ref: 1e9ce0901c8439ebb3299b77690cd7cd4ccf25b0
parent: 93695f4abf66ed29e00ae52874c02e87bb293cc8
author: Simon Howard <fraggle@gmail.com>
date: Sat Oct 29 17:50:08 EDT 2005
Update ChangeLog Subversion-branch: /trunk/chocolate-doom Subversion-revision: 227
--- a/ChangeLog
+++ b/ChangeLog
@@ -1,3 +1,36 @@
+Sat Oct 29 21:48:55 2005 fraggle
+
+ 0.1.2
+
+Sat Oct 29 21:38:55 2005 fraggle
+
+ Fix help screen orderings and skull positions to make Chocolate Doom
+ behave exactly like the original executables.
+
+Wed Oct 26 00:56:40 2005 fraggle
+
+ Final Doom teleport logic was backwards
+
+Mon Oct 24 18:50:39 2005 fraggle
+
+ Allow the game version to emulate to be specified from the command line
+ and set compatibility options accordingly.
+
+Sun Oct 23 20:22:34 2005 fraggle
+
+ Drastically refactor the WAD merging code. Allow multiple replacements
+ of the same sprite in a PWAD (fixes Scientist 2)
+
+Sun Oct 23 18:39:44 2005 fraggle
+
+ Reproduce the behavior when playing a sound at a sample rate which
+ is not 11025 or 22050Hz. This is to "fix" a bug in Scientist 2:
+ however, it does not fix the playing of sounds, only silence
+ them. I tested Vanilla Doom and this is how it behaves when it
+ receives sound effects with odd sample rates. The bug here is
+ actually in the Scientist 2 WAD, which has sound effects that
+ have the wrong sample rate.
+
Tue Oct 18 19:05:18 2005 fraggle
0.1.1