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File doomretro.changes of Package doomretro
------------------------------------------------------------------- Mon Aug 12 09:28:35 UTC 2024 - Michael Pujos <pujos.michael@gmail.com> - added fix-iwad-search-path.patch from https://github.com/bradharding/doomretro/pull/833 - Update to version 5.5.1 * https://github.com/bradharding/doomretro/releases/tag/v5.5.1 ------------------------------------------------------------------- Sat Jul 27 21:26:31 UTC 2024 - Michael Pujos <pujos.michael@gmail.com> - Update to version 5.5 * https://github.com/bradharding/doomretro/releases/tag/v5.5 ------------------------------------------------------------------- Thu May 2 08:38:46 UTC 2024 - Martin Hauke <mardnh@gmx.de> - Update to version 5.4 * https://github.com/bradharding/doomretro/releases/tag/v5.4 ------------------------------------------------------------------- Sun Mar 3 09:35:16 UTC 2024 - Martin Hauke <mardnh@gmx.de> - Update to version 5.3 * https://github.com/bradharding/doomretro/releases/tag/v5.3 ------------------------------------------------------------------- Sat Dec 16 10:29:56 UTC 2023 - Martin Hauke <mardnh@gmx.de> - Update to version 5.1.3 * Minor changes have been made to text that is output to the console. * The MD5 hash value of the current map’s WAD is now displayed by the mapstats CCMD. * Further improvements have been made to the parsing of bossaction in MAPINFO lumps. * A bug is fixed whereby selecting an episode in the menu wouldn’t change the episode CVAR in some instances. * SIGIL will now still be automatically loaded if found and SIGIL II is manually loaded. * Improvements have been made to recognizing the SIGIL and SIGIL II WAD files if they have been renamed. ------------------------------------------------------------------- Thu Dec 14 10:48:54 UTC 2023 - Martin Hauke <mardnh@gmx.de> - Update to version 5.1.2 * Minor changes have been made to text that is output to the console. * These improvements have been made to the support for John Romero’s SIGIL II: + "SIGIL" can no longer be selected in the episode menu if SIGIL isn’t loaded but SIGIL II is. + The Spider Mastermind’s health in E6M8: Abyss Of Despair is now correct. + Thorr’s music is now louder. * If known, the author of the current map is now displayed by the mapstats CCMD. * A bug is fixed whereby the corpses of monsters could remain solid, blocking the player’s path, in some rare instances. * Minor improvements have been made to text autocompleted in the console by pressing the TAB key. * Minor improvements have been made to the parsing of enterpic in MAPINFO lumps. ------------------------------------------------------------------- Mon Dec 11 20:29:00 UTC 2023 - Martin Hauke <mardnh@gmx.de> - Update to version 5.1.1 * Improvements have been made to the support for John Romero’s SIGIL II. * Minor improvements have been made to the parsing of bossaction in MAPINFO lumps. ------------------------------------------------------------------- Sun Dec 10 10:23:06 UTC 2023 - Martin Hauke <mardnh@gmx.de> - Update to version 5.1 * https://github.com/bradharding/doomretro/releases/tag/v5.1 ------------------------------------------------------------------- Fri Nov 24 13:42:52 UTC 2023 - Martin Hauke <mardnh@gmx.de> - Update to version 5.0.7 * https://github.com/bradharding/doomretro/releases ------------------------------------------------------------------- Sat Jun 17 10:32:55 UTC 2023 - Martin Hauke <mardnh@gmx.de> - Update to version 4.9.2 * https://github.com/bradharding/doomretro/releases ------------------------------------------------------------------- Fri Apr 7 19:18:08 UTC 2023 - Martin Hauke <mardnh@gmx.de> - Update to version 4.9 * https://github.com/bradharding/doomretro/releases ------------------------------------------------------------------- Mon Dec 12 10:20:32 UTC 2022 - Martin Hauke <mardnh@gmx.de> - BR SDL2 >= 2.0.9 ------------------------------------------------------------------- Sun Dec 11 08:15:28 UTC 2022 - Martin Hauke <mardnh@gmx.de> - Update to version 4.7.1 * https://github.com/bradharding/doomretro/releases ------------------------------------------------------------------- Sun Sep 18 11:05:14 UTC 2022 - Martin Hauke <mardnh@gmx.de> - Update to version 4.6.2 * https://github.com/bradharding/doomretro/releases ------------------------------------------------------------------- Sun May 29 09:57:58 UTC 2022 - Martin Hauke <mardnh@gmx.de> - Update to version 4.5.1 * https://github.com/bradharding/doomretro/releases/tag/v4.5.1 ------------------------------------------------------------------- Mon Oct 25 20:02:32 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 4.3 * https://github.com/bradharding/doomretro/releases/tag/v4.3 ------------------------------------------------------------------- Sun Sep 19 09:07:28 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 4.2.3 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * The splash screen’s animation is now smoother. * Minor changes have been made to the font used in the console, and the player messages in the alternate widescreen HUD. * Minor changes have been made