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CVS log for pkgsrc/games/doomlegacy/distinfo

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Current tag: MAIN

Revision 1.12 / (download) - annotate - [select for diffs], Mon Jan 17 15:10:15 2022 UTC (10 months, 2 weeks ago) by micha
Branch: MAIN
CVS Tags: pkgsrc-2022Q3-base, pkgsrc-2022Q3, pkgsrc-2022Q2-base, pkgsrc-2022Q2, pkgsrc-2022Q1-base, pkgsrc-2022Q1, HEAD
Changes since 1.11: +7 -14 lines
Diff to previous 1.11 (colored)

games/doomlegacy: Update to 1.48.10

FEATURES 1.48.10

  „ŗSupport for DeepBSP V4 extended nodes (based on crispy doom). Also ZDoom
    extended nodes (based on code from woof 1.2.0), supporting uncompressed,
    and compressed nodes (when zlib is present). Allows playing several wads,
    such as Avactor, and Lost Civilization, that are otherwise playable by
    DoomLegacy, but use extended nodes for several of their maps. Code provided
    by Michael Bäuerle (FR_0095).
  Added the blockmap generation code provided by Michael Bäuerle (FR_0096).
    Some of the code is borrowed from crispy doom, altered a bit by Michael
    Bäuerle to suit DoomLegacy, and then totally mangled by WJ.
    A blockmap control has been put into the menu.
      Vanilla: Load the blockmap, preserves blockmap tricks.
      Large: On large blockmaps (error prone), Generate the blockmap instead.
      Generate: Always Generate a blockmap.
      Auto: Try to Load the blockmap, upon significant errors then Generate a
  The hardware sky draw (OpenGL, etc.) now uses the extended textures. The
    scaling and alignment of the sky in hardware draw has been made consistent
    with software draw. The sky movement from head turning is greatly reduced.
    There is still some horizontal wander.

    The hardware sky still does not change when the player is Invulnerable. The
    hardware draw sky does not support the necessary multiple colormaps right
  A dehacked thing translation command line switch, -dehthing. This selects
    the dehacked translation for thing numbers in the range 138 to 150. This
    overrides the Automatic translation detection.
      legacy : DoomLegacy untranslated
      boom : translate things according to Boom
      prboom : Boom and Beta things
      ee : Eternity Engine things
  A separate supplementary wad is provided that has dog sprites and sounds.
    Specified before a wad, it provides default dog sprites and sounds.
    Specified after a wad, it replaces the dog sprites in a wad.
  More ports now allow a second mouse. This allows using PC, mousesystems,
    and PS2 type mice. The ports that have the second mouse support are SDL,
    WIN32, and X11.
  The Linux X11 port got a total rewrite of sfx sound. It previously was only
    supporting OSS sound, and ESD sound. Can now select between OSS, ALSA, ESD,
    PulseAudio, and JACK sound devices using the sound menu. For music, can now
    select between MIDI, TiMidity, FluidSynth, external MIDI, FM_Synth, and
    AWE32_Synth, using the sound menu. This depends upon which support got
    compiled into the program, as selected in the make_options file.

    Many of the options are untested. The last two Synth options depend on
    older specific sound cards, and will not be included in released binaries.
    I have not managed to get a FluidSynth installation to work, I don't have
    an external MIDI device to test with, and JACK wants to take over the
    entire sound system.

