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CVS commit: pkgsrc/games/doomlegacy



Module Name:    pkgsrc
Committed By:   micha
Date:           Mon May 19 12:21:27 UTC 2025

Modified Files:
        pkgsrc/games/doomlegacy: DESCR Makefile distinfo

Log Message:
games/doomlegacy: Update to 1.48.18

- Modify DESCR to make it clear that this package contains SDL1 build

1.48.18 SVN1749 (2025-04-23)

FEATURES 1.48.18

  * Added the slow_react menu control that adds some random delay to an idle
    monster, before it notices the player. This is adjustable from 0 to 15,
    adding about 0.3 sec to 1.25 sec per step (random), which at setting 3 is 1
    to 3.75 seconds. Some monsters will have the larger delays as if they were
    not paying attention, or half asleep, which is more realistic and adds
    variation.

    Settings above 6 can be helpful in slaughter maps, if you are not good at
    that or are not the slaughter type. You will now get a chance to shoot
    first. After having used this, it will be difficult to return to all
    monsters having an unnatural instantaneous reaction time.

  * Recognition of MPEGIII (mp3) header format used by phobiata.wad music lumps
    o_ddtbl2.lmp and o_doom2.lmp. The other mp3 music lumps are using the ID3
    header format already recognized.
  * Enhanced boom, prboom, MBF, MBF21, Heretic, Legacy, EternityEngine
    detection, and deh assumed standards like dehextra. Also detect legacy and
    boom special linedefs and sectors. These are reported as each wad is
    loaded.
  * Added some state corruption detection routines to discover what the
    dehacked in those wads are doing. It has become apparant that some wads are
    dependent upon vagaries of the DSDA port, and they incompletely setup the
    dehacked sprites and states. Because of this we must take measures to
    detect and protect against those wad errors. This will need fixing later,
    as they need tuning.
  * State action functions are no longer kept as ptrs, they are now enum codes.
    This prevents wad errors from crashing DoomLegacy anymore. Each action
    function executor can now identify when it has an action function code that
    it cannot execute.

    Similarily the thinker functions are now also enum, which makes them much
    more corruption resistant. A lookup table supplies the actual functions.

    Sfx info tables also now use index to other sfx, no longer using ptrs.
    There were only a few that were not NULL, mostly chaingun.
  * Detection of special lumps by prefix names, activating specified dehacked
    enables. This detects if "SPxx", DSFRExxx" exist, to activate DEHEXTRA.
  * Implemented DEHEXTRA, at least the parts we could, and were not implemented
    already. DEHEXTRA has an enable because it conflicts with existing
    DoomLegacy table entries.

    DEHEXTRA added STATES, SPRITES, and SOUNDS, the number of each, can be
    tuned (for the compile) in the doomdef file. The amount can be set lower to
    control program bloat as Doomlegacy already has free space.

    The "dropped item" keyword is recognized as DEHEXTRA, and its effects are
    implemented. When used with zeroed states, it could drop a player zombie
    upon every monster death, so that is blocked in code.

    DEHEXTRA sprites [145 to 244] are given the DEHEXTRA names "SPxx" (where xx
    = 00 to 99) for loading the sprite lumps.

    DEHEXTRA sfx [500 to 699] are given the DEHEXTRA names DSFRExxx (where xxx
    = 000 to 199).

    Made the "Touched special thing" error of DSDA into a SoftError, as just
    killing DoomLegacy was not useful.
  * Extra sfx are otherwise given "SFXxxx" names for loading the lumps, where
    xxx is the sfx id used in dehacked.
  * Remap of sprite, state, and sfx. The remap knows where the free space is in
    the DoomLegacy tables, and can adjust for the gamemode and options. It can
    account for known DoomLegacy extensions of sprites, states, and sfx, and
    can also adapt to recognize those of some other ports.

    These have command line options that control or disable them.

