- [#442] [AOG][HWR] Fix weapon position when toggle widescreen.
- [#450] Hide back-to-demo menu item when there is no mission active.
- [#467] Informants Die Upon Reloading a QuickSave.
- [#469] Fizzle fade on death.
- [#474] Don't increase a turn speed when running.
- [#478] [AOG] Walking sounds for Cyborg Warrior and Bio-Mech Guardian.
- [#479] "Full map" cheat.
- [#480] Asleep enemies when dumps info to log.
- [#464] [Windows] DPI awarness.
- [#485] [HWR] Render walls on both sides of a door to avoid a possible gap.
- [#483] Possible saved game corruption.
- [#462] Load maps from https://legacy.3drealms.com/stuff/bsflrs.zip.
- Boss spawning in AOG.
- Error at startup when profile directory is empty.
- Buffer overflow for textured ceiling or floor.
- [CFG] Escape argument string on serialization.
- Sprite extraction error "Sprite page index out of range."
- "Actor is in actorat" condition.
- Order buttons inside the message box from right to left.
- Possible out of range index access in ClearNClose.
- [HWR] Crash on E5M14.
- [SDL] Audio mixer crash on exit.
- Crash when playing UI sound and there is no audio devices detected.
- [#503] If the player score for the level is above 96%, the informant will tell the location of a single missing enemy or item.
- [CMake] Option BSTONE_INTERNAL_SDL2 to use bundled SDL2 source code.
- CVar facility.
- Add tool to trim file paths in the executable.
- Add option to control checking for error of 3D renderer API.
- [PS] Add option to toggle a map in stats like in AOG.
- Add Git commit's hash to the version.
- Log error when message box fails.
- Option
extract_levels
to extract levels in MapEdit format (FLR). - Button to error message box to open a log file.
- [#383] Change description of "is windowed" for windowed fullscreen.
- Relicense completely new source code under MIT license.
- [AUDIO] Rename audio driver type
2d_sdl
tosystem
. - [AUDIO] Rename audio driver type
3d_openal
toopenal
. - Rename cvar
vid_aa_kind
tovid_aa_type
. - [CVAR] Rename audio drivers (r2_sdl -> system, r3_openal -> openal).
- Rename cvar
vid_aa_kind
tovid_aa_type
. - Use multiple search paths (data, mod) for external resources.
- [Windows 11+] Remove round corners of a window.
- Update SDL to v2.30.6.
- Update Nuked OPL3 to cfedb09efc03f1d7b5fc1f04dd449d77d8c49d50.
- Update stb (stb_image.h v2.29; stb_image_write.h v1.16).
- Set CMake minimum version to v3.5.0.
- Option
--data_dir
does not affect auto-detection of original assets.
- PS Vita support (long time not maintained, outdated code).
- Support Nuked OPL3 emulator.
- Option to control OPL3 emulator type (
snd_opl3_type
). - [README] "Known issues" section.
- Cancel strafe movement if both keys are pressed.
- Clear damage effects after loading the game, etc.
- Fix GOG / Steam content detection.
- Fix checking if the level is official.
- Fix crash after changing audio driver via the menu.
- Match audio attenuation to vanilla as close as possible.
- Option
vid_renderer
now works in command-line. - Render 3D scene behind "You are jamming" cheat message box.
- Use SDL 2.0.5+ functions only if available.
- [AOG] Conditions to complete the episode.
- [AOG] Fix "N/A" font size and color in the floor input panel.
- [AOG] Interact with elevator controls on east-west side only.
- [AOG] Match transporting behavior between floors to original.
- [AOG] Render
ouch
frame only on damage for Plasma Sphere. - [AOG] Reverse textures for charge packs.
- [HWR] Render enter-only door size without lock as unlocked.
- [OAL] List only available extensions.
- [OAL] Load AL symbols within context.
- [SDL] Error "Renderer already associated with window".
- [SDL] Reduce CPU usage for digitized low-pass filtering.