BUG FIXES 1.48.10

  Added failure detection for setting drawmode from config file. If the
    config file drawmode fails then use a window at native bpp. This used to
    fail ungracefully.
  Improved Gcc10 compilation, eliminating most of the nuisance messages.
    Fixed usages of snprintf, and strncpy. Fixed bug 0671.
  The Clang compiler caught some mistakes. The old code probably did work.
    Fixed bug 0672.
  Fixed where the program is stuck in client mode. Once having tried to
    connect as client, the program would not go back to server mode, not even
    when starting a netgame as server. A symptom was the player wait count
    being initialized to 99. Fixed to set server mode. Fixes bug 0677.
  Players were kicked during netgame when their blood splat setting was
    different than the server. As it was desireable to allow players to turn
    off blood splats independently of the server setting, this was fixed by
    making the off code call P_Random appropriately. This also fixes a demo
    consistency error. Fixes bug 0678.
  Changed the netgame repair function to correctly report differences in
    random number settings for the server. The message syntax was only
    appropriate for the client, displaying reversed server/client values at the
  Adding extended nodes fixed several bugs. Fixes bug #657, due to DeepBSP V4
    extended nodes. Fixes the segfault in Eviternity.wad Map15 and Map32, due
    to use of uncompressed ZDoom extended nodes.
  Fixed dehacked code to read Avactor.wad dehacked lump. Increased the
    dehacked buffer length to 1028. Made all the string comparisons caseless.
    Adopted some logic from PrBoom and Eternity regarding exiting sections on a
    blank line. Detect "//" lines as comments.
  Fixed the hardware draw to clip lights at 0..255. Some wad editors put in a
    default light value of 256. This fixes some wads, like Avactor.wad, which
    has light values of 256 for some sectors. These would show up as black
    sectors. Most ports allow the light field to exceed 255, allowing some
    lighting tricks (that few wads take advantage of).
  In Avactor.wad, there are an excessive number of BSP partition lines that
    miss the subsector. In this case the hardware draw BSP must determine if
    the subsector poly is to the right, or to the left of the divide line. This
    must match the BSP partitioning, as those poly will be assigned to the
    front sector, and back sector. Sometimes it was testing a vertex on the
    divline, leading to the poly being assigned to the wrong subsector. This
    fixes a missing floor in Avactor.wad (Map04, sector 1757).
  Fixed some bad subsector draws for hardware-draw in Avactor.wad (Map05
    sector 1502). These were using the wrong sector to draw the subsector. For
    the polygons that do not have a linedef as a side, there must be a search
    of all linedefs to find one that indentifies the sector that this subsector
    is within. The test needed to be more robust for large maps.
  Lost Civilization uses some masked textures on upper textures and single
    sided walls. This is not entirely valid usage, but it happens. The software
    render draws black in the missing portions of the texture. With hardware
    render, OpenGL, this shows sky through the wall. Fixed the hardware render
    to also draw black in this usage.
  Fixed the menu selected extra dogs, to be spawned using the correct type
    code. This fix was revised three times, as more problems with dehacked dogs
    arose. Fixes bug 0681.
  Fixed the rocket in Valiant.wad. It uses dehacked thing numbers from Beta
    versions, that are valid in PrBoom, but in Doom Legacy they match thing
    numbers for Dogs, smoke, and other Legacy specific things.

    Implemented dehacked detection that translates these to more appropriate
    DoomLegacy things. This affects dehacked things in Lost Civilization,
    Avactor, Valiant, and especially antaxyz.
  Always include the missing sprite detect, from Debug. Often the dog sprite
    is missing from the wad.
  Made Voodoo card support optional. The base code is no longer tied to
    support for Glide.
  Fix Load savegame menu controls to allow ESCAPE from the Load savegame
    after changing to another directory.

Revision 1.11 / (download) - annotate - [select for diffs], Tue Oct 26 10:43:54 2021 UTC (13 months, 1 week ago) by nia
Branch: MAIN
CVS Tags: pkgsrc-2021Q4-base, pkgsrc-2021Q4
Changes since 1.10: +3 -3 lines
Diff to previous 1.10 (colored)

games: Replace RMD160 checksums with BLAKE2s checksums

All checksums have been double-checked against existing RMD160 and
SHA512 hashes

Revision 1.10 / (download) - annotate - [select for diffs], Thu Oct 7 14:07:21 2021 UTC (14 months ago) by nia
Branch: MAIN
Changes since 1.9: +1 -3 lines
Diff to previous 1.9 (colored)

games: Remove SHA1 hashes for distfiles

Revision 1.9 / (download) - annotate - [select for diffs], Mon Jan 4 16:40:59 2021 UTC (23 months ago) by micha
Branch: MAIN
CVS Tags: pkgsrc-2021Q3-base, pkgsrc-2021Q3, pkgsrc-2021Q2-base, pkgsrc-2021Q2, pkgsrc-2021Q1-base, pkgsrc-2021Q1
Changes since 1.8: +11 -11 lines
Diff to previous 1.8 (colored)

games/doomlegacy: Update to 1.48.8

Doom Legacy Changelog

1.48.8 SVN1568 (2020-12-19)


  * Sky generation has gotten a Vanilla setting. Sky drawing (software
    draw) now puts a solid texture above and below the sky, and no
    longer tiles the sky. The OpenGL sky draw has separate sky draw
  * The mouse2 serial support has been expanded to handle PC mice,
    MouseSystems mice, and PS/2 mice, for SDL and Win32 ports. The PC
    and MS mice have been tested. If anyone has found a way to route a
    PS/2 mouse, possibly on USB, to a serial port input, please let us

