some minor improvements were added to help support plugin authors
and content creators:
* Quarg planets now have regional attributes to enable better
targeting via missions
* Missions that fail to be instantiated print more informative
messages in the error file
* Large numbers of missing image frames no longer pollute the error
file
0.9.13: Unstable release
This is an unstable release, containing big changes that may
introduce new bugs.
Breaking changes:
* Starting conditions no longer automatically override the game's
default start. Plugins that use a "start" node will need to make
changes to restore the previous behavior.
Major new changes include the following:
* 70+ new missions in human and alien space
* Outfits can now be stored on planets, without needing to install
them on a parked ship
* An overhaul of almost all human outfit images
* Players can now choose their starting scenario
* Spaceport news messages no longer include portraits by default
* Better handling for missing content definitions (e.g. from plugin
removal)
Several features have been added to the game engine, for use by
plugins and other content creators. These include:
* Dynamic stopover selection will consider planets without spaceports
* A number of new outfit and weapon attributes, offering shield/hull
multipliers, weapon aiming & firing overrides, percentage-based
damage, and additional damage mitigation
* Arbitrary angles for hardpoints, engine flares, and fighter bays
* NPCs' objectives can now include provocation or capture
* Mission NPCs can be conditionally spawned or removed without
needing to change the player's active missions
* Missions can react differently when the player aborts a mission,
and when the player fails a mission
* Missions can give ships to the player
* Systems may generate environmental hazards, control the range at
which ships enter, and be hidden on the map
Changelog:
2021 July 5
=================
(version 1.22)
FIXED: The prince can now grab a ledge at the bottom right corner of
a room with no room below.
Details: https://forum.princed.org/viewtopic.php?p=30410#p30410
Testcase: doc/replays-testcases/SNES-PC-set level 11.p1r
See FIX_CORNER_GRAB in config.h .
FIXED: Don't allow killing a skeleton in cheat mode.
FIXED: Ctrl+S didn't mute music (except death music).
FIXED: A falling tile on the left side of a pillar could cause the
blue stripe to be drawn over the pillar.
FIXED: The top of moving gates became glitched on levels using
non-default palettes.
FIXED: The right edge of pressed drop buttons was black if a big
pillar was next to them.
FIXED: Guards appeared in the current room when they fell into spikes
in an adjacent room. (Example: original level 11, room 22.)
FIXED: Show an error message if a data file is missing.
FIXED: "Remember guard hp" for non-standard guards.
FIXED: Colored torches were not restored on quickload if you (quit
and) restarted the game after quicksave.
DONE: Added command-line parameter "mute": Start the game with sound off.
FIXED: Fixed compiling with some features #undefined. (USE_TEXT,
USE_LIGHTING, USE_MENU)
DONE: Hide references to various features if the game was compiled
without them.
DONE: A scrollbar appears in the pause menu if scrolling is possible.
It's not clickable yet, it just shows where you are in the list.
DONE: Added command-line parameter "playdemo": Make the demo level
playable.
FIXED: Fixed the detection of Ctrl+L during the demo level.
FIXED: Create the screenshots directory in SDLPoP's directory, even
if the current directory is something else.
This is to match how the replay folder works.
FIXED: On Windows, use Unicode/UTF-8 for mkdir().
So the replay and screenshots directories can be created
within non-ASCII paths.
FIXED: After quickload, show the room where the prince is, even if
the player moved the view away from it (with the H,J,U,N keys).
FIXED: After quickload, don't draw guard HP if a previously viewed
room (with the H,J,U,N keys) had a guard but the current room
doesn't have one.
DONE: Speed up music, sounds, and transitions during fast forwarding.
FIXED: Prevent the modifier remapping from accessing out-of-range rooms.
FIXED: Don't show the mirror image if the prince is not in the
currently shown room.
DONE: Added a new cheat key: Ctrl+B: Go back to the room where the
prince is. (Undo H,J,U,N.)
FIXED: Fixed the length of feather fall in fast-forward mode.
FIXED: Prevent torches from being randomly colored when an older
replay is loaded.
