Change Log Doomsday 1.8.6 | Last updated on Jan 18 2005
Changes listed for versions newer than the latest complete release are usually available as a binary snapshot.

Changes for versions prior to 1.7.7 are here: Doomsday, jDoom, jHeretic and jHexen.

Legend: Added Changed or improved Fixed or removed

1.8.6
"Flats" external resource category: defaults to "Data/Game/Flats/"
external flats are searched first from "Data/Game/Flats/"
PK3s can now be compressed (normal ZIP files)
unlimited nesting of autoloads via Auto directory and virtual files
PK3 path mapping: files in the root of a PK3 mapped to the Auto directories (see Readme for details)
lump assembly prefixes (see Readme for details)
Reflection -> Min color: minimum RGB color for the reflection (to make the reflection visible even without regular sector light)
fixed: model file hash reset properly when running 'reset'
fixed: problem with multiple -file options

SDL_mixer:
MUS data converted to MIDI is stored in the runtime directory instead of /tmp

Mac OS X:
MiniStart launcher
music is played using QuickTime (MIDI problems resolved)
multiple endianness issues fixed in texture/PK3/model handling

1.8.5
surface reflections (shiny effects)
'Reflection' definition
cvar 'rend-tex-shiny': enable surface reflections
Model -> Sub -> Shiny reaction: how much shiny textures react to angle changes
cvar 'rend-model-shiny-strength': shininess factor for all models (0..1)
Model -> Sub -> Blending mode: select a blending mode (bm_* flag)
bm_* flags in Flags.ded (blending modes)
cvars 'conopen', 'conclose', 'contoggle': open/close console prompt
detail textures can now use external resources instead of WAD lumps (Detail -> File)
external resources can be located in relation to Doomsday base path (e.g. Shiny map = "Data/LightMaps/Shine")
fixed: dynamic light clipping in the case where lights are in the same subsector with a polyobj

jHexen:
cvar 'hud-scale': scaling factor for HUD graphics and messages

Win32:
option '-nostwin': don't show the startup message dialog (quicker startup)
crashes are handled more gracefully
fixed: vcbuild.bat didn't include resources in Doomsday.exe and drD3D.dll, which meant that the startup window and the drD3D config dialog were missing

1.8.4
shiny texture coordinates are calculated using a simplified algorithm
fixed: shiny texture coordinate 'warparound' artifact
fixed: FakeRadio hanged in maps with some unusual map geometry

Win32:
vcbuild.bat: builds everything from the command line
built using Visual C++ Toolkit 2003, available from: http://msdn.microsoft.com/visualc/vctoolkit2003/

1.8.3
Generator -> Stage -> Spin resistance { 0 0 }: factors for slowing down particle spinning (0..1)
fixed: model skin wrapping
fixed: halo origin calculation for high-resolution sprites
keycode handling in console/UI didn't always use the keymap

jDoom:
fixed: crushed barrels now explode correctly and don't become gibs

Linux:
MIDI music player defaults to SDL_mixer's default implementation (DENG_MIDI_CMD can be used to specify an external player)
fixed-point math using inline assembler like in Windows (courtesy of Lukasz Stelmach)

Mac OS X:
a native build that runs on Mac OS X 10.3
now compiles with Xcode
fixed various glitches with regards to loading of plugins

1.8.2
fixed: segfault when starting a new game during demo playback
fixed: instant camera position changes during demo playback
fixed: console font disappearance
added control panel setting for rend-tex-filter-smart
adjusted particle Z coordinate when touching a plane
fixed fatal error when building GL nodes for a map in the end of the data lump directory

Mac OS X:
fixed endianness problem with MUS-to-MIDI conversion

1.8.1
it is no longer possible to turn off camera smoothing
cvar 'rend-camera-smooth' was hidden
fixed: game event smoothing now operates seamlessly regardless of the framerate
fixed: camera position smoothing wasn't synced correctly to frames
fixed: segfault related to sight checking over large distances (e.g. TNT map 27)
dpMapLoad: glBSP 1.96 as a plugin, run on the fly when necessary
rend-halo-realistic: use only more realistic halos (slightly smaller, dimmer), no secondary lens flares; enabled by default
fixed: Map Info -> Execute
fixed: FakeRadio bug where vertical shadows were rendered above and under the left and right edge of an opening in a straight wall
GL must not be loaded at all in dedicated mode
file finder had problems descending into subdirectories
input events are processed immediately: mouse lag is gone both in the game and in the UI
mouse filter is more careful not to ever lose any mickeys
all pending ticcmds are always processed immediately (excessive buffering no longer a danger)
fixed several endianness issues to allow building on a big endian arch
tuned up handling of ticcmds during transfer from client to server
particle movement is smoothed (except flat particles that contact a surface)
mouse look is always as smooth as it can be
all games use the same keyboard look scheme (jDoom's was different)
framerate is measured more accurately
ccmd 'message': display a local game message