BUG FIXES 1.48.8

  * A savegame buffer overflow was fixed. An overflow prevention test
    had been misplaced. such that it could be avoided in some
    conditions. Fixes BUG 0667.
  * Cleaned out some of the accumulated cruft in sky drawing. Fixed sky
    tiling, and then made changes to prevent sky tiling.
  * Changed the software mode sky drawing to TM_picture format. This
    eliminates the line artifacts that were drawn above and below the
    sky, and restores the vertical alignment.
  * Limited the software sky drawing to the texture, so to not tile the
    sky draw. Created a skytop_flat for above the sky, and a ground_flat
    for below the sky. These are drawn when the viewed sky exceeds the
    bounds of the sky texture. For now, these flats are created as solid
    textures. Hardware draw has a separate sky draw behavior.
  * In the case of 200 or 240 sized sky textures (Heretic and Legacy
    substitutes), fixed the texture sky height so that the correct size
    TM_picture is created. Fixes BUG 0668.
  * Changed the freedoom wad names, avoiding doom wad names as that was
    conflicting with doom2 gamemode. Freedoom: "freedoom2.wad",
    "freedoom.wad", and "fdoom2.wad". Ultimate freedoom:
    "freedoom1.wad", "freedu.wad", "fdoomu.wad".
  * Fixed BUG 0670, Monsters mysteriously disappearing, moving large
    distances into the void space.
    This bug was introduced in the moonwalk patch (SVN 1540) by copying
    the opposite direction calculation code from PrBoom. This was done
    in an effort to reduce differences that might lead to bugs. It
    replaced a table lookup implementation. However, the PrBoom
    calculation must be guarded against the value DI_NODIR, which the
    table implementation could handle inherently. Without that
    protection, an olddir of DI_NODIR introduced a direction of 12 into
    the logic, which can only handle directions of 0..7, with NODIR=8.
    Several times a game that 12 value would survive long enough to get
    used, which would be expressed as a wild walk movement.
  * Improved the large blockmap handling to deal with more issues of
    blockmap overflow in the presence of zennode blockmap compression.
    It can now handle more maps of the Lost Civilization wad, although
    some other issues are still present.
  * The mouse2 support was found to be disabled and missing for the SDL
    port. It has been fixed, and expanded to handle PC mice,
    MouseSystems mice, and PS/2 mice, for SDL Linux, SDL Windows, and
    Win32 ports. Fixes BUG 0669.
  * Made LOGMESSAGES work again, which writes debugging logs. Release
    binaries do not have this code. If DoomLegacy is compiled with
    LOGMESSAGES enabled (doomdef.h file), a log.txt file will be
    produced. This is currently enabled when compiled with DEBUG.
  * Fixed the overlapped string copies detected by GCC 10.
    Fixes BUG 0671, Michael Bäuerle.
  * Reduced warnings when compiling with GCC 10. This was mostly due to
    signed char being used as an index, which may cause problems on some
    platforms. Fixes BUG 0671.

Revision 1.8 / (download) - annotate - [select for diffs], Wed Oct 21 11:43:31 2020 UTC (2 years, 1 month ago) by micha
Branch: MAIN
CVS Tags: pkgsrc-2020Q4-base, pkgsrc-2020Q4
Changes since 1.7: +15 -18 lines
Diff to previous 1.7 (colored)

games/doomlegacy: Update to 1.48.6

Update pkgsrc patches and remove the ones that were merged upstream.

Doom Legacy Changelog

1.48.6 SVN1550 (2020-09-09)


  * DoomLegacy can read zip archives (Linux Only, enabled by compile option
    ZIPWAD). When an load file is a zip archive, all loadable files within the
    archive are loaded. When searching for a known file, zip archives of the
    same name (but with .zip) are also searched.
    This uses library libzip. When built with compile option ZIPWAD_OPTIONAL,
    DoomLegacy detects if the libzip library is present on the user machine.
    This allows DoomLegacy to run without the feature, when the user does not
    have libzip.
    A libzip before version 1.2 does not have a seek function. A compile
    option will provide our own zip_seek function, so libzip 1.0 can be used.
  * Recorded Demos now include both the Version and Revision numbers, so
    revision specific behaviors can be enabled. DoomLegacy 1.48.6 has modified
    its native demo format, which is revision specific. Older demo formats are
    still playable.
  * Recognize and handle DeePsea Tall patches. Enabled with compile option
    DEEPSEA_TALL_PATCH. Michael Bauerle submitted the orignial patch, derived
    from crispy doom.