    Levels are 0 to 5, where 0 = off.
    The default is 5, which is auto.
     -remap 4  : set all remap to level 4
     -state_remap 4 : state remap to level 4
     -sprite_remap 4 : sprite remap to level 4
     -sfx_remap 4 : sfx remap to level 4

     Level 0: Disable remap.
     Level 1: All of the predef table, Legacy extensions, and a 128 beyond
        that, are fixed mapping.  Entries beyond that are remapped.
        This supports older wads.
     Level 2: All of the predef table, Legacy extensions, and a few spare
        are fixed mapping.  Entries beyond that are remapped.
        This is a reasonable setting for debugging dehacked lumps.
     Level 3: All of the predef table for the gamemode, plus some extra,
        are fixed mapping.  Entries beyond that are remapped.
     Level 4: Only the minimum vanilla tables and extensions are fixed
        mapping.  Everything else is remapped to available free space.

  * Command line switch for state zero defaulting.

     -state_zero 2

      0 : Zero state default, nextstate=0 (destroy).
          For compatibility with older wads, and older Legacy.
      1 : DSDA state default, sprite=TNT1, nextstate=self (freeze).
      2 : automatic detection.

  * Command line switch for dehacked control.

     -dsda  : map for DSDA
        This is for wads that were developed on DSDA.  It enables closer
        dehacked compatibility with DSDA, and some special values unique to DSDA.
        However, DoomLegacy is not DSDA and does not implement everything
        as DSDA does.

    This enables detection of DSDA sprites 138 to 143. Some of these, like
    DOGS, already exist in DoomLegacy and have code support, while others are,
    for now, just remapped somewhere safe. Support for such is evolving. They
    do get the DSDA sprite names.
  * Action functions in the dehacked lump can be set in a Thing declaration
    using the syntax:

      action = functionname

    This is a DoomLegacy extension to dehacked.

BUG FIXES 1.48.18

  * Fixed Format 1.49 savegames that read as CORRUPTED. It writes a proper 1.49
    savegame now. It can also read the previous 1.49 corrupted savegames.
  * Fixed the x11 port to not require the esd library, when it should not. The
    x11 sndserver was requiring the esd library be present, even though it was
    compiled with the esd library to be detected and dynamically loaded. The
    sndserver Makefile was using an obsolete makefile signalling, which was
    corrected, so it now links only the correct libraries.
  * The zip file read was failing for some files, due to the zip_seek failing
    on perfectly good files. Fixed it so when zip_seek fails, it reopens the
    file and uses a different fallback seek operation.
  * Fixed the SDL2 keypress input so that console, chat, and savegame names,
    only get one character per keypress. The savegame description was getting
    doubled characters. The Chat line, and console were also affected.

    The SDL2 library is delivering separate events for keydown, and the
    translated version of that key. It delivers two key down events for each
    keypress. Each keypress handler has to choose one of the events and ignore
    the other, which is complicated for handlers that must handle both the text
    and key commands too. After entering chat text mode, sometime later SDL2
    would deliver a translated char for the command key that started text mode,
    thus entering that into the chat. To block that required something ugly.

    A control (cv_sdl2_textchar) was added that selects the source delivered as
    translated text input. This is mostly useful for testing your particular
    computer. With it off, the translated SDL2 events are blocked, and the
    console, chat, and savegame text is a copy of the untranslated key input.
    With this set off, Shifted keys, like underscore, are unavailable.

