jDoom Version History 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.

Legend: Added Changed or improved Fixed or removed

1.14.6
cvar player-air-movement: player movement speed while airborne (0-32); use only small values in netgames

1.14.5
new default particle effects, in Particles.ded (included from Special.ded)
support for damage particle generators

1.14.4
cvar: server-game-coop-respawn-items

1.14.3
XG texmove angle was incorrectly calculated
XG sometimes skipped the first value in functions

1.14.2
"Monsters Infight" Dehacked option (=> Value "AI|Infight")
support for up to six mouse buttons
joystick look can be assigned to an axis
ctl-look-joy-delta: joystick look uses relative input values
XG line flags "ltf2_group_act" and "ltf2_group_deact": when the line is (de)activated, all other lines with a matching tag number will also be (de)activated
ccmd spawnmobj: creates a new mobj at the given coordinates
ccmd coord: prints the player's coordinates in the console
option menus slightly rearranged

1.14.1
-deathmatch and -altdeath should be working again

1.14.0
redundant items removed from menus, added 'Control Panel'
access to Doomsday features revised (normal exports)
high-level sound code removed, now handled by Doomsday

1.13.1
InFine: waittext didn't work on dedicated servers

1.13.0
console variables renamed
finales as InFine scripts (Finales.ded), old finale/interlude code removed
episode names from Text.ded (EPISODE1...EPISODE4)
M_EPI lumps --no longer used--
"Choose Episode:" (Text ASK_EPISODE)
new DED files: XG.ded, Lights.ded, Details.ded
automap cvars: map-alpha (background alpha), map-alpha-lines (map lines alpha), map-rotate
nuke barrels have a weak green glow (defined in Lights.ded)
Values for maximum player health (100), absolute health limit (200), green/blue armor points (100/200): "Player|Max Health", "Player|Health Limit", "Player|Green Armor", "Player|Blue Armor"
deathmatch frag messages (server-game-deathmatch-killmsg)
server-game-mapcycle-noexit: disable exit buttons during map rotation
player powers cleared properly in netgames (e.g. Computer Area Map)
client: after dying, viewheight should lower to the floor; fixed
co-op: other clients visible in the automap
viewheight in demos fixed (used to jump up/down over ledges)
clientside/demo view bobbing fixed

1.12.3
cvar "MenuFog" (0=blue effect, 1=black smoke)
cvar "CorpseTime": number of seconds after which dead things will disappear (0=dead things won't disappear)
visangle synced with actor angle during A_FaceTarget
Special.ded defines a 0.5 dynlight size for the health bonuses (BON1*)
player run animation stops a bit sooner (player running and not actually moving)

1.12.2 (Beta3)
checks for known IWADs in Data\jDoom\, Data\, base directory and runtime directory
-iwad and game detection override options now work like they should

1.12.1 (Beta2)
unoptimized debug build
HUD messages (multiple lines, sizable; cvars: MsgBlink, MsgCount, MsgScale, MsgUptime)
automap translucency (MapAlpha, default: 0.8)
DEDs reorganized
map rotation for servers (cvar: MapCycle, cmds: startcycle, endcycle), example: "Time:5 13 14 Frags:2 3* Time:10/Frags:3 26 27"
deathmatch: player frags shown in automap, sorted
savegame format 4: texture and flat names are saved instead of runtime index numbers
player startspot chosen correctly (e.g. TNT/30)

1.11
'NoCoopDamage': disable player-player damage in co-op games
'NoTeamDamage': players of the same color can't damage each other
value 'Player|Health Initial': player health in the beginning
value 'Player|Weapon': initial player weapon
values 'Player|Init Ammo|Clip/Shell/Cell/Misl': initial ammunition
values 'Weapon Info|*|Owned': weapon * is owned initially
Doom bug fixes and slight modifications. Monsters won't get stuck if they happen to be on the edge of a rising platform and dead bodies will much less frequently stick out over ledges. (Thanks GMJ!)
savegame format changed to allow the above changes
new sound code (from Heretic)
Doom II final boss data saved so saving a game in map 30 doesn't result in a crash when the game is loaded
animated sprite in the Player Setup menu was distorted in some frames

1.10
Extended General (XG) line and sector types
savegame format 2: support for XG data and fast monsters flag
'LevelTitle': enable or disable the display of level title and author
'Menu_R', 'Menu_G', 'Menu_B': color of most menu text (some menus aren't drawn using text)
finale background flats defined in jDoom.ded (FINALEFLAT_*)
level title is displayed without prefix (E*M*) and with a bigger font
weapon binding: each weapon can have a separate binding, plus there are two special cases for the fist/chainsaw and shotgun/super shotgun cycles
two more savegame slots (now there's eight)
missile objects never explode when hitting sky ceiling
clients will receive player data update after handshake
clients cleared player data at level changes
server didn't send enough weapon state updates
using FastMonsters used to cause trouble, now it's handled correctly
client spawned players twice in recorded netgames
finale cast (sprites were misplaced)
weapon selection after ammo runs out