Common:
more unified handling of ticcmds
cvar 'player-move-speed': player movement speed modifier (0..1)

jDoom:
fixed: '-warp' made fonts disappear

jHeretic/jHexen:
fixed: when a demo stops continue with a running InFine sequence

Win32:
too many console messages caused a crash during startup (extra verbosity)
crash when starting in dedicated mode

Linux:
environment variable DENG_MIDI_CMD: play MIDI music using this program (defaults to "timidity")
'--without-(game)' configuration option skips (game)
'--without-opengl' configuration option removes all OpenGL support from the build (for dedicated servers)
color adjustments are now working (vid-gamma et al.)
demo file names were formed incorrectly

Mac OS X:
pretty much everything can be compiled and run on Mac OS X with the help of fink and Apple's X11 server (except netgames, don't go there)

1.8.0
fixed: game clock must not be running while map is being loaded
fixed: mobj Z coordinate when sector has a fake floor

1.8.0-rc3
use TCP connection for sending reliable data (game setup, etc.)
ccmd 'listmaps' was missing
fixed: FakeRadio bug where narrow shadows stretch beyond parent edge
fixed: mouse wheel events in Linux
fixed: opening control panel in dedicated mode

InFine:
'XImage' command: set an external graphics resource to a Rect

1.8.0-rc2
control panel text has its own color (not just white)
maximum frame rate limited to 200
movement of missiles and other such objects is now smoothed
network setup screens revised
modems, serial links and IPX no longer supported (only TCP/IP)
ccmd 'playsound' was missing
things didn't follow moving planes smoothly
fixed an input event processing bug that caused duplicated events

1.8.0-rc1
Release Candidate
features from alpha-2 and alpha-3 are *not included*
Linux now officially supported (no MIDI music, joysticks)
control panel settings for FakeRadio
rend-fakeradio-darkness
rend-camera-smooth now affects 3D model animation, monster movement
artifact bobbing (Heretic/Hexen) completely smooth
3D model spinning completely smooth
key repeat uses milliseconds (input-key-delay)
network code uses TCP sockets and UDP packets, DirectPlay ditched
savegame directory creation bug fixed
PK3 reader supports files created with Info-ZIP that contain extra field data
OpenGL display resolution change sometimes didn't update viewport
FakeRadio shadows are not rendered when light amplification is active

1.8.alpha-3
Alpha Release
multiple viewports
local players are automatically assigned to different viewports
ccmd 'viewgrid': set up the viewport grid
clientside turning/looking
basic toggle controls once again included in ticcmds
distinction between stick and pointer controller axes
engine handles all controls

1.8.alpha-2
Alpha Release
controller axes can be bound to specific local players
engine handles all controls (incomplete)
'walk' and 'sidestep' axis controls can be bound (partially implemented)
'bindaxis' command: bind a controller axis to an axis control (e.g. "bindaxis mouse-y walk")
fixed: sound system (on Win32), may still crash during shutdown
removed obsolete settings from the Control Panel

1.8.alpha-1
Alpha Release
Linux support
accurate measurement of time (variable-length ticks); game code still untouched, uses 35 Hz legacy timing
independent input->ticcmd generator (stub only)
now uses the SDL library (http://www.libsdl.org/)

Renderer:
FakeRadio: simulated radiosity lighting (cvar 'rend-fakeradio')
smart texture filtering (modified hq2x, 'rend-tex-filter-smart')
removed smooth camera hack ('rend-camera-smooth')

Network:
portable low-level implementation (TCP/UDP sockets), needs testing!