- Limit stream I/O to 32 bit.
- [OAL] List devices with
ALC_ENUMERATE_ALL_EXT
if available. - [VIDEO] Rename
vid_windowed_height
tovid_height
. - [VIDEO] Rename
vid_windowed_width
tovid_width
. - [VIDEO] Rename
vid_windowed_x
tovid_x
. - [VIDEO] Rename
vid_windowed_y
tovid_y
.
- Exclusive fullscreen mode.
- Option
vid_is_windowed
. - Resampling low-pass filter and it's options (
snd_resampling_interpolation
,snd_resampling_lpf
).
- [CMake] Root CMakeLists.txt.
- [CMake] Add option
BSTONE_MORE_COMPILER_WARNINGS
for more compiler warnings. - Bindings to take screenshots (default F5).
- Option to control weapon bobbing (actual for Planet Strike only).
- PC Speaker SFX.
- Option
snd_sfx_type
to switch between AdLib and PC Speaker audio. - Option
snd_is_sfx_digitized
to toggle SFX digitization. - Extracting unprocessed audio (*.data).
- Extracting PC Speaker audio.
- [CMake] Minimum supported version is 3.4.0.
- Audio low-pass filtering is disabled by default.
- Compiling under non-MSYS MinGW.
- Content search.
- Show dropped important items (keys, etc.) on auto-map.
- Don't draw the scene for "show full map" cheat.
- Reduce compiling warnings.
- Make the application DPI aware.
- [OAL] Discard sounds with lower priority on same actor's channel.
- [OAL] Fix hangs on changing audio settings when any world's sound playing.
- [HWR] Mismatched texture for door track.
- [HWR] Flooring / Ceiling texture direction.
- Non-readable log file while application is running.
- Item flags for message box.
- Support for external textures (bmp, png).
- Configuration for external textures (
vid_external_textures
). - OpenAL 3D audio driver.
- Configuration for OpenAL driver (
snd_driver
,snd_oal_library
,snd_oal_device_name
).
- Search path with provided
data_dir
. - Double fading on new game or load game when using hw renderer (Emile Belanger, @emileb).
- Fade whole screen when in widescreen and 3D view is showing (Emile Belanger, @emileb).
- Next map number for level transition.
- Support for lowercase resource file names.
- [CMake] Always enabled precompiled headers.
- Option
vid_filler_color_index
to select filler color. - [Windows] File information resource.
- Enable sfx and music by default for first startup.
- Lives counter.
- Input floor panel visual glitches.
- Disabled episodes 5 and 6 in static build.
- Extraction of compressed texts.
- Same texture for door type BIO.
- Player radius for item pickup.
- Missing test for pushwall in CheckLine.
- Fix sfx turning off when in-game sounds paused.
- Show option "Game Options -> Video -> Stretch UI".
- Replaced almost all fixed-point arithmetic with a floating-point one.
- Relay on CMake's PCH support if available.
- Option
snd_resampling_interpolation
to specify interpolation method for resampling. - Option
snd_resampling_lpf
to toggle low-pass filter for resampling.
- [AOG][E4L1] Removed unnecessary in-place level fix.
- [AOG] "Cursor" for elevetor panel.
- Option
--extract_vga_palette
to extract VGA palette. - Pause game audio when in menu.
- Increased maximum actor count.
- Use floating point for audio mixing.
- Rewrite low-pass filter for PCM upsampling.
- Saved games are not compatible with previous version.
- [AOG] Revised initial hitpoints for bosses.
- [AOG][E4L1] Added missing barrier switch for 100% points.
- [PS] Hide already pushed pushwall on auto-map.
- Pickup items while attacking.
- Sprite precache for Perscan Drone and Volatile Material Transport.
- Both games should be now completable with 100% rating.
- Input bindings to cycle weapons.
- Apply bonus queue after finishing the mission.
- Write data into temporary file and then rename it.
- Enable high score menu for debug build.
- Saved games are not compatible with previous version.
