Unofficial DooM Change Log v1.01 by LogicDeLuxe =============================================== This is an unofficial release so don't bother id-Software for this! Errors reserved! No warranties. No responsibilites. This list is done with best knowlege and it is based on my experience. Some DooM 1 level changes are taken from the "Unofficial DooM Specs 1.666". This unofficial change log only covers the original maps and the close source releases including some leaked bootleg stuff, which of course I never used for pirating rather than for historical information purpose. Some facts are taken from several FAQ's around and I didn't verify all of them. Features you only could seen in alpha versions: - Lifes - Treasures - Some inventory listed in status bar drafts. - Scores and Highscores - Highres menu (doesn't seem to work on all PC's I know of) See http://rome.ro/lee_killough/versions/index.html for more details on the pre releases! EXE Changes: 0.99 released 10-dec-93 Changes 0.99 -> 1.1 released 16-dec-93 New: - Soundblaster 1.0 support - gamma correction key F11 - new DOS-Extentder Bugs fixed: - Restore game and reactivating a still operating lift does no longer stop it - Sound mixer's "line in" volume no longer set to 0 New Bugs: - Saving games in slots 5 and 6 are incorrectly saved in slot 1 - Restore game and reactivating a still open door crashes the game Changes 1.1 -> 1.2 released 4-feb-94 New: - Serial connection via modem or nullmodem for 2 player games - Nightmare mode - Pro Audio Spectrum - Gamma correction in 5 steps - No more C:\DOOMDATA directory - Multiplayer text macros - Mouse navigation in menus - Respawn mode - Nomonsters mode - Fast mode Bugs fixed: - Savegame slots 5 and 6 no longer save in slot 1 - Runs under Windows - No more Z_MALLOC errors while loading new map - Projectiles no longer trigger walk-over-specials - Demo sync problems fixed - Network code rewritten ("-left" and "-right" doesn't exist any longer) Changes 1.2 -> 1.4 beta bootleg 8-apr-94 (apparently also known as 1.3. But reads 1.4 during start up.) New: - 8 channel sound mixing - pitch variation is more intensive - no -devparm needed for several parameters - Deathmatch 2.0 rules - PWADs in the unregistered version no longer allowed Bugs fixed: - Restore game works correct with stopped platforms and crushers - Restore game and reactivating a still open door no longer crashes the game - Lower sector and change type trigger logic changed. In v1.2 the texture and type was taken from the opposide of the least numbered 2s-linedef, no matter how high that sectors' floor actually is. Since this version it is the sector opposide the lowest numbered 2s-linedef which also has the target floor height. Unfortunately this prevents the user from using this trigger as an istant mover any longer, as the sector type becomes invalid instantaneous when triggered, which happen in E3M9 due to a design bug. That map finally was fixed in v1.9. - Sectors higher than 512 units are displayed correctly (most of the time at least), v1.2 displayed strange moire patterns when walking over the sector boundaries. Unfortunately this changes set a new limit to 4096 and PWADs may crash when they have sectors higher than this. This was never fixed. 32767 was no problem in v1.2 besides those visible gliches. - The savegame buffer is increased from 128 kB to 192 kB New Bugs: - Low detail sky is squeezed - Gravis Ultrasound does not work Misc: - Checks for DOOMR.WAD instead of DOOM2.WAD Changes 1.4 beta bootleg-> 1.4 beta released 28-jun-94 (the official 1.4) New: - Extended demo header allows multi-player, multi-levels and multi-life demos - Frag decrease on suicide - No more variable pitch sound effect - 39 new linedef types - 1 new sector type (but has no effect yet) Bugs fixed: - Low detail sky - Armor limited to 200% - Gravis Ultrasound, but unfiltered sfx now - Visplanes increased from 128 to 256 - Monsters don't try attacking through walls with the 2s-flag unset anymore Misc: - EXE referes to textures GDOORF1, GDOORF2, GDOORF3, GDOORF4, GDOORB1, GDOORB2, GDOORB3 and GDOORB4. Changes 1.4 beta -> 1.5 beta released 8-jul-94 New: - Heavy Weapon Dude, Arachnotron, Mancubus, Revenant and Archvile code added. But behave still strange. The