to text that is output to the console. * Further improvements have been made to the support for Chex Quest, Freedoom and REKKR. * The bounce of the player’s weapon when dropping down from a greater height is now slightly slower when the weaponbounce CVAR is on. * When clicking a mouse button that is bound to the +screenshot action, the screen will now flash and a sound will now be heard * The console’s background will no longer be affected when entering the vanilla CCMD. * A fade transition is now applied after saving a game in the save game menu and the fade CVAR is on. * Further improvements have been made to when the player’s view should be lowered if the r_liquid_lowerview CVAR is on. * A bug has been fixed whereby the title in the automap could be positioned incorrectly in some rare instances. * The player’s arrow will now be positioned correctly in the automap when the am_rotate CVAR is on and the am_followmode CVAR is off. * The following changes have been made when the am_path CVAR is on: + The player’s path in the automap will now still be updated when either freeze mode or no clipping mode is enabled. + The player’s path will now be positioned correctly in the automap when the am_rotate CVAR is on and the am_followmode CVAR is off. + The distance the player has traveled in the current map is now displayed in the top right corner of the automap. * A bug has been fixed whereby the timer displayed when using the timer CCMD could be positioned incorrectly in some rare instances. * The size of the crosshair has been reduced when the crosshair CVAR is cross and the r_detail CVAR is low. * The message displayed when entering the IDMYPOS cheat will now be visible when the fade CVAR is on. * The sky will now be stretched if the weaponrecoil CVAR is on and the r_screensize CVAR is 8. * Sprites in liquid sectors now bob correctly when the player is first spawned into a map and the r_liquid_bob CVAR is on. ------------------------------------------------------------------- Wed Sep 1 06:08:02 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 4.2.1 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor changes have been made to text that is output to the console. * The framerate will no longer drop to 35 frames per second if the game is paused, or the menu or console is open. * A slight dithered effect is now applied to fade transitions when the fade CVAR is on. * A fade transition will now always be applied when exiting the help screen and the fade CVAR is on. * Translucency is now applied to megaspheres when the r_translucency CVAR is on. * The following changes have been made when the r_shake_damage CVAR is greater than 0% and god mode is enabled: + The maximum amount of time the screen will shake when the player is attacked has been reduced. + The screen will no longer shake if the player is in a sector with special 16 (“Damage -10% or -20% health”) or 4 (“Damage -10% or -20% health and light blinks (0.5 sec.)”). * Improvements have been made to the clipping of the bottom of sprites when in liquid and the r_liquid_clipsprites CVAR is on. * A bug has been fixed whereby an action couldn’t be bound to or unbound from the ; key using the bind and unbind CCMDs. * The background of the player’s face will now be positioned correctly when the facebackcolor CVAR is a value other than its default of 5 and the vid_widescreen CVAR is on. * Zooming in and out of the automap is now more responsive. * The M_LGTTL and M_SGTTL lumps will now be used as the titles in the load and savegame menus if replaced in a PWAD. * Further improvements have been made to the support for Chex Quest. * Further improvements have been made to the support for REKKR. * A bug has been fixed whereby par times weren’t being displayed on the intermission screen in some instances. - Run spec-cleaner and drop compatibilty stuff needed for legacy distributions. ------------------------------------------------------------------- Fri Aug 20 09:17:29 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 4.2 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * The following changes have been made to the dithered lighting cast when the r_ditheredlighting CVAR is on: + The dithered lighting cast on textures is now more consistent regardless of the player’s viewing angle. + Dithered lighting is now also cast on sprites. + Dithered lighting is now cast when the r_detail CVAR is low. + Dithered lighting is now cast on BOOM-compatible translucent wall textures if the r_translucency CVAR is off. * The text in the console has been brought in from the left and right edges of the screen when the vid_widescreen CVAR is on. * Minor changes have been made to the character set used in the console. * Several changes have been made to text that is output to the console. * Minor improvements have been made to the console’s autocomplete feature. * The following changes have been made to the support for REKKR: + rekkrsa.wad is now treated as an IWAD (that is, DOOM.WAD will no longer be automatically loaded with it). + The correct monster and weapon names are now used in obituaries in the console when the con_obituaries CVAR is