Title : WinMBF v2.03 Build 2
Filename : winmbf02s.zip
Author : Team Eternity
Email Address : firstname.lastname@example.org
Release History : 01/19/05 -- v2.03 Build 2
08/10/04 -- v2.03 Build 1 (Original release)
Programmers : James Haley
Lee Killough (MBF)
Artist : Len Pitre
Play Testers : Ky (Rez) Moffet
Canine Consulting : Longplain Kennels
Additional Credit : id Software
Special Thanks To : John Romero
* Description *
This is the first, highly-requested port of the pure MBF source to Win32. It
uses system code from the Eternity Engine (http://doomworld.com/eternity) and
is therefore supported by the SDL library.
NOTE: This is the source distribution archive. To run the resulting executable,
you will also need the binary distribution in winmbf02.zip. You will need
Visual C++ 6.0 or later to use the project files included with this source
code, although it should be possible to port the source to other SDL platforms
with minimal effort. SDL 1.2.7 and SDL_mixer 1.2.5 or later are required.
* Copyright / Permissions *
Please see the file COPYING to read the license for this program and its source
code. It is covered under the terms of the GNU GPL, and no warranties are given
for this software.
* Misc. Information *
This is unsupported software and will not be actively maintained. Expect a few
possible updates in the future, but they will not be frequent. Please do not
request any known MBF bugs in this port to be fixed, and do not submit feature
requests. If you want bug fixes and new features, please consider using the
Eternity Engine instead.
That said, please feel free to use this port as a bed for Eternity Engine
regression testing. If behaviors differ between Eternity and WinMBF in ways
that you suspect are due to an error in Eternity, please contact us (you can
find Quasar's email address at the page mentioned above).
Do not under any circumstances attempt to contact Lee Killough about this
version of MBF; he was not involved in its creation and will not provide any
support for it. Please do thank him for the wonderful gift that MBF was,
* Changes from MBF *
New Command-line Options:
* -heapsize: Specify a size between 8 and 255 MB; MBF will attempt to allocate
this amount of memory. The default heap size is 8 MB. The upper limit of
255 MB is a Windows limitation.
* -fullscreen: Enables fullscreen video mode support. This cannot currently be
toggled while the program is running.
New Configuration Options:
* The joystick can be configured via the config file. You can specify the
device number (the first joystick on your system should be number 0), and
provide sensitivity values for either axis.
* Wait at exit: toggle this on or off to give time for you to read any error
messages that may appear in WinMBF's console window. Default is on.
* Force flip pan: you can force reversal of the stereo audio channels if they
are backwards on your machine.
Bug Fixes/Code Changes:
* Massive portability adjustments. All GNU C extensions macroized or removed.
Visual C++ support, some warnings fixed (most not).
* DOS code removed. This build is for SDL platforms only, and has only been
built under Windows. Use the original source or binaries if you need DOS
* DeHackEd support will not cause a crash by trying to close a NULL file
pointer (applies under Windows only).
* Files will be written to the current working directory, not the root
directory, if the program is not started by the operating system with a full
path name (affects Windows XP).
* M_InitExtendedHelp no longer writes into a string constant.
* M_Drawer no longer writes into a string constant. Fixes crash when trying to
play in Nightmare mode, among other possible error
* No netcode yet. Should be much easier to put in than it will be for Eternity.
* Spectre fuzz is still wrong. The MBF source online doesn't have this fixed,
so it's not fixed here either. I'll probably repair this in a future build.
* Writing out the internal resources to a wad file is currently disabled. This
code uses the poorly supported open function and needs to be changed to use
the ANSI stdio functions.
* Stability issues. Program has crashed with no error message, so expect some
problems. Save your game often. These are probably BOOM/MBF bugs and not
issues introduced during porting.
* Print Screen key doesn't work for screenshots under Windows. You can change
this to another key code (they use ASCII codes) in the config file, or you
can use -devparm to enable screenshots using the F1 key. Numpad * key is
also currently disabled -- this may be fixed in a future build.