BUG FIXES 1.48.6

  * DoomLegacy and PrBoom monster infighting does not have missile
    invulnerability between monsters of the same species. Some other ports
    (Boom, MBF, Eternity engine) do not have the infight test, so their
    monsters are always invulnerable to missiles from their own species.
    Added another item to the infight control to select the behavior.
    Implements "Full Infight" setting with missile damage (Legacy, PrBoom).
    Implements other infight settings without missile damage (Boom, MBF,
    Fixes BUG 0664.

    Added MBF infight logic, thats stops monsters from firing on friends.
  * Legacy demo would fail to start due to blocking the textcmd that loads the

    The Legacy 1.48.4 demo was recorded with player 0 issuing the map textcmd.
    Player 0 was not in the game yet, and this was detected as a textcmd from
    a non-existant player, which got caught by new security code. For textcmd
    issued before player 0 is in the game, the demo needs to use SERVER_PID.
    Fixed demo read to redirect player 0 demo textcmd to SERVER_PID.

    DoomLegacy 1.48 has a single long combined textbuf, containing the textcmd
    from all players. Within the combined textbuf, there are individual
    textcmd marked with the player id. Individual textcmd are still limited to
    255 chars as in an ordinary textbuf. The DoomLegacy 1.48.6 demo format has
    been changed to store the entire combined textbuf buffer into the player 0
    This is simpler for recording and playback, has the same effect, and
    allows SERVER_PID textcmd, which the previous demo format did not.

    The commands to create a player (and other server actions) are now issued
    by SERVER_PID, where in older demos they were issued by player 0, before
    player 0 existed. DoomLegacy 1.48 has better protection against malicious
    network traffic than previous versions, and checking textcmd validity is
    part of the security protection. This fixes demo playback to work with the
    security checking.

    Changed the SERVER_PID to 250 now, for future expansion of players.

    This fixes bug 0665.
  * Fixed the moonwalk bug, where monsters would sometimes walk backward. This
    was due to a bad translation of an everything-in-one-expression to more
    maintainable code.
  * Make an oof sound when hit a 2s line, just like when hit a 1s line.
    Adopted from PrBoom, a Killough enhancement.
  * Make optional, and disabled, some old development hacks.
    Loaded development wads from a special directory. This used switches
    -wart, -devgame (even older -shdev, -regdev, -comdev).
    If a filename started with a tilde "~", it was taken as an indication to
    reload the file on every lump access. This was to enable leaving doom
    running while changing wad files.
    Not implemented in any port anyway.
  * The Full Graphics startup was fragile, requiring constant fixing. Video
    startup now changes directly to the config modes, which is faster and
    cleaner. Removed some antiquated code and interactions, adopting an
    interface that puts the main code in control.
  * Fixed the violet line, trees, and tall sprites of "Lost civilization" wad.
    This required being able to save the same texture as both a transparent
    patch texture, for drawing hanging vines, and as a picture format texture,
    for drawing tiled walls. This fixes Bug 0663.
  * The fast drawing of wall textures required them to be a power-of-2 in
    width, so they could be tiled. To handle the case where it is not a
    power-of-2 in width, it now uses a slower masked draw similar to that in
    PrBoom, which also handles a negative offset. This fixes the large tree in
    "Lost civilization".
  * Fixed some old code to use POSIX fcntl, which allows it to compile on
    SunOS. Patches submitted by Michael Bauerle. Fixes Bug 0666.

Revision 1.7 / (download) - annotate - [select for diffs], Thu Jun 18 10:14:54 2020 UTC (2 years, 5 months ago) by micha
Branch: MAIN
CVS Tags: pkgsrc-2020Q3-base, pkgsrc-2020Q3, pkgsrc-2020Q2-base, pkgsrc-2020Q2
Changes since 1.6: +2 -1 lines
Diff to previous 1.6 (colored)

games/doomlegacy: Build fix for SunOS

Use master server TCP patches for UDP too.