  * The melee monster attack was not damaging the player. This was affected by
    the MBF21 changes, and this part required some additional setup. Added the
    initialization of the MBF21 melee_range field, and the other MBF21 info
    fields.
  * Fixed some MBF21 dehacked interpretations. Added MBF21 weapon flags. Fixed
    MBF21 Args not being recognized. Recognize "MBF21 Bits" in things too.
    Fixed some other MBF21 dehacked syntax. Ignore comments in things.
    Initialize some alt speed items (MT_BRUISERSHOT, MT_HEADSHOT, MT_TROOPSHOT)
    that MBF21 has moved into MBF21 special fields.
  * Improved the dehacked handling of odd syntax and badly formed dehacked
    lines. It now handles blank lines and EOL more correctly, without
    extraneous error messages.
  * The dehacked "Bits" lines now will clear any existing bits correctly, and
    will do it only once.
  * Fixed a segfault with Back_to_saturn wad due to search for deh names
    exceeding predef tables. Also now checks for NULL and rejected names.
  * Add zeroing of some states, depending upon game, command line options, and
    detected wad extensions. Some MBF21 wads overwrite some Heretic states
    incompletely, leaving the engine to execute random data. This caused
    segfaults when action functions were called with the wrong parameter stack
    (something inherited from vanilla doom). Upon detection, the states being
    used are zeroed, to emulate other MBF21 ports.
  * Fixed the init of info table patching to work with MBF21 changes too. Due
    to engine differences, just putting the MBF21 changes into the info table
    init function did not work out as expected. Because this is within the
    built-in launcher loop, it got more complicated than I will describe here.
  * Fixed a segfault, for some odd music that could not be handled. Made a
    separate FindExtMusic that can handle the special cases. Made it have
    graceful failure, without any I_Error. The cause was MBF21 changes that
    upset the compile.
  * Fixed the MBF21_angle_to_slope function which was failing due to comparison
    of a signed angle against an unsigned constant. Do not know what the
    compiler was doing but it was wrong. Fixed a few other similar tests, out
    of caution.

    The MBF21_P_Random_hitscan_slope function was calling
    MBF21_fixed_deg_to_slope where it should have been MBF21_angle_to_slope.
    This is near impossible to determine from reading DSDA code. Weapons in
    Sleepwalking.wad now at least hit their intended targets.
  * Separated the MBF21 args from the MBF param, because it is possible to use
    both in the same state. This was an optimization that did not work out.
  * Revised the known sprite name mapping for Heretic, prboom, and dsda.
    Revised the system for handling non-standard sprite lumps to get it to load
    the matching sprite frames for the extra sprites. Revised the state
    blanking, for DSDA. Fixed MBF21 action function arguments, so they get
    adjusted too when states get remapped. These were an especially nasty bug.
  * Made FireOldBFG work, because a wad is using it. It just assumes it. It is
    an EternityEngine action function, but it can be defaulted to A_FireBFG.
  * Some wads (like infectio.wad) do not have a reject lump. For some large
    wads, this eventually made DoomLegacy segfault using other bugs.

    Fixed the lump cache so it will not allocate for 0 size lumps, it will
    return NULL.

    Made the CheckSight functions skip checking the reject lump when it is
    NULL, or when lookup will exceed the size of the lump, or when the sector
    indexes are unreasonably large.

  * Fixed Chex1 change engine when using software draw, to not try to init
    hardware draw functions. This fixes the "could not find corona".
  * Fixed the demo play to check and reject a missing demo.
  * Phobiata wad tests the objhealth to detect when an object is picked up. Do
    not know when this ever worked, but fixed it so that it is supported, which
    makes the stairs to the BFG work reliably now.

1.48.16 SVN1703 (2024-11-26)

FEATURES 1.48.16

  * Much better version and option reporting for the DoomLegacy binary, visible
    to the user. This also allows musserver and sndserver to identify their
    version of DoomLegacy.

    Prints a program header that includes date, program version, and major
    compile-time options.