1.7.15
merged some interesting stuff from 1.8/nix: FakeRadio, sky color
use the "no compression" hint when loading lightmaps
increased maximum number of particle generators to 256
fixed State -> Execute definition patching

jDoom:
option '-nodefaultfx': skip default Lights.ded and Particles.ded

1.7.14-4
cmd 'playsound': play a sound effect locally
Map Info -> Execute: execute a console command after map setup (i.e. also after loading a savegame)
Map Info -> Sky Model -> Execute: execute a console command every time the sky model's frame number changes
State -> Execute: execute a console command when a mobj enters this state (NOTE: player HUD weapons are not real mobjs, so this has no effect with psprite states)

1.7.14-3
cmd 'listmaps': print all loaded maps and the WAD files where they are from
fixed: 'df_worldtime' was behaving strangely
fixed: 873878: Ogg/Mp3 in PK3 Virtual Folder Structure Not Playing

jDoom:
cvar 'menu-quitsound': play a random sound when quitting

1.7.14
Maintenance Release
Model -> Sub -> Skin file: file name of the skin (can be anything; use this if it isn't possible to use the model's skin list)
Map Info -> Sky Model -> Layer: associate sky model with a sky layer; model is hidden if sky layer is not enabled
Generator -> Submodel: submodel # to use as generator origin
particle generator sounds: Sound, Volume, Hit sound, Hit volume added to Generator -> Stage
Generator -> Init Vector Rnd: init-time random component of Vector
Generator -> Stage -> Force: linear force
model flag 'df_notexcomp': disable texture compression for all skins of the associated model
model flag 'df_worldtime': model's interpos depends on world time
generator flag 'gnf_srcdir': rotate particle vector
generator flag 'gnf_extra': additional generator for a mobj state
cvar 'rend-tex-filter': use bilinear filtering on textures
a particle generator can have up to 32 stages
models close to the viewpoint won't disappear
max number of data files increased from 128 to 1024 (-file)
fixed: crash when map doesn't have any REJECT data
fixed: confusion/crash when requesting a lump with no name
fixed: edge artifacts around translucent sprites
fixed: sfx sometimes pop with the default sound driver (DS8)
fixed: loading DEDs from virtual directories
fixed: particle center offset angle
fixed: loading order of 3D models (mixed up demon/spectre skins)
fixed: lighting on vertically inverted models
quietly allow the use of undefined sprite frames (object hidden)

jDoom:
"Read This" screens are not affected by menu-scale, skull hidden

jHeretic:
game can only be saved during normal game play
fixed: cycling down from Elvenwand skips Staff (bug 813773)

jHexen:
lava and fire textures glow
support for the Hexen 4-level demo

1.7.13
Maintenance Release
model offset and scale are interpolated (Model -> Offset XYZ, Model -> Scale XYZ)
overridden model defs are no longer loaded at all (bug 760099)
number of screenshots is not limited to 100
screenshot file names are selected according to game mode
fixed: semicolon in bindings (key name "smcln")
fixed: music volume = zero prevents songs from changing
fixed: halos flicker sometimes through doors
a shadow is not rendered if it would be above the object
fixed: crash when loading external resources of color-mapped sprites

Network:
fixed: player gets stuck in enemies
fixed: player gets stuck in a moving plane (elevator, door)
fixed: crash in clmobj handling
fixed: recording demos with multiple local players
fixed: clientside jumping power, jumping enabled
fixed: player start spot selection (especially TNT/Plutonia)
fixed: mobj Z coordinates were sometimes incorrect on clientside
fixed: server didn't increase client's bandwidth rating, ever
fixed: WAD warning box in Client Setup screen was in the wrong place
fixed: halos weren't always displayed correctly on clientside

drD3D:
option -triple: enable triple buffering in fullscreen mode

XG:
XG should always be disabled on clientside

jDoom:
cvar 'map-door-colors': show colors of locked doors in automap
cvar 'map-door-glow': locked doors have a glow around them (1=normal)
Plutonia/TNT will automatically set rend-sky-full
fixed: bullet puffs in face (bug 740767)
fixed: main menu item spacing too tight
fixed: STARMS was used in the status bar when in deathmatch

jHeretic:
cvar 'player-jump-power'

jHexen:
cvar 'player-jump-power'

1.7.12
option -leaveramp: don't reset color settings back to previous values at shutdown
JWADs: IWAD supplements (uses normal WAD loading order)
Data\Graphics directory: Doomsday's graphics resources (UI textures)
cvars 'ui-cursor-width', 'ui-cursor-height': UI mouse cursor size
added new cvar controls to the Control Panel (e.g. multitex, HUD mirror)
the first incarnation of the Doomsday UI theme, "Gradient", was replaced with a much more polished theme, "Plastic"
UI mouse cursor size and movement depend on display resolution
music data will not be cached into the memory zone while loading (large MP3s wasted a lot of space)
paths that contain the base path are normally printed without the base
removed obsolete settings from Control Panel
removed detail texture maximum distance cvar and Control Panel slider
removed cvars 'rend-light-clip', 'rend-light-shrink'
fixed: possible crash in Con_Error()

