3 This version just fixes a crash at the intermission screen when
8 Happy 15th Birthday, Doom!
10 * Chocolate Doom now has an icon that is not based on the proprietary
12 * There is now memory-mapped WAD I/O support, which should be useful
13 on some embedded systems.
14 * Chex quest emulation support is now included, although an
15 auxiliary dehacked patch is needed (chexdeh.zip in the idgames
19 * The armor class is always set to 2 when picking up a megasphere
21 * The quit screen prompts to quit "to dos" instead of just to quit
23 * The "dimensional shambler" quit message was fixed.
24 * Fix crash related to A_BFGSpray with NULL target when using
25 dehacked patches - discovered with insaned2.deh
27 * NUL characters are stripped from dehacked files, to ensure correct
28 behavior with some dehacked patches (eg. the one with portal.wad).
31 * "Python Image Library" should have been "Python Imaging Library"
33 * The setup tool should no longer ask for elevated permissions
34 on Windows Vista (this fix possibly may not work).
35 * The application icon is set properly when running under Windows
36 XP with the "Luna" theme.
37 * Fix compilation under Cygwin to detect libraries and headers from
38 the correct environment.
39 * The video code does not try to read SDL events before SDL has
40 been properly initialised - this was causing problems with some
41 older versions of SDL.
45 The previous release (v1.1.0) included a bug that broke compilation
46 when libsamplerate support was enabled. The only change in this
47 version is to fix this bug.
51 * The video mode code has been radically restructured. The video mode is
52 now chosen by directly specifying the mode to use; the scale factor is
53 then chosen to fit the screen. This is helpful when using widescreen
54 monitors (thanks Linguica)
55 * MSVC build project files (thanks GhostlyDeath and entryway).
56 * Unix manpage improvements; the manpage now lists the environment
57 variables that Chocolate Doom uses. Manpages have been added for
58 chocolate-setup and chocolate-server, from the versions for the Debian
59 Chocolate Doom package (thanks Jon Dowland).
60 * INSTALL file with installation instructions for installing Chocolate
62 * Support for high quality resampling of sound effects using
63 libsamplerate (thanks David Flater).
64 * A low pass filter is applied when doing sound resampling in an
65 attempt to filter out high frequency noise from the resampling
67 * R_Main progress box is not displayed if stdout is a file (produces
69 * Client/server version checking can be disabled to allow different
70 versions of Chocolate Doom to play together, or Chocolate Doom
71 clients to play with Strawberry Doom clients.
72 * Unix manpages are now generated for the Chocolate Doom
74 * The BSD PC speaker driver now works on FreeBSD.
77 * Use the same spechits compatibility value as PrBoom+, for consistency
79 * The intercepts overrun code has been refactored to work on big
81 * The default startup delay has been set to one second, to allow
82 time for the screen to settle before starting the game (some
83 monitors have a delay before they come back on after changing modes).
84 * If a savegame buffer overrun occurs, the savegame does not get saved
85 and existing savegames are not overwritten (same behaviour as
89 * Desync with STRAIN demos and dehacked Misc values not being set
90 properly (thanks Lemonzest)
91 * Don't grab the mouse if the mouse is disabled via -nomouse or use_mouse
92 in the configuration file (thanks MikeRS).
93 * Don't center the mouse on startup if the mouse is disabled (thanks
95 * Reset the palette when the window is restored to clear any screen
96 corruption (thanks Catoptromancy).
97 * mus2mid.c should use MEM_SEEK_SET, not SEEK_SET (thanks Russell)
98 * Fast/Respawn options were not being exchanged when starting netgames
99 (thanks GhostlyDeath).
