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Releases: fabiangreffrath/woof

Woof! 4.0.2

23 Mar 08:16

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  • Add a config example for Vanilla automap colors (thanks @OpenRift412),
  • Do not collapse leading slashes on Windows anymore in NormalizeSlashes() to recognize canonicalized Windows paths (@rfomin).
  • Prevent running out of stack space in P_SetMobjState() (@rfomin).
  • Only save MUSINFO music in savegames if it's actually playing.
  • Keep the comp_3keydoor compatibility flag out of the comp[] array to prevent demo header mismatch with PrBoom+.

Woof! 4.0.1

15 Mar 08:27

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  • Compatibility with PrBoom+ complevel 11 has been vastly improved:
    • Player bobbing calculation has been fixed (@rfomin).
    • Resetting of the doomednum feature for the MT_SCEPTRE and MT_BIBLE things has been removed, which would lead to these map things not being spawned if not in "beta emulation" mode (@rfomin).
    • The implementations of P_Move(), P_CreateBlockMap() and P_FindShortestTextureAround()/P_FindShortestUpperAround() have been modified to match the ones from Boom, which are unconditionally used in PrBoom+ (@rfomin).
    • More MBF code pointers have been disabled in Boom compatibility mode (@rfomin).
    • Compatibility defaults have been brought in line with PrBoom+:
      • Enable "Zombie players can exit levels".
      • Disable "Build stairs exactly the same way that Doom does".
      • Enable "Fix 3-key door works with only 2 keys".
  • The padvalue typo in the REJECT buffer overflow emulation has been fixed (@rfomin).
  • Data is now properly free()d in some functions in i_sound.c (@rfomin).
  • A wrong function argument in MUSINFO logging has been fixed (@rfomin).
  • A dummy entry has been added to the S_music[] array for the NUMMUSIC counter, fixing a crash when changing music from a MUSINFO track.

This release introduces some compromise regarding original MBF compatibility. Some code had to be unconditionally modified to achieve demo compatibility with PrBoom+ complevel 11 (which in turn means "MBF compatibility", ironically). To revert back to the original MBF code the WOOF_STRICT build parameter has been introduced, but is disabled by default.

Woof! 4.0.0

08 Mar 07:43

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  • The -fast and -respawn options are now properly reloaded from savegames.
  • PNG screenshots are now exact reproductions of the actual game screen.
  • Framebuffer overflows are now prevented in V_DrawPatchGeneral() and V_CopyRect().
  • The bmp2c.c tool now builds with MSVC build (@rfomin).
  • A workaround for the SDL 2.0.14 Alt-Tab bug on Windows has been introduced (@rfomin).
  • A woof-midiproc.exe has been ported over from Crispy Doom, allowing to set SFX and music volume separately on Windows (@rfomin).
  • The SPECHITS overflow emulation has been ported over from Chocolate Doom / PrBoom+, allowing for some more obscure Vanilla demos to keep sync.
  • The "IDKFA" cheat string has been externalized, allowing it to be replaced by DEHACKED.
  • The widescreen rendering mode has been ported over from Crispy Doom with proper support for the widescreen assets found e.g. in the Unity version of Doom (@rfomin).
  • MIDI playback on big-endian systems has been fixed (@BeWorld2018).
  • The "HI_START"/"HI_END" namespace has been introduced to avoid conflicts with high-resolution textures (@rfomin).
  • The option to show the "A secret is revealed!" message has been added (@rfomin).
  • The window geometry and display index settings are now saved across restarts (@rfomin).
  • The -pistolstart command line option has been added (@rfomin).
  • Support for 16-bit WAV sound lumps has been added (@rfomin).
  • Support for the "MUSINFO" lump has been added (@rfomin).
  • Demo compatibility with Boom 2.02 has been vastly improved:
    • MBF codepointers are now disabled during Boom demo playback (@rfomin).
    • The P_FindShortestTextureAround() function has been fixed (@rfomin).
    • Boom's friction code has been restored (@rfomin).
    • Boom's BLOCKMAP generation code has been integrated (@rfomin).
  • Sprite lumps smaller than 8 bytes are now ignored (@rfomin).
  • Empty music lumps (i.e. with zero length) are now properly handled (@rfomin).
  • The weapon attack alignment implementation has been brought in line with Crispy Doom.
  • The "no fog on spawn west" Vanilla Doom bug is now properly emulated (@rfomin).
  • Switches definitions referencing unknown texture names are now ignored instead of exiting (@rfomin).
  • A crash has been fixed when reading out joystick button states.
  • Endianess issues with positioning the status bar patch, drawing the bunny scroll screen and fullscreen patches have been fixed.

Unfortunately, some of these changes made it necessary to change the savegame format which is now incompatible to previous releases.

Woof! 3.1.0

08 Jan 11:06

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  • A choice of a centered or bobbing weapon sprite during attack has been added.
  • A default save slot name is generated when the user saves to an empty slot.
  • The total time for all completed levels is now calculated.

Woof! 3.0.0

30 Nov 08:00

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  • The player coordinates widget on the Automap is now optional.
  • Sounds may now be played in their full length. However, this only applies to sounds originating from (removed) map objects, not to those that emerge "in the player's head".
  • All textures are now always composed, whether they are multi-patched or not. Furthermore, two separate composites are created, one for opaque and one for translucent mid-textures on 2S walls. Additionally, textures may now be arbitrarily tall.
  • A new wrapping column getter function has been introduced to allow for non-power-of-two wide mid-textures on 2S walls.
  • Parts of the renderer have been upgraded to use 64-bit integer types.
  • Empty DEHACKED lumps are now skipped.

This release should fix all known rendering issues that have been reported so far!

Woof! 2.3.2

19 Oct 07:28

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  • Demos recorded in PrBoom's own demo format are now detected and ignored.
  • A crash when the second finale text screen is shown has been fixed.

Woof! 2.3.1

30 Sep 09:13

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  • The level stats widgets were moved down one line so messages don't overlap the kill counter anymore.
  • Line breaks are now added to finale text lines exceeding screenwidth.

Woof! 2.3.0

21 Sep 05:32

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  • Binaries are now built with optimization flags and debugging information (stripped for release).
  • A "secret" option to force integer video scaling factors has been added ("integer_scaling").
  • A mouse button binding for the "Use" action has been added. Double click acting as "Use" has been made optional.
  • The "Ouch Face" and the "Picked up a Medikit that you really need" message are now shown as intended.

You may have to rebind your mouse buttons!

Woof! 2.2.0

11 Sep 08:58

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  • Level stats and level time widgets have been added to the automap.
  • The weapon sprites can now be centered during attacks.
  • A crash when a Dehacked patch attempts to assign a non-existent code pointer has been fixed.

Woof! 2.1.1

03 Sep 07:03

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  • Fix linedef type 242 rendering with moving control sectors.
  • Fix SDL2_Mixer opening a different number of audio channels than requested.