Definitions:
DED version 6: semicolons are optional (the default is 6)
added Defs/Doomsday.ded: include definitions shared by all games
'Top map', 'Bottom map', 'Side map' added to Light defs and Decoration:Light defs (name of lightmap to use; empty means default, "-" is none)
particle types pt_modelNN: use 3D model ID = "ParticleNN"
particle flags ptf_zeroyaw, ptf_zeropitch, ptf_rndyaw, ptf_rndpitch
'Frame', 'End frame', 'Spin' added to Generator:Stage
up to 32 sky models can be defined in a Map Info definition
added an ID key to the Model definition
flags can be defined using this syntax: Flags = flag1 | flag2 | flag3; (flag prefixes must be omitted)
Defs/Doomsday.ded is always read first
Flag definitions moved to Defs/Flags.ded
XG definitions moved to Defs/XG.ded
maximum number of submodels is now 8
Map Info definitions can be copied
'InFine' is an alternative name for the 'Finale' definition

Network:
fixed: server increased a client's bandwidth rating too rapidly

Sound:
sounds from PWADs are not replaced with automatic external resources

Refresh:
named Model definitions (Model:ID), not assigned to any state
lightmap resources are read from the Data\x\LightMaps directory
texture/flat animation sequences defined using Group defs (Anim.ded)
"tgf_smooth": interpolate between steps in texture/flat animation
particle generator flag "gnf_group": triggered by all in the flat's animation group
particle generator flags "gnf_blendsub", "gnf_blendrsub": subtractive blending for particles
particle generator flags "gnf_blendmul", "gnf_blendimul": normal and inverse multiplicative blending for particles
option -nohighpat: disable high-resolution patches
weapon model skins are precached
texture/flat groups can be used purely for precaching
detail texture contrast is preprocessed: there will be multiple instances of the same texture with different contrast levels (needs a bit more memory but allows faster rendering)
8-bit particle textures are interpreted as pure alpha data
PCX images aren't loaded redundantly from virtual files
fixed: PWAD test when loading highres flats and patches (-pwadtex)
fixed: particles sliding over ledges
fixed: Generator Center angle (Y) offset was ignored with mobj sources

Renderer:
sky models
particle models
blending modes: subtract, reverse subtract, multiply, inverse multiply
cvar 'rend-glow-fog-bright': wall glow brightness in fog
cvar 'rend-model-shiny-multitex': render shiny skins using multitexturing
cvar 'rend-model-mirror-hud': mirror HUD weapon models
cvar 'rend-model-spin-speed': rotation speed for models with "df_spin"
cvar 'rend-dev-wireframe': render player view in wireframe mode
cvar 'rend-dev-freeze': stop updating rendering lists (for debugging)
renderer uses multitexturing for detail textures, dynamic lights, interpolated texture animation and model shiny skins
shiny skins are correctly masked by alpha in main skin
plane glow on models is stronger than before
if multitexturing is available, masked walls will get one dynamic light (previously masked walls were not lit by dynlights)
dynamic light polygons are no longer clipped
calculations to determine surfaces affected by a dynamic light are more accurate (light has a better chance to be visible)
light decoration brightness decreases as surface/view angle grows
removed option -maxor: clipper has now unlimited nodes
fixed: leaking lights (impossible route detection)
fixed: stray pixels along polygon edges in dynamically lit areas
fixed: detail texture blending when fog is enabled
fixed: object shadows weren't affected by fog
fixed: skymask holes in skyfixed sectors
fixed: shiny skins on HUD models
fixed: console text gibberish on the first time the console is drawn
fixed: cvar 'rend-tex' (render with textures)
fixed: shadows fade away smoothly at maximum distance

drOpenGL:
support for multitexturing
NV_texture_env_combine4 or ATI_texture_env_combine3 required when rendering dynamic lights with multitexturing
support for SGIS_generate_mipmap
support for EXT_blend_subtract
support for EXT_texture_compression_s3tc
option -notexcomp: disable texture compression
option -novtxar: disable vertex arrays
option -nosgm: disable SGIS_generate_mipmap
vertex arrays are disabled by default if driver's OpenGL version is older than 1.3 (otherwise enabled)
texture compression disabled by default (use -texcomp to enable)