example given with 1.5 beta works not with this version since the EXE refers to missing textures. However you can edit the EXE to change the referers to valid textures if you want to check this out. New Bugs: - IDKFA adds super shotgun even for Doom 1. The game therfore exits with a missing sprite error when attempting IDKFA and selecting the shotgun. Changes 1.5 beta -> 1.6 beta released 3-aug-94 Bugs fixed: - Gravis Ultrasound sfx filtered again New Bugs: - after IDKFA it is not possible to select the shotgun at all. Misc: - Health now limited to 200% instead of 199% - To test the strange behavior of the new DooM II monster try this: DOOM -FILE DOOM.WAD DOOM2.WAD note that some levels have still unknown sprites and the Arachnotron originaly had another death sequence so killing them causing an error, too. In this example the DOOM.WAD is added for the music reference, which is stil Doom 1. Changes 1.6 beta -> 1.666 Doom 1: released 1-sep-94, Doom 2: released 29-aug-94, Doom 2 bootleg: released 25-aug-94 (all of them differ slightly in some way, though I didn't noticed a thing besides the size.) New: - SB AWE 32 support - cheats IDFA, IDMUS - Sound for getting spheres - Doom2 support in its final stage - "-cdrom" option forces using C:\DOOMDATA - Lift stop sounds when crushers, steps etc. stop moving - Sector type 17 working (except for savegames) Bugs fixed: - IDKFA New Bugs: - Gravis Ultrasound sfx again unfiltered - With Adlib/SB music some songs cause some machines to crash on certain points in the song, e.g. E1M1 after about 10 - 20 seconds. (I dont know since which version. I have no computer anymore on which the bug appear, I noticed it on several AMD 486 machines.) - From Archvile resurrected crushed monsters walk through walls and don't absorb bullets and projectiles. (known as the ghost bug) And other Doom2 monster related bugs as well. Changes 1.666 -> 1.7 released 18-oct-94 Bugs fixed: - Adlib/SB music crash Changes 1.7 -> 1.7a released ? ? Changes 1.7a -> 1.8 released 20-jan-95 New: - Support for the french version with DOOM2F.WAD Changes 1.8 -> 1.9 released 1-feb-95 ? Changes 1.9 -> 1.9 Ultimate Doom released 25-may-95 New: - Playing 4 demos in loop - "Read this" doesn't display HELP2. New Bugs: - Trying to play DEMO4 on Doom2 (later a problem in the Final DooM release) Well, not really a bug, since this EXE isn't intended to run anything other than Ultimate Doom. - Undocumented feature (All Cyberdemons dead lowers 666 tagged sectors) in E1M8 was removed. Not really a bug, but problem for some old PWAD's, as it breaks compatibility. Instead of this there are now new specials in E4M6: Open door tag 666 and stay open when all cyberdemons are dead. E4M8: Rise floor on tag 666 when all spider masterminds are dead. Changes 1.9 Ultimate Doom -> 1.9 Final Doom released 11-dec-96 New: - Final Doom support apparently (level and intermission texts integrated, new checks for PLUTONIA.WAD and TNT.WAD) New Bugs: - Teleport landings are somtimes in strange height. As it turned out, the line which set the target high to the height of the teleport landing was accidentally commented out. This bug isn't present in the source code distribution. Misc: - Something was changed causing old 1.9 demos featuring Revenants to desync. Sure, this version isn't meant for Doom 2, though it also applies to Final Doom, hence it isn't the teleporter bug which causes the desync. Several FAQ's mentioned the upcoming 1.10. Although this was not done. Id decided to releasing the source code instead, which was in deed v1.10, however it apparently is a fork prior the Final Doom final executable. The Windows-EXE forks: (There are more ports, I didn't saw. You might find information in the official Doom FAQ.) Doom for Windows 1.8 bootleg: (At least I think it is a bootleg, as I never saw any official release info on this one) Its properties: - Only 3 SFX at a time (stutters on all systems I have seen it running.) - No HiRes support, however it is zoomable in factor 1.5 steps up to fill the entire Windows desktop. - Fullscreen mode uses 320x240 but only uses its centre 200 lines. - Runs in Windows 3.11 with Win32 installed. No DirectX support back then! DooM95.EXE 1.9: (introduced with Final Doom and is also available