Revision 1.6 / (download) - annotate - [select for diffs], Wed Jun 17 16:16:57 2020 UTC (2 years, 5 months ago) by micha
Branch: MAIN
Changes since 1.5: +2 -2 lines
Diff to previous 1.5 (colored)

games/doomlegacy: Build fix for SunOS

Use portable fcntl() instead of ioctl() for non-blocking mode of socket
(for all operating systems that are relevant for pkgsrc).

Revision 1.5 / (download) - annotate - [select for diffs], Mon Jun 15 10:32:52 2020 UTC (2 years, 5 months ago) by micha
Branch: MAIN
Changes since 1.4: +2 -1 lines
Diff to previous 1.4 (colored)

games/doomlegacy: Build fix for Solaris

Use native inet_aton() on Solaris.
Solaris has inet_aton() in libresolv since version 2.6 from 1997.

No revision bump because this only affects the Solaris build that was
broken before.

Revision 1.4 / (download) - annotate - [select for diffs], Wed Jun 10 15:35:02 2020 UTC (2 years, 5 months ago) by micha
Branch: MAIN
Changes since 1.3: +2 -1 lines
Diff to previous 1.3 (colored)

games/doomlegacy: Build fix for SunOS

The type label_t is not available on all OS, e.g. on SmartOS.
labelforname() is an unused function and the only place where label_t is
used. Commented out with new patch.

Bump PKGREVISION because C source file has changed.

Revision 1.3 / (download) - annotate - [select for diffs], Wed May 20 16:04:12 2020 UTC (2 years, 6 months ago) by micha
Branch: MAIN
Changes since 1.2: +4 -4 lines
Diff to previous 1.2 (colored)

games/doomlegacy: Add link to upstream ticket in patches

Revision 1.2 / (download) - annotate - [select for diffs], Tue May 19 11:20:16 2020 UTC (2 years, 6 months ago) by micha
Branch: MAIN
Changes since 1.1: +15 -15 lines
Diff to previous 1.1 (colored)

games/doomlegacy: Update to 1.48.4

pkgsrc changes:
- Patches for NetBSD support removed (merged upstream)
- Define "SOLARIS" for SunOS based operating systems
- MESSAGE replaced by file "share/doc/doomlegacy/INSTALL.pkgsrc"
- Man page is now installed in section 6
- Patch to disable launcher replaced by startscript
  (upstream suggested to use an unsupported option for this purpose)
- Patch for extended node support added (Feature request #95)
  Supported formats: DeeP V4, ZDoom uncompressed, ZDoom compressed
  Without this patch the engine may crash with unsupported node formats
- Patch for local blockmap creation added
  Command line option "-blockmap" added for activation (no automatic mode)

The extended node and blockmap patches allow to play modern PWADs like NOVA III
and Lost Civilization.

Upstream changelog since 1.47.2 is very long, refer to this page:

Revision 1.1 / (download) - annotate - [select for diffs], Mon Jun 17 13:53:22 2019 UTC (3 years, 5 months ago) by micha
Branch: MAIN
CVS Tags: pkgsrc-2020Q1-base, pkgsrc-2020Q1, pkgsrc-2019Q4-base, pkgsrc-2019Q4, pkgsrc-2019Q3-base, pkgsrc-2019Q3, pkgsrc-2019Q2-base, pkgsrc-2019Q2

games/doomlegacy: import doomlegacy-1.47.2

This is one of the most popular Doom source ports.
It enhances Doom with things like:
- Free Look
- OpenGL renderer
- Heretic support,
- TCP/IP networking
and much more.

Doom Legacy can play Doom, Boom, Marine's Best Friend (MBF), and Heretic maps.
In addition to the original games by id Software and Raven Software, there are
hundreds of free, fan-made maps available on the Internet. These maps are
typically distributed as PWAD files, which are not fully self-contained.
For each game you will also need the corresponding IWAD data file, which
contains all the graphics, wall and floor textures, sounds, and music for that
game. For example, if you want to play Doom II maps, you'll need the IWAD file
doom2.wad, or one of the free replacements.

Legacy has implemented the fundamental and de-facto-standard Boom extensions,
and the Marine's Best Friend (MBF) extensions. Legacy also has implemented
among other things 3D floors, swimmable water and other special effects using
extended linedef codes, and supports the FraggleScript scripting language.

This package contains the SDL build of Doom Legacy.

This form allows you to request diff's between any two revisions of a file. You may select a symbolic revision name using the selection box or you may type in a numeric name using the type-in text box.

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