drD3D:
support for multitexturing

Games:
cvar 'server-game-cheat': allow cheat commands "god", "noclip", "give" in netgames

jDoom:
"Patch Replacement" strings (see Defs\jDoom\Values.ded)
cvar 'menu-patch-replacement': enable or disable replacement strings
cvar 'menu-glitter': letters glow as they are typed in
fonts precached during startup
crosshair alpha slider added to the HUD menu
some light decorations (Doom1Lights.ded + BSTONE3, BRICKLIT)
titlescreen sequence defined as an InFine script (ID = "title")
menu text has properly sized capital letters
fixed: intermissions/finales in Plut/TNT

jHeretic:
some light decorations (based on Isegrim's defs)
player mobj selector is set to match currently used weapon
titlescreen sequence defined as an InFine script (ID = "title")

jHexen:
some light decorations (based on Isegrim's defs)
player mobj selector is set to match currently used weapon
titlescreen sequence defined as an InFine script (ID = "title")

InFine:
cmd 'startinf (scriptid)' (and 'stopinf')
gradient rectangles
object rotation (pics, text objects, rectangles)
command "ScaleXY (handle) (x) (y)"
command "Rect (handle) (x) (y) (w) (h)"
command "FillColor (h) (TOP/BOTTOM/BOTH) (r) (g) (b) (a)"
command "EdgeColor (h) (TOP/BOTTOM/BOTH) (r) (g) (b) (a)"
condition "MODE:(game-mode)"
command "ELSE"
command "DO" ... ";" (nestable blocks)
command "PlayDemo (filename)"
command "Cmd (console command)"
command "OnKey (key-ident) (marker)": jump to marker when key pressed
command "UnsetKey (key-ident)"
commands "Events", "NoEvents": enable/disable interactive mode
commands "Trigger", "NoTrigger": enable/disable menu triggering mode
generic object commands: "Del", "X", "Y", "Sx", "Sy", "Scale", "Angle" "ScaleXY", "RGB", "Alpha"
old pic/text commands that should no longer be used: "DelPic", "DelText", "TextRGB", "TextAlpha", "Tx", "Ty", "TSx", "TSy", "TextScale"
InFine can run in overlay mode (e.g. during GS_LEVEL)
InFine states are nested (script -> demo -> script -> demo -> etc.)
fixed: "WaitText" timing with \w, \W, \p, \P
fixed: "SoundAt" volume

XG:
line class "ltc_mimic_sector"
new sprefs
cvar 'xg-dev': print XG event messages to the console
fixed: sector floor/ceiling chain touch test

1.7.11
Bugfixes Only
revised server delta generation: fixed-size frames, prioritized contents, sounds are stored inside frames (not separate packets), redundant missile coordinates not sent
server refuses connection if new client's ID already in use
revised clientside handling of frames: collision detection for movement prediction, missiles hidden on impact
revised low-level networking: implement confirmed/ordered packets manually, detect duplicates, Huffman encoding (60%-70% compression)
cmd 'huffman': print Huffman efficiency and number of bytes sent
mobj translucency 0-255 (selector still overrides)
mobj floatbobbing is done by engine (clientside), DDMF_BOB added
client is allowed some movement while airborne (easier jumping)
by default, external resources are no longer loaded for textures from PWADs; use the -pwadtex option to change this (cvar 'rend-tex-external-always')
console command line cursor can be moved left and right
default key repeat interval is now 3 tics (was 4)
braces { and } are equivalent to quotes, e.g.: "alias init-map03 {after 1 {warp 5}}"
cmd 'listcmds' prints a description for each command
cmd 'toggle': toggle a cvar's value between zero and nonzero
cmd 'if': execute a command if the condition is true (tests cvar values)
max number of light decorations increased to 16 per texture
fixed: occlusion for planes exactly at eye-Z
fixed: client was sending too much data (now it's about 0.3 KB/s)
included DED files are read immediately after the Include directive has been encountered
fixed: pausing the game also stops spinning models, floatbob
external music was not loaded correctly from virtual files
fixed: clientside mobjs and players on moving planes
fixed: external sound resources reloaded every time the sound starts
fixed: tracking of currently playing sounds
fixed: floorclip values were restricted to 64 in mobj deltas
fixed: client stepup limit is now exactly 24 units
fixed: coord/offset problems if same sprite used in game and HUD
missing upper texture in a skyceiling sector replaced with the backsector's ceiling (was just blank white)
fixed: base path validation (could be missing a slash)
fixed: path of CPHelp.txt was sometimes not translated
fixed: mobj translucency didn't affect the shadow
fixed: incoming message queue protected by a mutex
music is not restarted if it's already playing
fixed: finding model files/skins with base-relative paths