with the Shareware WAD) New: (in comparison to the DOS version 1.9) - Launcher included optionally replacing command line parameters. - Resolutions 320x200, 320x240, 640x400, 640x480 - 32 channel sound mixing - Direct Play support for multiplayer games - Multithreded (acording to rumors 1.8 might do this as well. I didn't check) - new cheats (including its nightmare skill bugs): FHHALL, FHSSH - Older demos are ignored instead of exiting the game New Bugs: - On some systems the volume slider doesn't work - The middle mouse button doesn't work - Marker positions in hi-res automap doesn't work. - The help file has another name than the engine is expecting. Since the source code was released under the GPL, the list still continues with all the countles source ports always work in progress. It started out, fixing all the limitations and the bugs of the original engine and continues with advanced features enhancing the game experiance. But, it's not the scope of this document. Search the net for details! On the DooM-WADs the version info on demos are allmost changed in any releases and not mentioned explicitely, as this is either just one byte changed or in case of incompatibility a newly recorded one. However, I noted which demos are played in which version. DooM1-WAD: 1.0 released 10-dec-93 Shareware demos: - E1M2, Skill 4 - E1M5, Skill 4 - E1M7, Skill 4 Registered demos: ? Changes 1.0 -> 1.1 released 16-dec-93 E1M3: - The switch to rise the slime "O" platform is inside this shape instead on a wall outside. 1 Sector was added for this change. E1M4: - Line 657 is now D1 Door stay open, so the door can be opened from both sides. E1M5: - Line 576 is now DR Door instead of D1 Door stay open. E1M6: - Missing textures on sidedefs 720 and 721 added. E1M7: - Line 724 is now a D1 Door yellow stay open so a deathmatch player can enter the building. E1M8: - For some reasons the two endsectors got moved a bit. - The 8 end teleporter lines became WR instead of W1. E2M1-E3M9: ? (Never saw that full release of v1.0) Shareware demos: - E1M2, Skill 4 - E1M5, Skill 4 - E1M7, Skill 4 Registered demos: - E2M4, Skill 4 - E3M3, Skill 4 - E3M6, Skill 4 Changes 1.1 -> 1.2 released 4-feb-94 GRAPHIC: - Many unused got removed ("SCORES" etc.) - One part status bar with frag field - Nightmare skill E1M1: - The secret lift was added. - The medikit outside in the unreachable area left got removed. E1M3: - Linedef 520: Type changed from DR to SR in order to animate the switch. (door in the east with a switch on one side.) E1M4: - The swastika got reversed. E1M9: - Sidedefs 776 and 778 have now a upper texture (BROWNGRN) E2M1: - Lidedefs 116, 201 and 202 have the "monsters cannot cross"-flag now. (teleport lines) E2M2: - The switch near the blue key was removed. The door at the middle right it opened is now a blue key door. It is no longer possible to switch through the window in order to open the door. E2M4: - In sector 10 are now 3 medikits and a backpack. They only appear in multiplayer mode. - In sector 58 is now a backpack. It only appears in multiplayer mode. - In sector 91 is now a rocked launcher. It only appears in multiplayer mode. - In sector 161 is now a super charge. It only appears in multiplayer mode. E2M5: - In sector 5 one of these many dead lost souls in this level got removed. I wonder why all the other ones still remain. - Near -1984, 960 were 2 unclosed sectors with differnt floor textures. E2M6: - The shootgun guys (things 284 and 285) now appear also in easy mode. E2M7: - In sector 135 is now a rocked launcher. It only appears in multiplayer mode. - In sector 251 is now a plasma gun. It only appears in multiplayer mode. E2M9: - Sector 5 got secret. E3M3: - The 2 medikits in sector 110 now also available in easy mode. E3M6: - 2 Teleport targets fixed. They were missed in easy mode. - Most of the other things in the same building also appear in easy mode now. - Things 152 and 239 changed from tree stumps to gray trees. - Thing 233 changed from a big brown tree to a tree stump. - Thing 306 changed from a gray tree to a tree stump. - Most of the "skulls on flying flames" now appear in all skills instead of none. The one #208 got also moved a little southward. - Most of the trees now appears in any skill