195 lines
10 KiB
Plaintext
195 lines
10 KiB
Plaintext
Changelog for psDooM:
|
|
|
|
Release 2012.02.05 - Migrate psDooM into Chocoloate Doom
|
|
-Merge 2000.05.03-2000.05.03b psDooM patches into Chocolate Doom 1.6.0
|
|
but reject branding, save file changes, xd-launch, versioning
|
|
from psDooM.
|
|
-Rebrand Chocolate Doom to psdoom
|
|
-Fix linux detection broken by 2000.05.03a. Solaris needs testing.
|
|
|
|
Release 2000.05.03.b - Changes since 2000.05.03.a
|
|
-Changed shell scripts in 'contrib' dir to shorten command length when
|
|
displayed with 'ps'.
|
|
-Use ~/.psdoom rather than ~/.xdoom for savegames, config files, etc.
|
|
Users need to copy current .doomrc and .xdlaunchrc files to ~/.psdoom.
|
|
-Added references to psDooM in startup header text, X resources, and
|
|
window title bar.
|
|
-Modified xdlaunch (ps-xdlaunch) to run ps-xdoom.
|
|
-Added ability to pass psDooM-specific command line flags to ps-xdoom
|
|
through ps-xdlaunch.
|
|
|
|
Release 2000.05.03.a - Changes since 2000.05.03
|
|
-Support for Solaris' version of 'ps'.
|
|
-Added command line flag that allows pid monsters to be damaged by
|
|
things other than the player. This is the original behavior of the
|
|
program. (-nopssafety)
|
|
|
|
Release 2000.05.03 - Changes since 2000.02.21
|
|
-Moved project to SourceForge. (http://psdoom.sourceforge.net/)
|
|
-Changed distribution format and file name:
|
|
psdoom-YYYY.MM.DD-patch.tar.gz == patch to apply to latest XDoom.
|
|
psdoom-YYYY.MM.DD-src.tar.gz == source of the entire psDooM tree.
|
|
psdoom-YYYY.MM.DD-bin.tar.gz == linux-x86 psDooM binaries.
|
|
psdoom-YYYY.MM.DD-data.tar.gz == custom ps-management levels for use
|
|
with registered Doom, Ultimate Doom, or Doom ][.
|
|
-Executibles are now called ps-*doom (ie. ps-sxdoom) rather than
|
|
*doom.ps (ie. sxdoom.ps).
|
|
-'make install-<platform>' now installs psDooM.
|
|
-Installs into /usr/local/games/psdoom/ rather than into XDoom's
|
|
/usr/local/games/xdoom/
|
|
-Created install script for binary distribution.
|
|
-Created some psDooM documentation and a directory for it (psdoomdoc).
|
|
-Based on the 20000305 release of XDoom.
|
|
-Added command line flag to entirely disable 'ps' portion of the
|
|
program. (-nopsmon)
|
|
-Added command line flag to disable actual re-nice and kill of processes
|
|
for program interface demonstration purposes. (-nopsact)
|
|
-Added command line flag to make 'no monsters' persistant across new
|
|
games and level warping. (-nomonsters.) == no monsters, period :-)
|
|
-Pid monster spawning is not affected by the '-nomonsters' or
|
|
'-nomonsters.' command line flags.
|
|
-Added command line flag to respawn items like in -altdeath games.
|
|
(-respawnitems) It has no effect when recording or playing a demo.
|
|
-Added command line flag to cause every username to be added to
|
|
the list of users whose processes to display. (-psallusers)
|
|
-Added command line flag to cause specified usernames to be added to the
|
|
list of users whose processes to display. Without any supplied
|
|
username(s), assume current user. (-psuser [username1[ username2...]])
|
|
-Added command line flag to cause specified usernames to be added to the
|
|
list of users whose processes not to display. Without any supplied
|
|
username(s), assume current user.
|
|
(-psnotuser [username1[ username2...]])
|
|
-If none of the userlist-related command line flags are given, the
|
|
program defaults to showing only the current user's processes if not
|
|
running the program as root. The root user sees all processes by
|
|
default. The current username is determined by looking at the
|
|
environment variables PSDOOMUSER, LOGNAME, USER, and USERNAME in that
|
|
order.
|
|
-Demo playing and recording on E1M1 or MAP01 bypass the 'ps' portion
|
|
of the program.
|
|
-Fixed a bug that caused trouble with the first automatic demo after
|
|
ending a game from the menu (Options -> End Game).
|
|
|
|
Release 2000.02.21 - Changes since 2000.02.01
|
|
-Save and restore is handled better now. Pid monsters are not saved
|
|
to file and are properly respawned upon level load.
|
|
-Moved more code around. Un-hid the call to cleanup_pid_list() within
|
|
the pr_check() routine. Now, all calls to pr_check() are immediately
|
|
followed by a call to cleanup_pid_list(). Also, pr_check() is not
|
|
called if leveltime == 0. That caused it to be called twice upon
|
|
level start: once for the level initialization and once for the first
|
|
gametick.
|
|
-Made custom levels for registered Doom 1, Ultimate Doom, and Doom 2.
|
|
*Any* level that has 3 1024x1024 areas for monster spawning such that
|
|
the bottom left coordinates of the squares are at (0,0); (2048,0); and
|
|
(4096,0), respectively, will work.
|
|
-The level loads automatically as the first map (either E1M1 or MAP01).
|
|
The custom Doom 1 map must be named psdoom1.wad and the custom Doom 2
|
|
map named psdoom2.wad for the automatic load to happen.
|
|
-Command line switch to suppress automatic loading of a custom process
|
|
management level. Manage processes on default E1M1 or MAP01.