jDoom:
savegames stored in game mode specific subdirs (mixups now avoided)
cvar 'view-bob-weapon-switch-lower': if zero, HUD weapon is not lowered during a weapon switch
value 'Weapon Info|*|Static': if nonzero, HUD weapon is not lowered during a weapon switch
game-corpse-time: corpses fade smoothly
fixed: button deactivation sound
fixed: crash when "kill" used when not in a map

jHeretic:
savegames stored in game mode specific subdirs (mixups now avoided)
game-corpse-time: corpses fade smoothly
fixed: button deactivation sound
fixed: Speed + Use Artifact made the player jump
fixed: on clientside, wind didn't affect player (e.g. E1M1)

jHexen:
savegames stored in game mode specific subdirs (mixups now avoided)
option -savedir: set savegame directory
fixed: polyobj destination/speed for sliding doors (e.g. map05)
fixed: restoring polyobjs and hidden mobjs from saved map
fixed: problem with excessive sound sequence repeat (e.g. map12)
fixed: torch light for remote players
fixed: no mobjs spawned when dedicated server starts
clientside powers were not correctly set to zero at death, map change
clientside Wings of Wrath icon didn't rotate when flying
fixed: dedicated server deadlock when monsters don't find any players
fixed: crash when minotaur vanishes and master is dead
fixed: 'use artifact' sounds not audible on clientside
fixed: crash when "kill" used when not in a map
fixed: screen border flicker in fullscreen mode (again)
fixed: floatbobbing objects go through the floor
Deathkings map36: playerstart group >4 accepted

InFine:
server sends condition truth values to clients (secret, leavehub)

XG:
when loading a savegame, line activators were not correctly restored

drD3D:
fixed a problem with mode selection (refresh rates)

Installer:
fixed: pressing Enter after typing a path closed the installer dialog
glBSP run with the -fresh option to avoid bad BSP data

1.7.10
support for ZIP/PK3 files (no compression!), can be loaded like WAD files (-file, load; no unload, though), contents added to the virtual file hierarchy (package root dir => Doomsday base dir)
after runtime directory has been searched, data files are also searched from the default data directory (e.g. Data\jDoom\): "-file Test.wad" will load Data\jDoom\Test.wad
WAD, LMP, PK3 and ZIP files from the Data\Game\Auto directory are always loaded automatically
WAD/PK3 files can be loaded from virtual files (inside PK3s)
IncludeIf and SkipIf directives can also test for game modes, e.g. "SkipIf Not doom1-ultimate"
light decorations (dynlights on textures/flats), "Decoration" defs
cvar group 'rend-light-decor'
sprite frames can be replaced with external resources (Patches)
raw screens can be replaced with external resources (Patches)
-maxtex option: set maximum texture size ("-maxtex 128")
sound flag 'sf_dontstop' (0x20): sound does not stop even if emitter is destroyed (sound cannot be stopped until it finishes normally)
faster 3D model loading during startup
rend-camera-smooth: Z-movement of planes is also smoothed
default dynlight brightness increased to 0.75 (rend-light-bright)
default halo brightness decreased to 35 (rend-halo-bright)
halo distance measured in 3D: no excess brightness when viewed from above/below
fixed: sprites were sometimes clipped by a sky ceiling
fixed: problems with rend-light-num

jDoom:
light decorations for all switches, many textures and some flats of Doom 1
barrel/rocket explosions continue even after barrel/rocket is gone (barexp uses sf_dontstop)
Pause key is now the default binding for pause (was P)

jHeretic:
fixed: interlude screen wouldn't show seconds if they're zero

jHexen:
Pause key is now the default binding for pause (was P)
fixed: weapon pieces bob only partially
fixed: screen border flicker in fullscreen mode