instead of none. Some are deaf now and some faces in a diffent direction. - Thing 242 (the eye-symbol) now appears in all skills instead of none. - Thing 270 (stim pack) now appears in all skills instead of hard only. - Thing 302 (radiation suit) now appears in all skills instead of hard only. - Thing 303 (rocket) now appears in all skills instead of hard only. Shareware demos: - E1M2, Skill 4 - E1M5, Skill 4 - E1M7, Skill 4 Registered demos: - E2M4, Skill 3 - E3M6, Skill 4 - E2M2, Skill 4 Changes 1.2 -> 1.666 released 1-sep-94 GRAPHIC: - Gamma key in HELP mentioned - Some unused DooM2 graphics added. - Items needed for deathmatch 2.0 - CD SOUND: - Sphere power up - Item respawn sound for deathmatch 2.0 E1M2: - Linedef #530 changed from a door that closes to one that stays open. This is the south side of the door out of the maze. This allows deathmatch players who started in there to get out from the inside. E1M4: - The swastika got changed to a different shape. A bunch of things in the swastika room got moved around to accomodate the new layout. - Thing #185 (a deathmatch start position) got moved from (768, 1952) to (736, 1824). This is in the room with the ledge NW of the player 1 starting room; the deathmatch start got moved off the ledge onto the main floor. E1M5: - Thing #216 (a deathmatch start) got moved from (-2112, 512) to (-800, 1200); that is, it got moved from the west courtyard (the one with the supercharger) to the hidden hallway just south of the pentagram. - Sector #105's floor was lowered from 88 to 80. In other words, the window west of the yellow keycard was enlarged a bit. Also, the associated linedefs are no longer marked impassable. E1M6: - Thing #116 (the sargeant in the middle of void space in the southeast corner of the map) got removed. - Sectors #139 and #142 got their floor changed from FLOOR0_6 to FLOOR4_8 for consistency with the surrounding sectors. (These are the floors underneath the yellow doors on the northwest and northeast corners of one of the rooms.) E1M7: - Linedef #782 was type 0; now it's type 31 (door that stays open). This is south side of the last door before the exit door; it can now be opened from the inside, so a deathmatch player that started in the exit room can get out. E1M8: - The computer map in the pentagram got changed to a shotgun. - Linedefs 35, 136, and 140 no longer have their upper textures unpegged. This is the secret door to the supercharger; it now looks like a real door when it opens. - A secret door was added in the east baron's alcove. When you push on the east wall, a secret chamber opens with a switch. That switch lowers the lift to the south, so that you can get back into the complex. (Though you could anyway, by jumping through the window on the west or east side of the hallway south of the lift...) Actually, it lowers the lift to the lowest adjacent floor, which (after the two barons are dead) is lower than the hallway floor height. Probably not the intended effect. - Vertex #223 got moved ever so slightly NW for some reason. E2M4: - Northwest of the big green "O", there is a secret room with partial invisibility. The door to the room closes when you walk north through a hallway just southwest of it; you're supposed to shoot the door to open it. However, if you run north quickly over the trigger line and then run east through the door, you can just make it before the door closes, but in 1.2 you'd be trapped inside, since the door would not open from the east side. In 1.666, the linedef type of the east edge of the door has been changed so that you can open the door from inside the secret room. E3M1: - Sector 8's trigger number is now 0. Previously, it was 6, which is the same number as one of the lines you walk over when getting the shotgun. This line would cause the floor to be lowered. However, sector 8's floor is already lower than that of any adjacent sectors, so nothing happened. However a bug fix in v1.4 made this one fatal. (The same bug is still present in E3M9.) E3M4: - Sidedefs 1327 and 1332 had their texture offsets fixed. These are the sidedefs on either side of the window between the room with the beserker and the room with two spectres and a teleporter, east of the player one starting point. Now, the window