on. + Sorrows and skelly bellies will now only bleed red blood. + Gamepads will no longer vibrate when the axe is equipped and idle, and the gp_vibrate_weapons CVAR is on. * A bug has been fixed whereby any palette effects wouldn’t be restored when unpausing a game by pressing the ESC key rather than PAUSE key. * The alwaysrun CVAR can now be toggled by pressing the CAPSLOCK key while on the title screen. * The fading of player messages onto and off of the screen is now smoother in some instances when the fade CVAR is on. * A fade transition will now be applied when changing the r_brightmaps CVAR, or any CVARs that change a color, when the fade CVAR is on. * Corpses and dropped items will no longer perpetually slide back and forth on the floor in some rare instances. * The maximum number of blood splats that can be spawned when a corpse slides on the floor and the r_corpses_slide CVAR is on, has now been reduced. * The number of monsters killed due to infighting is now displayed by the playerstats CCMD. * The colors of doors in the automap that are unlocked using a keycard or skull key can now be changed using the new am_reddoorcolor, am_yellowdoorcolor and am_bluedoorcolor CVARs. These CVARs are 160 by default (such that there is no apparent difference until one of them is changed), and 231 when vanilla mode is enabled. * Minor improvements have been made to rendering the automap when the player has a computer area map power-up. * The following changes have been made to the external automap when the am_external CVAR is on: + When the F key is pressed to turn follow mode off, the player may now pan around the external automap as intended. + The mouse wheel will no longer zoom in/out of the external automap, and instead only cycle through the player’s weapons. * A bug has been fixed whereby the player’s weapon wouldn’t always be lit correctly when fired. * A previously implemented feature that caused monsters to not be fullbright when firing and facing away from the player now works correctly. * Spectres will now always be rendered correctly when freeze mode is on. * More fixes have been applied to certain maps when the r_fixmaperrors CVAR is on. * Minor changes have been made to the positioning of some elements in the widescreen HUD. * Changing the r_screensize CVAR in the console will now also change the vid_widescreen CVAR as necessary. * The following changes have been made when on the intermission screen: + The playerstats and mapstats CCMDs will now work. + Pressing the ENTER key while the menu or console are also open will no longer trigger the intermission screen. * The +weapon1 to +weapon7 actions can now be bound to a mouse button using the bind CCMD. * The effect applied when the player is in a damaging sector and the r_shake_damage CVAR is greater than 0% is now no longer applied when god mode is enabled. * A bug has been fixed whereby the “Damage received” stat viewed using the playerstats CCMD would continue to update when god mode was on. * The toggle CCMD now supports CVARs that accept multiple values. * The value of these CVARs will increment by 1, and if their maximum value is reached, will wrap to their minimum. ------------------------------------------------------------------- Sun Jun 13 13:00:20 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 4.1.1 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * The smoke trailing behind rockets fired by the player and cyberdemons when the r_rockettrails CVAR is on is now displayed correctly when the r_textures CVAR is off. * A fade transition will now be applied when changing the r_detail or r_playersprites CVARs in the console and when the fade CVAR is on. * Minor changes have been made to text that is output to the console. * The following changes have been made to the external automap when the am_external CVAR is on. - Player messages will now always be displayed correctly. - The external automap will now be hidden while the menu or help screen is open on the main display. - The 0 key can now be pressed to toggle maximum zoom. - If the +zoomin and +zoomout actions are rebound from the + and - keys, the external automap may be zoomed in and out. * Player messages will now fade off the screen while the console is open and the fade CVAR is on. * Player messages now fade off the screen smoother in the alternate widescreen HUD when the fade CVAR is on. * If a filename is specified using the condump CCMD, .txt will be added to the filename if it has no extension, and the resulting file will now be saved in the console subfolder. ------------------------------------------------------------------- Sat Jun 5 13:15:59 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 4.1 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * The correct credits screen will now be displayed in all instances. * Minor changes have been made to text that is output to the console. * The lighting applied to all walls, floors and ceilings in a map is now dithered. This may be toggled using the new r_ditheredlighting CVAR, which is on by default and off when vanilla mode is enabled. * The r_dither CVAR has been deprecated. BOOM-compatible