1.7.9
external resource locator (in Data\Game\: Textures\, Patches\, Music\ and Sfx\) with game mode subdirs (see readme)
high-resolution patches (e.g. menu graphics, game fonts, background pictures)
netgame server info includes: game mode (e.g. doom1-ultimate, doom2-plut, hexen), game config, IWAD, PWADs, player names
info about network setup added to cphelp.txt, shows up during setup
cvar 'server-player-limit': maximum number of clients
cvar 'rend-light-wall-angle': intensity of angle-based wall lighting
cvar 'input-mouse-filter': average mouse X/Y axis values
model flag 'df_dim' (0x1000000): model is never rendered fullbright
cmds 'movefloor', 'moveceil', 'movesec': move a sector's plane(s)
low-level networking updated to DirectX 8
improved network setup GUI
client can only connect to servers in the same game mode
cmd 'net' prints usage info
cvar 'net-ip-port' is the local TCP/IP port
"Filter mouse movement" added to Control Panel's Input page
-nohightex now only affects wall textures and flats
crosshair color alpha (cmd "crosshair color", var "view-cross-a")
fixed: client was able to connect to a server running a different game
fixed: aborted client connection crashed the server
potential problem handling client connections fixed
fixed: fullbrightness didn't affect particles
DirectSound 8: fixed a problem with buffer loading; using -csd should no longer be necessary
Sound definition patching fixed (Ext/Group keys were ignored)
fixed bug 712332: when server pauses a netgame, all clients will pause

KickStart:
Cheb's KickStart v2.09 replaces the ancient v1.6

jDoom:
game modes: doom1-share, doom1, doom1-ultimate, doom2, doom2-plut, doom2-tnt
automap added to Options -> Controls (under Misc.)
cvar game-corpse-sliding: corpses slide down stairs and ledges (defaults to zero due to some bad behaviour; e.g. exit room of D2/22)
cvar game-corpsetime renamed to game-corpse-time
fixed bug 734892: sides with bogus sectors
A_Tracer() used to spawn puffs that were identical to bullet puffs, this caused complications with particle generators

jHeretic:
game modes: heretic-share, heretic (normal registered), heretic-ext (has episodes 4, 5)

jHexen:
game modes: hexen, hexen-dk (Death Kings of Dark Citadel)
fixed: sound sequence delays with repeating sounds (sequence updater didn't get correct information about currently playing sound effects)

drOpenGL/drD3D:
-refresh option
closest available refresh rate selected

1.7.8
new master server mechanism (uses HTTP)
cvar net-master-path (default: "/master.php"): location of the master server at 'net-master-address' (default: "www.doomsdayhq.com")
cmd "net announce": send a server announcement to the master (if server-public is nonzero, announcements are made automatically at two minute intervals)
cvar net-master-port (default: 0): usually zero or 80
clientside player coords override serverside coords under normal circumstances (maxdif checks removed)
if one part of a psprite is fullbright, the whole psprite will be
fixed: psprites were rendered with depth testing enabled; Doom plasma rifle fire anim was broken
fixed: clientside player animation didn't finish anim sequence
fixed: line flags weren't updated on clientside (e.g. in Hexen map13)
fixed: minor edge artifact with multipart psprites (e.g. in jDoom)

jDoom:
lineattack weapons hit planes (pistol, shotguns, chaingun)
fixed: lineattack check for hitting sky planes, skyhack walls
map31 and map32 no longer assumed to exist: Doom2.wad "00f6d407" should work
weapon psprite timings (in Objects.ded) adjusted for super shotgun, rocket launcher: muzzle flash was out-of-sync by 1-2 tics

jHexen:
fixed: dedicated server tried to draw teleport gfx and crashed
fixed: scripted + yellow messages not shown on clientside
fixed: client crashes when changing level
fixed: status bar flicker

jtNet2:
old master server stuff removed

1.7.7
switch texture pairs (SW1/SW2) are precached at the same time
"Generator:Stage:Radius rnd": Randomness of particle radius
sound-info shows sound names as well as ID numbers
support for textured particles
flat particles stick to planes
high-resolution flats with 4 channels (alpha) were loaded incorrectly
sector lightlevel overflow in sectordelta (e.g. on jHexen map 26)
alternative texture path must be tried first when loading hires images (-texdir2)

jDoom:
cvar player-air-movement: player movement speed while airborne (0-32); use only small values in netgames

jHeretic:
blinking statbar borders fixed

Legend: Added Changed or improved Fixed or removed

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