- [AOG] Animation timings for some actors to match origin.
- [AOG] Bio-tech placed on special tile (E5L2; (18, 43)).
- Sprite precache for crate items.
- Sprite precache for morphed Dr. Goldfire.
- Level state after death when extra live is available.
- Add points for destroying projector generator.
- Displaying pushwalls after loading from saved game.
- Hit points table.
- Player's attack tracing.
- Zigzag movement when strafing along the wall.
- Default values for some input bindings.
- Handling of file paths.
- Auto-detect game content of GOG and Steam.
- Show message box with options if multiple game contents found.
- 3D-renderer (OpenGL backend).
- Menu to control video mode.
- Menu to control texturing.
- [RHW] Texture upscale filter (xBRZ).
- Option
snd_is_disabled
to ignore audio subsystem. - Option
vid_is_positioned
to control position of the window. - Option
vid_is_widescreen
to control widescreen mode. - Option
vid_is_ui_stretched
to control UI stretching. - Option
vid_2d_texture_filter
to control texturing filter for UI. - Option
vid_3d_texture_image_filter
to control texturing image filter for the scene. - Option
vid_3d_texture_mipmap_filter
to control texturing mipmap filter for the scene. - Option
vid_3d_texture_anisotropy
to control anisotropy filter for the scene. - Option
vid_texture_upscale_filter
to select texturing upscale filter. - Option
vid_texture_upscale_xbrz_degree
to control degree of xBRZ filter. - Option
vid_aa_kind
to select anti-aliasing mode. - Option
vid_aa_degree
to select anti-aliasing degree. - Option
calculate_hashes
to calculate hashes of resource files. - Option
extract_walls
to extract graphics resources (wall, flooring, etc.). - Option
extract_sprites
to extract graphics resources (actors, decorations, etc.). - Option
extract_music
to extract music resources. - Option
extract_sfx
to extract sfx resources. - Option
extract_texts
to extract text resources. - Option
extract_all
to extract all resources. - Generic instruction on how to compile on Linux-based system.
- Option
vid_scale
. - Vanilla input bindings and related menu items.
- Renamed option
vid_windowed
tovid_is_windowed
. - Renamed option
vid_window_x
tovid_x
. - Renamed option
vid_window_y
tovid_y
. - Renamed option
debug_dump_hashes
tocalculate_hashes
. - Split option
vid_mode
intovid_width
andvid_height
. - Renamed option
vid_no_vsync
tovid_vsync
. - Values of option
vid_renderer
. - Serializing barrier switches.
- Disabled music caching.
- Reduced volume factor of OPL sounds.
- Saved games are not compatible with previous versions.
- Audio normalization.
- Removed some checks on barriers (by bibendovsky).
- Number secret floor (by bibendovsky).
- Destination position for inter-floor teleporter (by bibendovsky).
- [Vita] Version 0.3 (by 01y).
- [Vita] Joystick sensitivity via CONTROLS menu (by 01y).
- [Vita] Previous/Next weapon controls (by 01y).
- [Vita] Circle button backs out of menu (by 01y).
- README monospace formatting, keyboard glyphs (by cxong).
- [Vita] Heap size increased to 192 MiB (by 01y).
- [Vita] Assets search strategy (by 01y).
- [Vita] Control constants to match default keyboard speed (by 01y).
- Alt and Ctrl to handle menu item (by bibendovsky).
- Text typos (by mnhauke).
- SDL with two digit sub-version number (by bibendovsky).
- Apply floor bonus correctly on percentage greater than 100% (by XxMiltenXx).
- [Vita] Readme corrections (by 01y).
- [Vita] Circle button behavior in menu (by 01y).
- [Vita] Sound volume visualization (by 01y).
- [AOG] Allow to warp to level beyond the 10th one.
- Critical error if switch connected to non-activable object.
- [CMake] Dependency on TestBigEndian.
- Dependencies on raycaster for hitscan, item pickup and saved game.
