The DoomLegacy 1.44 Alpha5 Release (SVN 1089) is at:
The source code is posted as well as some Linux binaries. Some other ports, like Win and X-Win, would be there too but our site manager has been preoccupied lately. At least the Source is there, so some users can compile it themselves, at least.
This is the last Alpha release before it gets released as Beta, (1.45).
It is about 90 patches since the Alpha4 release, some of which are significant.
> Launcher is built into DoomLegacy. It is activated when the IWAD cannot be loaded, legacy.wad cannot be found, or if there are no switches on the command line.
> Corona drawing with sorted draw, with some menu options.
( OFF, SPRITE, DYN, AUTO )
> No secrets, no possible kills, or no items on a level, draws a dash instead of 0%.
> Monsters stuck on a door frame code, with menu to select (Vanilla, MBF, Boom)
> New menu sounds that are much less harsh than the pistol shot have been added to legacy.wad. Has a menu selection.
> Remove limits on flats.
> Makefile compilation system with an external control file (make_options).
> Change preferred directory name for savegames to ".doomlegacy" ( "doomlegacy" for win/dos ). Will also check for existing ".legacy" (legacy) directory. When not found, will create ".doomlegacy".
> Splash screen, finale, and menu screens are now centered in the monitor window.
> Add a -screendeg command line option, which is a generalization of -left and -right, to support surround monitor setups.
> Easier alternate button names for binding mouse buttons and joysticks.
> Error message screen now appears sooner, with more of the important error messages.
Bug Fixes (a few of the 46 listed in WhatsNew doc):
> Increased savegame buffer freespace to 64K to handle the large number of thinkers in hth2.wad (which needed 12K).
> Fix drawing of DeepWater, for several situations in ic2005.wad where textures are drawn pegged to mobile deepwater sectors.
> Restore the palette after the Heretic E2M8 ending pic is shown.
> Fix sound effects to cut off sounds such as the chainsaw. Finer control of stopping sound effects is provided.
> Fix Boom DeepWater colormap error for hardware renderer.
> Hardware drawn sprites occluded by transparent walls behind them.
> Applied patches from Alexey Dokuchaev to fix FreeBSD issues.
> Fixed free memory printout which was always printing "Free 0".
> Restore previous t_runscript and t_running commands so older wads that used them can bind them to keys. Chex newmaps scope works again.
> Create and Free Extra_Mapthing, used for FraggleScript created mobj that can respawn or can Nightmare respawn. Savegame now saves Extra_Mapthing as an optional section.
> Nightmare respawn modified to fix several bugs. Added better fix for nightmare respawn at (0,0) as used in prboom and eternity.
> Hardware draw of Boom 160 tagged translucent fixed.
> Fix updates of player viewheight to provide a slow rise and fall for changes to the cv_viewheight.
> Disable menu movement from the mouse for a short interval (about 4 seconds) after each key press.
> Check for a sound lump using plain name too, to find the amb sounds in hth2.wad, which were defaulting to pistol. Playing hth2.wad has the ambiance sounds now.
> Improved the software draw sprite ordering on 3d floors, where the sprite would be drawn under the floor. It does not cure a similar problem with railings, which are higher than dead sprites.
> Fix the demo playback so it will play our own 144 DL format correctly.
> Boom demo playback improved, removed a segfault condition and some incompatibilities. Added Boom stuckdoor code for demo playback. Still does not sync for very long.
> Boom Midi music lumps will now play when using older SDL library option.
> A central message function now consistently handles all messages, routing them to console, log file, and stderr text as directed by EMSG flags. Error, debug, verbose, and other special messges, use this facility.
> Search LEGACYWADDIR, default dir, and doomwaddir for legacy.wad.
> Linux-X11 Opengl library loading is fixed. It previously would fail loading and leave the user in software render mode.
> Hardware draw polygon vertexes are handled more cleanly. Some panels that were missed in polygon generation, are now drawn.
It looks like OS2 and Voodoo card support will be dropped due to lack of any response, and no one will admit they still run either.