100 * Letterbox mode is more accurately described as "pillarboxed" or
101 "windowboxed" where appropriate (thanks MikeRS)
102 * Process affinity mask is set to 1 on Windows, to work around a
103 bug in SDL_mixer that can cause crashes on multi-core machines
105 * Bugs in the joystick configuration dialog in the setup tool have
110 This release is dedicated to Dylan 'Toke' McIntosh, who was
111 tragically killed in a car crash in 2006. I knew Dylan
112 from IRC and the Doomworld forums for several years, and he had
113 a deep passion for this game. He was also a huge help for me while
114 developing Chocolate Doom, as he helped point out a lot of small
115 quirks in Vanilla Doom that I didn't know about. His death is a
116 great loss. RIP Toke.
118 This is the first release to reach full feature parity with
119 Vanilla Doom. As a result, I have made this version 1.0.0, so
120 Chocolate Doom is no longer beta!
123 * Multiplayer! This version includes an entirely new multiplayer
124 engine, based on a packet server architecture. I'd like to thank
125 joe, pritch, Meph and myk, and everyone else who has helped test
126 the new code for their support, feedback and help in testing this.
127 The new code still needs more testing, and I'm eager to hear any
129 * A working setup tool. This has the same look and feel as the
130 original setup.exe. I hope people like it! Note that it has
131 some advantages over the original setup.exe - for example,
132 you can use the mouse.
135 * New mus conversion code thanks to Ben Ryves. This converts the
136 Doom .mus format to .mid a lot better. As one example, tnt.wad
137 Map02 is now a lot closer to how Vanilla says. Also, the music
138 on the deca.wad titlescreen now plays!
139 * x3, x4 and x5 display scale (thanks to MikeRS for x5 scale).
140 * Fullscreen "letterbox" mode allows Chocolate Doom to run on machines
141 where 1.6:1 aspect ratio modes are unavailable (320x200/640x400).
142 The game runs in 320x240/640x480 instead, with black borders.
143 The system automatically adjusts to this if closer modes are
145 * Aspect ratio correction: you can (also) run at 640x480 without black
146 borders at the top and bottom of the screen.
147 * PC speaker sound effect support. Chocolate Doom can output real
148 PC speaker sounds on Linux, or emulate a PC speaker through the
150 * Working three-screen mode, as seen in early versions of Doom!
151 To test this out, put three computers on a LAN and type:
152 chocolate-doom -server
153 chocolate-doom -autojoin -left
154 chocolate-doom -autojoin -right
155 * Allow a delay to be specified on startup, to allow the display to
156 settle after changing modes before starting the game.
157 * Allow the full path and filename to be specified when loading demos:
158 It is now possible to type 'chocolate-doom -playdemo /tmp/foo.lmp'
160 * Savegames are now stored in separate directories depending on
161 the IWAD: eg. the savegames for Doom II are stored in a different
162 place to those for Doom I, Final Doom, etc. (this does not affect
164 * New mouse acceleration code works based on a threshold and
165 acceleration. Hopefully this should be closer to what the DOS
166 drivers do. There is a 'test' feature in the setup tool to help
168 * New '-nwtmerge' command line option that emulates NWT's '-merge'
169 option. This allows TiC's Obituary TC to be played.
170 * The ENDOOM screen no longer closes automatically, you have to click
171 the window to make it go away.
172 * Spechit overrun fixes and improvements. Thanks to entryway for
173 his continued research on this topic (and because I stole your
174 improvements :-). Thanks to Quasar for reporting a bug as well.
175 * Multiple dehacked patches can be specified on the command line,
176 in the same way as with WADs - eg. -deh foo.deh bar.deh baz.deh.
177 * Default zone memory size increased to 16MB; this can be controlled
178 using the -mb command-line option.
179 * It is now possible to record demos of unlimited length (by default,
180 the Vanilla limit still applies, but it can now be disabled).
181 * Autoadjusting the screen mode can now be disabled.