|
|
(-nopslev)
|
|
-If you're playing Doom 1, Ultimate Doom, or Doom 2, but DON'T have the
|
|
custom level loaded, pid monsters are spawned in the courtyard on the
|
|
first level (either E1M1 or MAP01).
|
|
-If you're not playing on the first map, and/or you're using add-on
|
|
maps 'Plutonia Experiment' or 'TNT - Evilution', the 'ps' portion of
|
|
the program is not used.
|
|
-Pid monsters spawn at least one radius inside the edge of their
|
|
1024x1024 box on custom levels. This prevents them from spawning
|
|
in the 'void space' outside the custom level map.
|
|
|
|
Release 2000.02.01 - Changes since 2000.01.26
|
|
-Finished implementation of resurrecting pid monsters that died in
|
|
XDoom, but not on the machine. It does an archvile-type respawn on
|
|
the monster if possible, or removes the body and does a respawn
|
|
otherwise. This does NOT require the Doom ][ wad since we just use
|
|
the archvile's code; not its sprites.
|
|
-Fixed a bug that caused Doom to sometimes crash when it started a level
|
|
after pid monsters had been spawned. cleanup_pid_list() tried
|
|
operating on memory that may have changed during the load.
|
|
-Began handling save and restore gracefully. It's highly recommended
|
|
that you do *not* use save/restore yet.
|
|
|
|
Release 2000.01.26 - Changes since 2000.01.18
|
|
-Made the 'ps' call include the 'a' and 'x' flags to doublecheck
|
|
for *all* machine processes (all users/no terminal).
|
|
-Allowed the process manager itself to be spawned as a pid monster.
|
|
-Fixed pid monster kill % calculation. I broke it when I moved
|
|
pid-specific code from P_SpawnMapThing() to add_new_process().
|
|
-Advanced process management implemented:
|
|
If a process is killed/removed outside XDoom, it is removed from
|
|
XDoom.
|
|
Update process names on exec() call (same pid, different name).
|
|
(ie. mingetty --> -bash after login)
|
|
Framework is there for implementing resurrection of a pid monster
|
|
who's represented process didn't die on the machine (it trapped the
|
|
kill signal or user doesn't have permission to kill it).
|
|
-Pid monsters don't spawn in/on other things. Period. If a newly
|
|
spawned monster would collide with something else after all the
|
|
repositioning (below), it is not spawned. The next update of the
|
|
process list will try spawning again after whatever was blocking it
|
|
moved (hopefully).
|
|
|
|
Release 2000.01.18 - Changes since 2000.01.14
|
|
-Only call pr_renice() on the monster's first damage. Since subsequent
|
|
calls re-niced from +5 to +5, CPU cycles were being wasted.
|
|
-Pid monsters can only be damaged and killed by a player. They
|
|
still act as if they were damaged by targeting whatever hit them.
|
|
-Put back the pid monster variety now that they can't kill each
|
|
other off. (daemons spawn as demons, others spawn as sargents)
|
|
|
|
Release 2000.01.14 - Changes since 2000.01.04
|
|
-Moved pid-specific mobj initialization from P_SpawnMapThing() to
|
|
add_new_process(). This allows us to get rid of the pid-specific
|
|
enhancements to the mapthing_ext_t type, also.
|
|
-Better replacement code for mobj collisions in add_new_process().
|
|
Now, the monster is placed by altering its x,y by its radius and twice
|
|
its radius until it does not collide. Spawn at original location if
|
|
the alternate placements don't work out. Stupid ASCII art
|
|
representation:
|
|
y y y
|
|
x x x
|
|
y x X x y
|
|
x x x
|
|
y y y
|
|
(X is original location, x are tested first, then y are tested)
|
|
|
|
Release 2000.01.04 - Changes since 1999.12.29
|
|
-Do not draw the monster's pid info if the whole monster is blocked
|
|
(by anything: wall, floor, and/or ceiling).
|
|
-Draw the monster's pid info at the top of the monster's sprite rather
|
|
than in the center of the screen.
|
|
-Don't consider the pid monsters in the end-of-level total kill %.
|
|
-Pass the mobj back to add_new_process() for further operations on it.
|
|
-In add_new_process(), check the newly created mobj for collisions.
|
|
If it is colliding, try re-positioning it to the north, east,
|
|
west, and south by the mobj's radius, respectively, until no
|
|
collisions are found. Spawn at original location if the alternate
|
|
placements don't work out. Stupid ASCII art representation:
|
|
x
|
|
x X x
|
|
x
|
|
(X is original location, x are the tested locations)
|
|
|
|
Release 1999.12.29 - Changes since 0.01d
|
|
-Fixed a compiler warning about modifying a const variable.
|
|
-Fixed a bug in pr_poll() which prevented new processes from
|
|
being spawned.
|
|
-Temporarily made all pid monsters spawn as demons to prevent them
|
|
from killing each other off while trying to develop code.
|
|
-Moved the call to pr_renice() after the check to see if pr_kill()
|
|
should be called. After all, what's the point of re-nicing the
|
|
process if we're going to kill it anyway?
|
|
-Display the last 7 characters of the process name rather than the
|
|
first 7. ie: '/sbin/mingetty' would appear as 'ingetty' rather
|
|
than '/sbin/m'
|
|
-Do not draw the monster's pid info if the whole monster is blocked
|
|
by a wall or column that extends from floor to ceiling.
|
|
|
|
Release 0.01d - Changes since 0.01c (???)
|
|
-Added process names in addition to the pid numbers.
|
|
-Don't draw the monster's pid info if the monster is too far away.
|
|
-Don't draw the monster's pid info if the monster is too close to
|
|
the edge of the screen.
|