    > doomlegacy --version

  * MBF21. This implements MBF21 dehacked capabilities, using the MBF21
    Developers Spec, and DSDA-Doom as a reference implementation. This adds
    many monster functions, can alter monster attributes that previously were
    for bosses only, makes SKILL5_FAST monsters changable from dehacked, and
    can alter player weapon effects. It also adds BLOCK_LAND_MONSTERS, and
    BLOCK_PLAYERS, as linedef flags, and adds sector flags.
  * Added player getting tired when they RUN too much. Added player drown when
    they swim underwater too much. The player drown does not actually kill the
    player, but just uses an extreme getting tired, with vison going black.
    These have option controls in the menus, and can be enabled for any map.
    The tired and drown player timers are not yet saved in save games, nor are
    in demos.
    At this time, this is EXPERIMENTAL, and may be changed.
  * Added monster body variations capability. Added controls monster_vary,
    vary_percent, vary_size. This option modifies existing maps by modifying
    some of the monsters, with random adjusted width, height, mass, and speed.
    This also will vary the monster speed due to damage.
    At this time, this is EXPERIMENTAL, and may be changed.
      + Off : Disabled, as in vanilla Doom.
      + All : All variations are possible.
      + Small : small size monsters
      + Smaller : smaller monsters
      + Light : light mass monsters
      + Lighter : lighter mass monsters
      + MedSmall : medium to small size monsters
      + Medium : medium size monsters
      + MedLarge : medium to large size monsters
      + Heavier : heavier mass monsters
      + Heavy : heavy mass monsters
      + Bigger : bigger monsters
      + Big : big size monsters
  * Added a menu control for the corrected clip width, in the effects menu.
    This corrects a bug in the original doom rendering, that affects the
    display of a few textures. Only a few users would even notice. Normally, it
    is kept OFF.
  * Added a control for varying monster teleports. This allows players to alter
    the severity of monster teleport traps. It also introduces variety when you
    have played a map so many times that it is too familiar.
    The menu:
      + norm : Disabled, as in vanilla Doom.
      + easy2 : random selection of the easiest effects.
      + easy1 : random easier
      + any : random of all but dup
      + hard1 : random harder
      + hard2 : random hardest effects
      + stun2 : stun the monster for a few seconds
      + stun4 : stun for 4 seconds
      + stun6 : stun for 6 seconds
      + rate2 : slow the rate of the teleport
      + rate4 : slower x4
      + rate6 : slower x6
      + scatter1 : scatter the teleport
      + scatter2 : scatter farther
      + scatter3 : scatter farther
      + scatter4 : scatter farthest
      + dup20 : duplicate some monsters during teleport
      + dup40 : duplicate 40% of teleported monsters
      + dup60 : duplicate 60% of teleported monsters

    At this time, this is EXPERIMENTAL, and may be changed.
  * Have made extensive changes to bot behavior with friends, and coop play.
    Added a menu control for bot grab.
      + low: least grabby
      + moderate:
      + friend: allows friend to get special items
      + grabby: previous non-deathmatch behavior, no friends
      + selfish: previous deathmatch behavior, for comp

    Friends are taken into consideration when deciding upon grabbing an item.
    For example, Keys are not grabbed when have friends.

    Added avoidance code that will turnaway from an object when the bot is
    blocked.

    The code for moving close or away from teammates was rewritten. The bots
    move slower around the teammate, so their behavior is better. Code to stop
    the bot from going over a cliff has been added, and does cause bot to stop
    in some situations. But, eventually the bot goes over the cliff.

    Increased distance required to shoot barrels.

    Bot jumping is now disabled when allowjump is not set, like other players.

    This is an ongoing effort and is EXPERIMENTAL.
  * COME_HERE command by keypress has been added. The default is the 'c' key.
    This will summon dogs and bots to come to the player.

    The COME_HERE code tries to block other distractions. It is noted that the
    dogs and bots often ignore the player, such as when there is an active
    battle. Often the effect is delayed, with them coming after a few seconds.

    The COME_HERE command is effective for 3 seconds. It can be repeated often
    for longer effect. It is only effective when the bot is within 1500
    distance. It causes bots to move slower when near the player. A summoned
    bot can cross a higher dropoff than normal.

    This is an ongoing effort and is EXPERIMENTAL. Details will change.
  * Added bot recognition of when the player is bumping them out of the way,
    which may also be used to move them somewhere. It is also effective to just
    punch them.

    More fields have been added to bots, so they remember what they were doing,
    and a timer to give them a chance to carry out a decision. This gives the
    bot a chance to actually turn, and get some benefit from a decision, before
    it is undone.

    Bots can now detect a damaging sector. They are blocked from going into a
    damaging sector, but often it does not stop them.

    The bots test for two steps ahead now, which gives them a chance to not go
    over a cliff, or hang on the edge.