1.01
'MenuEffects': disable menu effects and/or foggy menu background
'ZClip' is back, default 1, setting to 0 prevents objects from moving under or over each other
'CounterCheat': controls display of kills, items and secret counters in map (6-bit bitfield: bits 0-2 show real kill, item and secret counts, bits 3-5 show percentages)
'Allow Jumping: Yes/No' menu option (sets the value of the AllowJump cvar)
savegame directory can be specified with the -savedir option
items dropped by monsters receive a small random (x,y) offset
weapon information, player max ammo and ammo received from clips defined in jDoom.ded
lookspring centers view when mlook key released with no mlook
aiming (you can now shoot always straight up and down)
with autoaim off, ammo goes approximately where the crosshair is pointing (still no bullets in the ceilings/floors, though)
changing the music device while in demoscreen used to cause problems

1.0
complete client/server networking (clients can join/leave at any time)
support for glBSP v2.0 vertices (glBSP strongly recommended!)
MD2 support (using a modified ZDoomGL model pack)
fancy menu effect and background
map name and author displayed briefly in the beginning of a level
'3D Models: Yes/No' in Graphics Options menu
'EyeHeight' sets player eye height (50 is about realistic)
joystick axes customizable (movement, turning)
subdirectory for savegames (savegame\) with another subdir for client saves
normal savegames and client savegames compressed with LZSS
glowing textures (some walls and slime, lava, water), defined in jDoom.ded as text strings (RENDER_GLOWFLATS and RENDER_GLOWTEXTURES)
static lights (dynamic lights that are attached to a wall) spawned for the Doom II textures BRICKLIT and BSTONE3 (disabled with -nostatic)
'MenuScale' scales the menu, 0.9 is the default (good to scale down with big monitors)
console variables i_JoyXAxis, i_JoyYAxis, i_JoyZAxis, i_JoyDeadZone
'Chimes': a debugging aid, keeps playing sounds at a given interval
'setname' sets player name in netgames (any time)
'setcolor' sets player color in netgames (any time)
'setmap' changes the map (for server)
'hud_ShowAllFrags': if nonzero, all frags of all players shown (for server)
command-line options -record, -playdemo, -timedemo removed
QuitMsg.ded cleans up the language in the quit messages (read by default)
savegame format changed (old savegames can be read, but not written)
savegames from the wrong gamemode are detected (e.g. Ultimate vs. Doom II), the test can be disabled with -nosavecheck
server can save the game during netgames, forces clients to do the same
console numbers not important when loading netgames
multiplayer server and singleplayer are essentially the same thing
Final Doom support (1024 pixels wide skies, map names, intermission text)
intermission stats in netgames group players into teams by color (number of team members shown in the corner of the team's icon)
Enter key no longer hardcoded, default binding to 'msgrefresh'
time byte added to ticcmd_t
sfx lumps no longer need the "DS" prefix
music lumps no longer need the "D_" prefix
sprites, things, states, sounds, music and text strings in DED files
Spectres harder to see
Multiplayer menu is working (protocol setup done by the engine's UI)
'zclip' removed, now always considered to be true
dead players do not follow killer unless in single-player
when netgame ends, return to demo sequence
customizable gravity (from Map Info)
view angles always local
analog joystick input
old demos no longer compatible (the old demo code has been removed)
old demo lump names no longer used, now each game mode (shareware, registered, etc.) uses its own demos (SDEMO*, RDEMO*, UDEMO*, 2DEMO*, PDEMO*, TDEMO*)
demo lumps are 64 bytes long and references to the real .CDM files, which the engine stores in the demo\ subdirectory
positioning of some lens flares was a bit off
spying on co-op mates disabled
when strafing with mlook, mouse Y moves player forward/backward
NUKE24 as bottomtexture receives +1 tex Y offset
IWAD identify routine detects Plutonia and TNT
The Sound Bug: weapon sounds (any sounds) were sometimes too muffled
frags counting
status bar shows the correct player color in netgames
lookspring
music was started even if set to 'none'
game settings were sometimes wrong when server was started
various minor bugs

0.82 (beta)
menu text disappearance
higher mouse sensitivity in menu (up to 40 now)
multi-level demos (demo playback/recording won't stop at level changes)
nextwpn/prevwpn being confused with saving/loading
glBSP support
switches in Ultimate Doom
sky in Ultimate Doom
cvar zclip: moving under/over things, monster melee attacks w/height check (not in demos/netgames)
cvar jumpPower (not in netgames)
red pain filter always a bit translucent
-plutonia and -tnt override options
-iwad option (prevents autodetection)
random sound at exit removed
cvar autoswitch: weapon autoswitch at pickup (not available in demos/net)

0.81 (beta)
HUD armor icon corresponds player's armor type
with Always Run, pressing Speed makes you walk normally
health bonuses emit light
ccmd doomfont: if the default console font is garbled, use this
TexTypes.txt (contains textures for Doom and Doom 2)
DLaunch support
when more than one IWAD is detected, none of them is loaded by default

Legend: Added Changed or improved Fixed or removed

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