182 * On Windows, the registry is queried to detect installed versions of
183 Doom and automatically locate IWAD files. IWADs installed through
184 Steam are also autodetected.
185 * Added DOOMWADPATH that can be used like PATH to specify multiple
186 locations in which to search for IWAD files. Also, '-iwad' is
187 now enhanced, so that eg. '-iwad doom.wad' will now search all
188 IWAD search paths for 'doom.wad'.
189 * Improved mouse tracking that should no longer lag. Thanks to
190 entryway for research into this.
191 * The SDL driver can now be specified in the configuration file.
192 The setup tool has an option on Windows to select between
195 * Configuration file option to change the sound sample rate.
196 * More than three mouse buttons are now supported.
198 Portability improvements:
199 * Chocolate Doom now compiles and runs cleanly on MacOS X. Huge
200 thanks go to Insomniak who kindly gave me an account on his machine
201 so that I could debug this remotely. Big thanks also go to
202 athanatos on the Doomworld forums for his patience in testing
203 various ideas as I tried to get Chocolate Doom up and running
205 * Chocolate Doom now compiles and runs natively on AMD64.
206 * Chocolate Doom now compiles and runs on Solaris/SPARC, including
207 the Sun compiler. Thanks to Mike Spooner for some portability
209 * Improved audio rate conversion, so that sound should play properly
210 on machines that don't support low bitrate output.
213 * Check for IWADs in the same order as Vanilla Doom.
214 * Dehacked code will now not allow string replacements to be longer than
215 those possible through DOS dehacked.
216 * Fix sound effects playing too loud on level 8 (thanks to myk
217 for his continued persistence in getting me to fix this)
218 * Save demos when quitting normally - it is no longer necessary to
219 press 'q' to quit and save a demo.
220 * Fix spacing of -devparm mode dots.
221 * Fix sky behavior to be the same as Vanilla Doom - when playing in
222 Doom II, the skies never change from the sky on the first level
223 unless the player loads from a savegame.
224 * Make -nomouse and config file use_mouse work again.
225 * Fix the -nomusic command-line parameter. Make the snd_sfxdevice
226 snd_musicdevice values in the configuration file work, so that it
227 is possible to disable sound, as with Vanilla.
228 * Repeat key presses when the key is held down (this is the Vanilla
229 behavior) - thanks to Mad_Mac for pointing this out.
230 * Don't print a list of all arguments read from response files - Vanilla
232 * Autorun only when joyb_speed >= 10, not >= 4. Thanks to Janizdreg
234 * Emulate a bug in DOS dehacked that can overflow the dehacked
235 frame table and corrupt the weaponinfo table. Note that this means
236 Batman Doom will no longer play properly (identical behavior
237 to Vanilla); vbatman.deh needs to also be applied to fix it.
239 * Allow dehacked 2.3 patches to be loaded.
240 * Add more dehacked string replacements.
241 * Compatibility option to enable or disable native key mappings. This
242 means that people with non-US keyboards can decide whether to use
243 their correct native mapping or behave like Vanilla mapping (which
244 assumes all keyboards are US).
245 * Emulate overflow bug in P_FindNextHighestFloor. Thanks to
246 entryway for the fix for this.
247 * Add -netdemo command line parameter, for playing back netgame
248 demos recorded with a single player.
249 * The numeric keypad now behaves like Vanilla Doom does.
250 * Fix some crashes when loading from savegames.
251 * Add intercepts overrun emulation from PrBoom-plus. Thanks again
252 to entryway for his research on this subject.
253 * Add playeringame overrun emulation.
256 * Fix crash when starting new levels due to the intermission screen
257 being drawn after the WI_ subsystem is shut down (thanks
259 * Catch failures to initialise sound properly, and fail gracefully.
260 * Fix crasher in 1427uv01.lmp (thanks ultdoomer)
261 * Fix crash in udm1.wad.
262 * Fix crash when loading a savegame with revenant tracer missiles.
263 * Fix crash when loading a savegame when a mancubus was in the middle
265 * Fix Doom 1 E1-3 intermission screen animations.
266 * Fix loading of dehacked "sound" sections.