    Some distances have been increased.
  * Release version 1.48.16 uses savegame format 1.49. Because MBF21, VARY, and
    changes to the dropammo status format, forced a savegame format change that
    requires a new savegame format version. DoomLegacy still will read
    savegames of format 1.48, and earlier.

BUG FIXES 1.48.16

  * Fixed the grenade launcher, DT-GREN. The file MBFONLY.DEH creates a grenade
    missile that does not have MF_NOBLOCKMAP. This triggers a bug inherited
    from Vanilla Doom, and Boom, that causes the program to hang in a tight
    loop, or otherwise crash. This was fixed by creating a blockmap unlink that
    is not dependent upon the thing x,y position, similar to what MBF, and
    PrBoom did.
  * The viewfit control was not drawing flats at the exact same scale as
    everything else, when using viewfit = FIT_HEIGHT. Changed the table calc to
    use projection_y, correcting the problem. Fixes Bug 0692.
    Note: testing using 1280x800 is misleading, as while that looks like an
    extreme wide screen, it is also the exact same ratio as the original
    320x200. Because of that, it happens to hide defects in calculating the
    scaling. It is one of the screen choices that has no difference in all the
    viewfit settings.
  * Prevent in-fighting when player has both dogs and bots. The bots would
    attack the dogs. This makes bots friend aware.
  * Changes to deal with gcc12 nuisance warnings, compile quieter, but they do
    not fix anything in the program.
  * Fixed one of the calls in R_PointToAngle, to use the more accurate
    SlopeDiv_64.
  * Playing MP3 music (phobiata.wad) would cause SDL to fault, citing a double
    release of the rwops. This only happens for MP3 music. Fixed the unregister
    function to cope with SDL doing this unexpectedly. SDL1 will now play MP3
    on doomlegacy, (as in phobiata.wad). If your SDL mixer library does not
    play MP3, then you have to also compile the SDL mixer with the MP3 option
    enabled. Some distributions of SDL mixer have MP3 option disabled.
  * Fixed a segfault due to using uninitialized bot. Protected some other bot
    code from similar faults.
  * The 666 action upon Boss death was not working, the bug introduced by MBF21
    code. This has been fixed.


To generate a diff of this commit:
cvs rdiff -u -r1.1 -r1.2 pkgsrc/games/doomlegacy/DESCR
cvs rdiff -u -r1.17 -r1.18 pkgsrc/games/doomlegacy/Makefile
cvs rdiff -u -r1.14 -r1.15 pkgsrc/games/doomlegacy/distinfo

Please note that diffs are not public domain; they are subject to the
copyright notices on the relevant files.

Modified files:

Index: pkgsrc/games/doomlegacy/DESCR
diff -u pkgsrc/games/doomlegacy/DESCR:1.1 pkgsrc/games/doomlegacy/DESCR:1.2
--- pkgsrc/games/doomlegacy/DESCR:1.1   Mon Jun 17 13:53:22 2019
+++ pkgsrc/games/doomlegacy/DESCR       Mon May 19 12:21:27 2025
@@ -20,4 +20,4 @@ and the Marine's Best Friend (MBF) exten
 among other things 3D floors, swimmable water and other special effects using
 extended linedef codes, and supports the FraggleScript scripting language.
 
-This package contains the SDL build of Doom Legacy.
+This package contains the SDL1 build of Doom Legacy.

Index: pkgsrc/games/doomlegacy/Makefile
diff -u pkgsrc/games/doomlegacy/Makefile:1.17 pkgsrc/games/doomlegacy/Makefile:1.18
--- pkgsrc/games/doomlegacy/Makefile:1.17       Mon Jan  6 21:49:11 2025
+++ pkgsrc/games/doomlegacy/Makefile    Mon May 19 12:21:27 2025
@@ -1,8 +1,7 @@
-# $NetBSD: Makefile,v 1.17 2025/01/06 21:49:11 ktnb Exp $
+# $NetBSD: Makefile,v 1.18 2025/05/19 12:21:27 micha Exp $
 