FIXED: If the prince is fighting a guard, and the player does a
quickload to a state where the prince is near the mouse,
the prince would draw the sword.
DONE: Added options for changing speeds. They are detected from
PRINCE.EXE. (Used in Hurry up Prince, for example.)
DONE: In the settings menu, allow using Page Up, Page Down, Home, End.
FIXED: Fixed graphical glitches with an opening gate:
1. with a loose floor above and a wall above-right.
2. with the top half of a big pillar above-right.
See FIX_ABOVE_GATE in config.h .
FIXED: Validate mode crashed with the error "init_scaling:
SDL_CreateTexture: Invalid renderer".
DONE: Rewrote all mentions of key combinations to the "Ctrl+A" style.
DONE: Marked which features of SDLPoP are not in the original game.
(To prevent confusions like #197)
DONE: Allow Backspace and Ctrl+C during replay.
DONE: During playback, display the number of ticks since start, if
the timer is shown (debug cheats: T).
FIXED: Fixed crashing when a MIDI music interrupted another one.
FIXED: Make it possible to go through a certain closed gate on level 11
of Demo by Suave Prince.
Details: https://forum.princed.org/viewtopic.php?p=32326#p32326
Testcase: doc/replays-testcases/Demo by Suave Prince level 11.p1r
See FIX_COLL_FLAGS in config.h .
FIXED: When the prince jumps up at the bottom of a big pillar split
between two rooms, a part near the top of the screen disappears.
Example: The top row in the first room of the original level 5.
Details: See FIX_BIGPILLAR_JUMP_UP in config.h .
DONE: Added a debug cheat to quickload but keep the currently loaded
level. (Shift+F9)
Motivation: https://forum.princed.org/viewtopic.php?p=32556#p32556
FIXED: Fixed spiked/chomped/bumped guards teleporting into the wrong room.
(if fixes are enabled)
Details: https://github.com/NagyD/SDLPoP/pull/237
FIXED: Quicksave during feather fall mode. (if fixes are enabled)
Details: https://github.com/NagyD/SDLPoP/pull/236
FIXED: Prevent the prince from entering a glitched room when he falls
into a wall or he is revived near a wall.
Details: doc/replays-testcases/Original level 2 falling into wall.txt
Testcase: doc/replays-testcases/Original level 2 falling into wall.p1r
See FIX_ENTERING_GLITCHED_ROOMS in config.h .
FIXED: Optimized OPL mixing (MIDI music).
Details: https://github.com/NagyD/SDLPoP/pull/238
"More importantly: when run on a Raspberry Pi Zero, the music went
from unusable to perfect,"
FIXED: Fixed the prince sliding through closed gates when you are using
the caped prince graphics.
Details: See FIX_CAPED_PRINCE_SLIDING_THROUGH_GATE in config.h .
DONE: Added a compilation-time flag to disable all fixes for vanilla
execution.
Details: https://github.com/NagyD/SDLPoP/pull/239
FIXED: If the prince dies on level 14, don't return to the intro after
the level was restarted.
Details: See FIX_LEVEL_14_RESTARTING in config.h .
DONE: Waste an RNG cycle in loose_shake() to match DOS PoP.
DONE: In new replays, use deprecation_number = 2. On playback, waste
the RNG cycle only if deprecation_number >= 2.
Older replays have deprecation_number <= 1, and we don't waste
the RNG cycle when playing them back.
DONE: When backing offscreen (to the left) from the first guard on
level 7 (among others), simulate the glitch from DOS PoP, which
causes the prince to fall through the floor.
Details: See https://github.com/NagyD/SDLPoP/issues/229
FIXED: On Windows, use Unicode/UTF-8 for stat().
So SDLPoP can load levels from mod folders when a replay file
restarts the level or advances to the next level.
DONE: Added a more visible error message when a mod referenced by a
replay file cannot be found in the mods folder.
DONE: Allow guard skill customizations in SDLPoP.ini.
DONE: Made FIX_DOORTOP_DISABLING_GUARD configurable.
