LxDoom v1.4.4 ============= LxDoom was released and maintained by Colin Phipps (that's me), but has since been superceded by the PrBoom project. For most people I recommend using PrBoom instead, which is superior (see http://prboom.sourceforge.net/), but for those few of you who still need to use LxDoom, here's the final (source) release. Intro ----- Doom is a 3d shoot'em'up game, written by id Software, first released in 1993. LxDoom is a version of Doom, designed to run on Linux either under XFree86 or using SVGALib. It will also run under various Unix variants. Doom is a 3D game originally by id software. LxDoom is based on Boom, a freely available port of Doom for DOS, written by TeamTNT (http://www.teamtnt.com/). If you have comments, contributions, or bug reports about LxDoom, please go to http://lxdoom.linuxgames.com/contact.html, which will direct you to the right place to ask. LxDoom is free software - see the files AUTHORS and COPYING for details. Release Notes ------------- If you have used older versions of LxDoom, you can remove the old doom wad references from /usr/local/games/wads. Also, save games and config files are now stored in ~/.lxdoom/ You will also need to recalibrate your mouse sensitivity, since LxDoom v1.4.3 changes te sensitivity scale in order to give more fine control. Requirements ------------ - a copy of Doom, Doom ][, Ultimate Doom or Final Doom. The only file you need from these is the "IWAD file", the main Doom data file, called doom.wad or doom2.wad. Or, you can use the doom1.wad from the shareware release of Doom. - a suitable UNIX system to run LxDoom on. I use Debian GNU/Linux 2.1, and have tested LxDoom on several Linux variants. - either a working Xwindows setup, or SVGALib. You need the header files for those installed in order to compile LxDoom. See the file INSTALL for instructions for installing LxDoom. Features -------- * Boom compatible: LxDoom is directly based on the source code for Boom (final release 2.02). That means that - all the original Doom & Doom ][ levels work - virtually all bug-less Doom & Doom ][ PWAD files should work - the majority of Doom & Doom ][ v1.9 demos should work (maybe others too) - all Boom PWAD files and demos (for v2.02) should work - Dehacked patches and BEX patches are supported using -deh parameter The command line parameters for all these features are the same as for Boom. * Enhancements from Boom: LxDoom has been substantially enhanced since Boom, with lots of improvements: - lots of bug fixes and code improvements, many incorporated from MBF - support for MBF's enhanced Dehacked support, skies and new code pointers - configurable multi-player colours - total game time shown on intermission screens - made more portable so it will run on different OS's and architectures - auto-loading of wads - games can be loaded or the level restarted during a net-game * X windows - LxDoom uses XFree86 to display the Doom screen, as well as collect keyboard and mouse input. So if you can use XFree86, you should have no problems using LxDoom. * SVGALib version - nearly as fast as DOS Boom with normal video card, and should use the acceleration on accelerated cards supported by SVGALib (not tested yet) * High-res - LxDoom can run at resolutions higher than old Doom's fixed 320x200, in fact as high as 1600x1200 in theory. * Sound support: If your OS provides /dev/dsp support for your sound card, then LxDoom can also give you the Doom sounds too. Or if you use an alternative driver, which provides equivalent support on a different device (e.g the PC speaker driver) then LxDoom can use that instead. 8 bit sound cards are supported too. * Networking: Network support is included for net-games over TCP/IP based networks. * Better diagnostics: More error messages and warnings are given than old Doom used to, e.g.: warnings when a screen-shot or saving a game fails, or when loading a game with different WAD files loaded, or when LxDoom fixes errors in buggy PWADs. * Automap overlay and rotation; just press O and R in the automap to see what I mean. I haven't got around to adding those keys to the menu, but you can change them in the config file. * Misc: Joystick support, 'multitasking-friendly'. Also a few new cheat codes, IDBEHOLDM for a mega-armour, and IDBEHOLDH for 200% health, and that's in addition to all the cheat codes that Boom added. Also IDRATE shows the current framerate and some other rendering stats, which are useful to developers. * Music interface: Using a compatible music server LxDoom can now play music. You can get a compatible version of musserver from my site. Recent ChangeLog ---------------- * Changes v1.4.3 to v1.4.4 - Fix rare demo sync problem (LxDoom v1.4.x bug, only noticed on Memento Mori DEMO3) - Fix memory management bugs - Memory wasted by bug in Z_FreeTags (Boom/MBF bug) - Memory wasted by poor algorithm in Z_Malloc (Boom/MBF bug) - Store correct size in extra memory blocks (Boom/MBF bug, harmless except when debugging) - Fix level precaching - Disabled by default, controlled by config file - Fix needlessly locked lumps (bug since LxDoom v1.3.2) * Changes v1.4.3 to v1.4.4 - Install documentation in the right directory - Sound code cleanup - Fix problem with network games often desyncing immediately at startup * Changes v1.4.2 to v1.4.3 - Improved mouse resolution, thanks to a patch from Barry Mead - Various robustness fixed to the networking code - Fixed various build problems - gcc 2.7.2 compile problems fixed - uid_t problems on odd systems should be fixed * Changes v1.4.1 to v1.4.2 - Fixed various build problems, including - Networking not work on many systems - Portability improvements, in particular for Sparc - Autoconf getting confused on systems with X headers in the include path - Fix bug with music not looping after being unpaused - Misc minor improvements * Changes v1.4.0 to v1.4.1 - Fixed occasional tutti fruiti on non-power-of-2 short textures - Fixed minor bug in the WAD autoloading code - Fixed the function keys in lsdoom, thanks to a patch from Chris Purnell - Fixed all compile warnings with the new gcc