fraggle
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Posts: 6568
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chungy said:
Not definitive but: http://doomwiki.org/wiki/Versions_o...#Source_release
Probably the easiest way to figure out is to look at the Chocolate Doom commit history. You'll have to sort out changes related to registered/Doom 2 and Ultimate Doom compatibility and Final Doom itself.
This is a pretty good list. In case it's not common knowledge: the source code was "cleaned up" before release by Bernd Kremeier, who made a number of changes to the code. You can see the effect of this in this page - there were several files that were excised from the source code entirely before release, due either to refactoring work or the fact that they were DOS code that wasn't needed. Some of the missing files can be found in the Raven sources, while I managed to get the "automap asteroids" stub files from Romero himself.
The most apparent change is the change to the sky handling, and I'm not certain it was even a deliberate fix. There's also this bug, which appears to have been caused by one of Bernd's changes.
Foxpup said:
Linux Doom 1.10 is based on Ultimate Doom 1.9, not Final Doom 1.9 (yes, they're actually completely different versions (and so is Doom II 1.9), to the point where some demos will desync when played back with a different version 1.9 EXE, even if identical IWADs are used). The only difference between Ultimate Doom 1.9 and Final Doom 1.9 that I can remember is that teleporters don't set your z-coordinate in Final Doom, causing you to be teleported into the air if departure point is higher than the arrival point.
Completely untrue. The LinuxDoom source release is absolutely based on Final Doom it includes all the Final Doom string changes for example.
A different sound library was used since the DOS one used a proprietary license. A bunch of sound code got rewritten for the new library, which introduced a new bug into the special sound handling on level 8. In vanilla, the effect is simply that sounds are never cut off as a result of extreme distance (or even from setting the sound volume to zero), instead they become very quiet instead of completely silent. In Linux Doom, sounds actually get louder with distance, unless the sound volume is at maximum, in which case sounds are played at full volume regardless of distance.
Um, sort of. It's not really the proprietary license that was the reason - DOS Vanilla Doom used the DMX sound library, which didn't run on Linux. So the sound code had to be replaced for the Linux port. Id released the source to the Linux port because Carmack wanted to release something that was functional, rather than releasing the DOS source with all the backend code ripped out.
Sound effects do not get louder with distance, I have no idea where you got that from.
[*]Some movement functions use floating point instead of fixed point calculations, which in some cases can cause demo desyncing.
Also untrue. Where on earth are you getting this stuff?
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