looks better than it did before, but still not perfect. E3M6: - There is now a BFG9000 sitting in the northwest window in the building which you're facing at the start of the level. It only appears in multiplayer mode. - The structure which has the switch leading to the secret level had its north wall thickened. That should keep you from switching from outside of the structure. However that was the wrong wall so the problem was not fixed. Shareware demos: - E1M3, Skill 4 - E1M5, Skill 4, 2 player coop - E1M7, Skill 4 Registered demos: - E1M5, Skill 4 - E2M2, Skill 4 - E3M6, Skill 4 Changes 1.666 -> 1.8 released 20-jan-95 Registered demos: - E1M5, Skill 4 - E2M2, Skill 4 - E3M6, Skill 4 Changes 1.8 -> 1.9 released 1-feb-95 E3M9: - Sector 13's trigger number is now 0. Previously, it was 6, which is the same number as one of the lines you walk over when getting the shotgun. This line would cause the floor to be lowered. However, sector 13's floor is already lower than that of any adjacent sectors, so it became an invalid sector type. Shareware demos: - E1M3, Skill 3 - E1M5, Skill 3 - E1M7, Skill 3 Registered demos: - E1M5, Skill 4 - E2M2, Skill 4 - E3M6, Skill 4 Changes 1.9 -> 1.9 Ultimate Doom released 25-may-05 GRAPHIC: - Episode 4 and their level names - HELP2 got removed. E1M1: - There are now 3 new sectors, which Romero added for deathmatch play. One switchable door to the outside. Under this door there are "W1"-triggers opening the way from the computer room to the outside area. - Near the start is now a shotgun surrounded by 3 barrels. They only appear in multiplayer mode. E4M1-E4M9: There is a completely new 4th episode. Shareware demos: - not available Registered demos: - E1M5, Skill 4 - E2M2, Skill 4 - E3M6, Skill 4 - E4M2, Skill 4 Doom 2-WAD: 1.666 released 29-aug-94 Demos: - MAP11, Skill 4 - MAP05, Skill 4 - MAP26, Skill 4 Changes 1.666 -> 1.7 released 18-oct-94 MAP02: - The teeth-door in front of the first switch got removed. There is now a "monster cannot cross" line instead. - Beyond the red door is a "monster cannot cross" line now. - Several sectors had the tag 4, but there is no tag 4 trigger in this level. However the last blue key door has still the tag 4, though it is triggered "D1". MAP14: - Sector 256's ceiling is a bit higher now. In order to fit this change some sidedef textures were added. - Linedef 1132 are slightly moved east. MAP15: - In the north east of the centre tower a trooper got removed. MAP17: - The teleporter sector 209 leads to the soul sphere in sector 8 in the centre now. MAP18: - Missing linedef in sector 9 added. MAP24: - On the south west teleport the missing lower textures were added. MAP25: - The BFALL1-lift can be lowered from all sides now. - Linedef 688 is now "secret map". - Sidedefs 597, 598, 637, 664, 666, 885, 886, 887 and 889 got their textures changed. - Sector 22 got secret. - Sector 92 got brighter and blinking. MAP28: - Three more deathmatch starts added. Now there are 5 instead of only 2. MAP29: - Players 2-4 starts added. Demos: - MAP11, Skill 4 - MAP05, Skill 4 - MAP26, Skill 4 Changes 1.7 -> 1.7a released ? Telephone numbers got changed (ENDOOM). Changes 1.7a -> 1.9 released 1-feb-95 MAP01: - Entire map moved southwest for some reason. MAP02: - Entire map moved southwest for some reason. The teleporter moved slightly so the floor texture match the new map grid. - Due to IDBSPs inaccuracy most things got moved some units due to the map movement. MAP03: - Some sectors were added opening an additional passage when tag 10 is triggered. Some goodies can be found in this passage. MAP05: - Sector 26 is no longer a trap door. - 2 Lines were added to the centre lift so it can be used from both sides. MAP11: - The Arachnotron (Thing 142) got moved a bit. - Sector 4 (former 136) got a slightly different shape. Near that place a further sector was added to enable a shortcut since it is lowered with the same switch as sector 4. MAP31: - 4 sectors marked secret now. MAP32: - 6 sectors marked secret now. Demos: - MAP11, Skill 4 - MAP05, Skill 4 - MAP26, Skill 4 Final Doom WAD's: - There is only one official release. However, it is recommended to download the patch available at http://www.teamtnt.com. A pity id never officially released a patch.