267 * Make sure that modified copyright banners always end in a newline
268 - this fixes a bug with av.wad (thanks myk)
269 * Added missing quit message ("are you sure you want to quit this
271 * Fix when playing long sound effects - the death sound in marina.wad
272 now plays properly, for example.
273 * Fix buffer overrun on the quicksave prompt screen that caused a
274 mysterious cycling character to appear.
275 * IDCLEV should not work in net games (thanks Janizdreg)
276 * Stop music playing at the ENDOOM screen.
277 * Fix sound sample rate conversion crash.
278 * Fix 'pop' heard at the end of sound effects.
279 * Fix crash when playing long sounds.
280 * Fix bug with -timedemo accuracy over multi-level demos.
281 * Fix bug with the automap always following player 1 in multiplayer
282 mode (thanks Janizdreg).
286 NWT-style merging command line options (allows Mordeth to be played)
287 Unix manpage (thanks Jon Dowland)
288 Dehacked improvements/fixes:
289 * Allow changing the names of graphic lumps used in menu, status bar
290 intermission screen, etc.
291 * Allow changing skies, animated flats + textures
292 * Allow changing more startup strings.
293 * Allow text replacements on music + sfx lump names
294 Fix for plutonia map12 crash.
295 Fix bug with playing long sfx at odd sample rates.
296 Big Endian fixes (for MacOS X). Thanks to athanatos for helping
298 Install into /usr/games, rather than /usr/bin (thanks Jon Dowland)
302 Imported the spechit overrun emulation code from prboom-plus. Thanks to
303 Andrey Budko for this.
304 New show_endoom option in the chocolate-doom.cfg config file allows
305 the ENDOOM screen to be disabled.
306 Chocolate Doom is now savegame-compatible with Vanilla Doom.
308 Fixes for big endian machines (thanks locust)
309 Fixed the behavior of the dehacked maximum health setting.
310 Fix the "-skill 0" hack to play without any items (thanks to Janizdreg
311 for pointing out that this was nonfunctional)
312 Fix playing of sounds at odd sample rates (again). Sound effects at
313 any sample rate now play, but only sounds with valid headers.
314 This is the *real* way Vanilla Doom behaves. Thanks to myk for
315 pointing out the incorrect behavior.
319 Silence sounds at odd sample rates (rather than bombing out); this
320 is the way Vanilla Doom behaves.
321 Handle multiple replacements of the same sprite in a PWAD.
322 Support specifying a specific version to emulate via the command line
324 Fix help screen orderings and skull positions. Behave exactly as
325 the original executables do.
328 Display startup "banners" if they have been modified through
330 Dehacked "Misc" section support.
333 * Doom 1 skies always using Episode 1 sky
334 * Crash when switching applications while running fullscreen
335 * Lost soul bounce logic (do not bounce in Registered/Shareware)
336 * Mouse buttons mapped incorrectly (button 1 is right, 2 is middle)
337 * Music not pausing when game is paused, when using SDL_mixer's
338 native MIDI playback.
339 * Pink icon on startup (palette should be fully set before anything is
346 Fix bug with invalid MUS files causing crashes
350 Application icon and version info included in Windows .exe files
351 Fixes for non-x86 architectures
352 Fix uac_dead.wad (platform drop on e1m8 should occur when all
353 bosses die, not just barons)
354 Fix "loading" icon to work for all graphics modes
357 Mouse acceleration code to emulate the behaviour of old
358 DOS mouse drivers (thanks to Toke for information about
359 this and suggestions)
360 Lock surfaces properly when we have to (fixes crash under
364 Remove temporary MIDI files generated by sound code.
365 Fix sound not playing at the right volume
366 Allow alt-tab away while running in fullscreen under Windows
367 Add second configuration file (chocolate-doom.cfg) to allow
368 chocolate-doom specific settings.
369 Fix switches not changing in Ultimate Doom