Version 6.2.9 (July 2021)
- Fixed potential buffer overflow in pgnload and pgnreplay (CVE-2021-30184)
Version 6.2.8 (May 2021)
- Bug fixes in the input/output processing.
2021-06-18: Version 1.9.4 released
New option --no-active-event allows the user to avoid the
automatic pausing that happens when the window loses the focus
or is iconified.
The sound files are now installed under /usr/share/burgerspace/sounds
instead of /usr/share/sounds/burgerspace (assuming /usr as the
installation prefix).
The burgerspace-server manual page is now only installed if
the network version is built.
The COPYING license file is not installed anymore.
Resolved g++ 9.3.0 compilation warnings.
## Highlights
Nested Containers rationalize inventory management and enable dropping and retrieving go-bags during fights.
Achievements track your deeds and misdeeds across games.
Proficiencies better represent deeper knowledge required for various endeavors, mostly crafting.
Bleeding added to both the player and monsters as the first step toward a more comprehensive wound and wound treatment system.
Weariness tracking added to represent longer-term physical exhaustion.
Elevated bridges over navigable rivers added, allowing better navigability while using boats.
Large-scale audit of weapon and armor values for better representativeness and consistency.
Improved armor handling by separating ballistic damage into its own damage type.
Pervasive performance enhancements throughout the game.
Tileset vehicle support for more cohesive vehicle rendering.
Aftershock changes direction to a total conversion mod with a new far-future setting on a frozen world.
Dinomod added 238 dinosaurs, pterosaurs, mosasaurs, and dino-related NPCs with missions and dino locations.
Added many dino features, including zombie, fungal, evolved, bionic, baby, and mutant dino variants.
Dinomod added many dino interactions, including farming, riding, butchering, cooking, and special attacks.
Magiclysm added a huge content update including many new traits called Attunements that switch up gameplay at the endgame.
## Statistics
3974 files changed, 5440251 insertions(+), 3904330 deletions(-)
10,463 commits
~454 contributors
Woof! 6.0.0
-----------
- Support for the MBF21 complevel has been added, compliant to Rev 1.2
of the spec (@rfomin).
- Support for the label field has been added to the UMAPINFO
implementation, bumping compliance to Rev 2 of the spec (@rfomin).
- Support for ExM0 maps has been fixed, the INTERPIC patch is used for
intermission screens for episode > 3 (@rfomin).
- Support for autoloading from PWAD autoload directories has been added
(@rfomin).
- Support for deleting savegames from the menu has been added (@rfomin).
- The "next level" key has been fixed for the last map in a UMAPINFO
sequence (@rfomin).
- UMAPINFO lumps have been added to get autoloaded for MASTERLEVELS.WAD,
NERVE.WAD, E1M4B.WAD and E1M8B.WAD (@rfomin).
- Parsing of the episode field in the UMAPINFO implementation has been
fixed (@rfomin).
- Support for backward compatible savegames has been added (@rfomin).
- The colored blood feature has been ported over from PrBoom+ (@rfomin).
- The "Enemies" menu is not completely disabled in the Vanilla complevel
anymore (@rfomin).
- The Automap overlay and rotate modes have been ported over from Crispy
Doom (@rfomin).
- An option has been added to always show level stats.
- The UMAPINFO demo extension has been added (@rfomin).
- The ability to keep the default intermission screen for a map with an
UMAPINFO entry has been fixed (@rfomin).
- Map entries without a 'levelname' field in their UMAPINFO entry now
fall back to the default map title (@rfomin).
- The ability to set 'partime' with an UMAPINFO entry has been fixed
(@rfomin).
Version 1.14.17
Translations
* Updated translations: British English, Chinese (Traditional), Czech, Dutch, Indonesian, Italian, Japanese, Portuguese (Brazil), Scottish Gaelic, Spanish
Miscellaneous and Bug Fixes
* Fixed an intermittent crash on the loading screen
* Made GUI.pyw compatible with Python 3.9.
* AI: fixed crash when using custom_synced_commands