-VERS=                  1.48.14
+VERS=                  1.48.18
 PKGNAME=               doomlegacy-${VERS}
-PKGREVISION=           1
 CATEGORIES=            games
 MASTER_SITES=          ${MASTER_SITE_SOURCEFORGE:=doomlegacy/}
 DISTNAME=              ${PKGNAME_NOREV:S/-/_/}_source
@@ -14,12 +13,14 @@ HOMEPAGE=           http://doomlegacy.sourceforge
 COMMENT=               The legacy of Doom
 LICENSE=               gnu-gpl-v2
 
+WRKSRC=                        ${WRKDIR}/${PKGNAME_NOREV:S/-/_/}/svn1749
+
 # Tested on Linux/ppc (32bit Big Endian) and NetBSD/amd64 (64bit Little Endian)
 # Untested: In general the source code has support for the other listed OS too
 ONLY_FOR_PLATFORM=     Darwin-*-* DragonFly-*-* FreeBSD-*-* Linux-*-* \
                        NetBSD-*-* OpenBSD-*-* SunOS-*-*
 
-USE_LANGUAGES+=                c99
+USE_CC_FEATURES+=      c99
 USE_TOOLS+=            gmake
 # Dependency generation fails with parallel build
 MAKE_JOBS_SAFE=                no

Index: pkgsrc/games/doomlegacy/distinfo
diff -u pkgsrc/games/doomlegacy/distinfo:1.14 pkgsrc/games/doomlegacy/distinfo:1.15
--- pkgsrc/games/doomlegacy/distinfo:1.14       Wed Jan 17 12:22:59 2024
+++ pkgsrc/games/doomlegacy/distinfo    Mon May 19 12:21:27 2025
@@ -1,8 +1,8 @@
-$NetBSD: distinfo,v 1.14 2024/01/17 12:22:59 micha Exp $
+$NetBSD: distinfo,v 1.15 2025/05/19 12:21:27 micha Exp $
 
-BLAKE2s (doomlegacy_1.48.14_common.zip) = 52260d049f503c89ca872e6934435fe8c52baf82bc07c78caf8e157f38099f7d
-SHA512 (doomlegacy_1.48.14_common.zip) = 69e7c4a004a507ec87c39d31595e11c5a764e470ee59cd231a61dfaad70b77ac8c8c4789cfb333bfa0343aed210d5986136a6fa5cb88bc066af50d8c8fac1ce6
-Size (doomlegacy_1.48.14_common.zip) = 1056545 bytes
-BLAKE2s (doomlegacy_1.48.14_source.tar.bz2) = 38e993f456c12a280662ae8959a346e60e8f8bf70abb2b44abc16a1dfa62c3b4
-SHA512 (doomlegacy_1.48.14_source.tar.bz2) = e2e327723d893fc7cee7c26bb102d6c8df05a254a564055ac48cc8367e69cd858a78b0824c1f9331cc25bb40397a73d20f45b3fd425d766ec24d51895247f35c
-Size (doomlegacy_1.48.14_source.tar.bz2) = 2624909 bytes
+BLAKE2s (doomlegacy_1.48.18_common.zip) = 621f0ad2f941ce1def6a964d61e38c02f76ebfe62fa21cc4670148c159799996
+SHA512 (doomlegacy_1.48.18_common.zip) = 36235e52ec553b7b280485c725fb5a25759e04b4ecef7be472323d770c500ac3c22c628dbb0bc1a87bcb89d40bb7c0a98ae2e3f288f64617a31acb3c98280362
+Size (doomlegacy_1.48.18_common.zip) = 1104556 bytes
+BLAKE2s (doomlegacy_1.48.18_source.tar.bz2) = f51d5912f62b089b3bdcd6704dfa79c9c3017c157b342f9069756de6985b2057
+SHA512 (doomlegacy_1.48.18_source.tar.bz2) = aa7945edacf094cdb50b5acf457b28a3c1701304fa9416df0152723d0ecc8d56169e4cdd31b92c0cbd643f94f9a6918532d5ada0aac96474cc848364562bcdd5
+Size (doomlegacy_1.48.18_source.tar.bz2) = 2803672 bytes



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