- [MSVC] Add option for multi-process compilation (BSTONE_USE_MULTI_PROCESS_COMPILATION).
- Disabled fade in/out effect.
- Segfault at JAM logo on some platforms.
- Invalid direction of running Blake at the ending of mission 2.
- Lowered by one pixel lower status panel.
- Option "--profile_dir".
- Allow lowercase asset file name.
- Allow to back to the game from the main menu by hitting ESC.
- Option to toggle UI stretching.
- Option to toggle intro/outro/promo.
- Playstation Vita support.
- Command-line option to dump assets SHA1 hash (--debug_dump_hashes).
- Command-line option to specify mod assets (--mod_dir).
- Track map file hash in saved game.
- AoG Shareware support (v1.0/v2.0/v2.1).
- Option to toggle fade in/out effect.
- Rewrite CMake script.
- C++ standard to C++14.
- Revise code.
- Find assets strategy: AoG -> PS -> AoG SW
- Command-line options: --aog_10, --aog_2x, --aog_30.
- One pixel gap between the edge of view and weapon sprite.
- Lightning on AoG maps.
- Mask UI between some screen transitions.
- Teleporting out effect.
- Widescreen mode.
- Icon and it's resource file (Windows).
- Use text format for configuration.
- Made E2M6 completable with 100% stats.
- Makefile.pandora.
- Custom renderers.
- Bottom view bound when drawing sprites.
- Command-line to force a software renderer.
- Mouse sensitivity.
- Weapon switching.
- Offset of floor info on upper status bar.
- Interaction checks for doors.
- Installation rules for CMake.
- Do not play "use" sound if not interacting with bio-tech, wall or push-wall.
- Always unlock floor with red card after the last unlocked one.
- Crash in some cases for interaction code.
- Number of episodes for Planet Strike.
- Do not shade cloaked shapes.
- Increased max mouse sensitivity value.
- Option --version now works without data files.
- Option to override default profile's path.
- Falling back to software rendering.
- (AOG) Discovered hidden area shows with darker color on map.
- (AOG) Weapon's image size on screen reduced a bit.
- (AoG) Weapon scale.
- Support of Aliens of Gold v1.0/v2.0/v3.0.
- Option to stretch rendered image to window.
- Handle game closing by pressing window's "close" button.
- Improved audio and video performance.
- Disabled weapon bobbing in AoG.
- Palette updating for software rendering.
- Viewport for software rendering.
- Barriers operating on another floor.
- Barriers operating message.
- Player's gun hit scan.
- Crates with green and gold keys.
- Genetic Guard death sound.
- Push wall crash on E3M2 at (16:50).
- Uncleaned input state on gaining/loosing input focus.
- Missing toggle heartbeat sounds by key.
- Crash by a dummy switch on E2M1 at (35:61).
- Star Trooper death and faint sounds.
- Indestructible Projection Generators on E6M9.
- Total enemy count on E6M9.
- Paused audio on inactive/minimized window.
- Music toggle by key when enabling official cheat (J+A+M+Enter).
- Supports Aliens of Gold (full & shareware).
- All user specific files (configuration, saved games, log, .etc) now stored in user's profile.
- High scores stored in separate file.
- Configuration file shared among all games.
- All options renamed to reflect subsystem it belongs.
- Removed compatibility vanilla options.
- Missing music on a new game start.
- Default configuration.
- Two controls scheme: classic (original) and modern (WSAD-like).
- Allow to rebind any action.
- Allow circle strafing with mouse.
- 'Always run' option.
- Allow to control annoying wall hit sound.
- Message about malfunction weapon.
- Interrogation of 'mean' bio-tech.
- Overflow in sintable.
- High resolution rendering (HRR).
- Command-line option "scale" to manual control of HRR degree.
- Option to toggle wall hit sound.
- Drawing of "vertical" push-walls.
- Stutters on item pickup.
- Sprite's rotation angle.
- Crash in area 12 (approx. coordinates 33:29).
- Support of keypad keys.