translucent wall textures can no longer be dithered. * The smoke trailing behind rockets fired by the player and cyberdemons when the r_rockettrails CVAR is on has been redesigned. * The smoke trailing behind rockets fired by the player will no longer spawn too close to their face, obscuring their view, when they hold down a control bound to the +fire action to fire multiple rockets. * The following changes have been made to player messages: + The grouping of identical player messages can now be toggled using the new groupmessages CVAR, which is on by default and off when vanilla mode is enabled. + Player messages are no longer grouped if more than 4 seconds apart. + Player messages now fade off the screen smoother when the fade CVAR is on. + A bug has been fixed whereby player messages wouldn’t completely fade off of the screen if the console was open and the fade CVAR was on. * Any momentum applied to the player will now be removed when enabling freeze mode. * Minor improvements have been made to the support of Chex Quest and HacX: Twitch ’n Kill. * The power-up sound effect will no longer be played if the player picks up a berserk power-up and they already have one. * The player will no longer make a noise if they drop down from a ledge when either freeze mode or no clipping mode is enabled. * A bug has been fixed whereby the alert sounds of cyberdemons or spider masterminds wouldn’t be played. * The maximum number of blood splats that can be spawned when a corpse slides on the floor and the r_corpses_slide CVAR is on, is now based on its size. * A bug has been fixed whereby blood splats could be the wrong color in some instances. * Invulnerability and partial invisibility power-ups will now respawn when the respawnitems CCMD is used. * Minor changes have been made to the shadows cast by monsters when the r_shadows CVAR is on. * Blood splats are now slightly more translucent when the r_bloodsplats_translucency CVAR is on. * The shaking effect applied when the player is in a damaging sector and the r_shake_damage CVAR is greater than 0% is now still applied when god mode is enabled. * If the WAD file entered manually in the WAD launcher isn’t found, and DOOM Retro then successfully guesses what was intended by finding the nearest match, the wad CVAR will now be updated. * The r_hud CVAR is now off by default. * The default of the r_bloodsplats_max CVAR has now been doubled to 131,072, and is now also set to 0 when vanilla mode is enabled. * A new toggle CCMD has been implemented that can be used to toggle the value of CVARs between on and off. * The translucency of item and teleport fogs is now additive when the r_translucency CVAR is on. * After loading a savegame, a crash will no longer occur if a blood splat is removed because the sector it is on becomes liquid. * The effects of changing the vid_borderlesswindow CVAR in the console are now immediate. * The transitions between some screens when the fade CVAR is on are now smoother. * Minor improvements have been made to the support of DEHACKED lumps. ------------------------------------------------------------------- Thu May 13 17:59:38 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 4.0.9 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor improvements have been made to some title screens. * Minor changes have been made to text that is output to the console. * A dead player’s negative health will now always be positioned correctly in the widescreen HUD. * A crash will no longer occur during the finale at the end of the third episode of DOOM. * The r_blood CVAR is now nofuzz by default. * A bug has been fixed whereby the r_hud CVAR would be left on when changing the r_screensize CVAR in the console in some instances. * A sound is now made when changing the r_screensize CVAR in the console. ------------------------------------------------------------------- Sat Apr 17 10:23:23 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 4.0.8 * Minor changes have been made to text that is output to the console. * The condump CCMD will no longer continue to dump every line of text that is output to the console after it is entered. * Minor improvements have been made to the DMENUPIC lump. * Minor changes have been made to the help screen displayed using the F1 key. * A bug has been fixed whereby the console couldn’t be opened using the ~ key on certain keyboards. * The player will no longer be spawned into a map such that they could be stuck in the ceiling. * Player messages will now quickly fade off of the screen if the fade CVAR is on when the alternate widescreen HUD is displayed. * The vid_showfps CVAR can now be on at startup if set in a .cfg file that is either loaded using the WAD launcher or specified on the command-line. * Dead monsters may now be spawned again using the spawn CCMD * A bug has been fixed whereby things with the MF_BOUNCES flag wouldn’t explode. * More fixes have been applied to certain maps when the r_fixmaperrors CVAR is on. * -shot may be now be used as an alternative to -shotdir on the command-line. * A bug has been fixed whereby corpses wouldn’t gib correctly in some rare instances if the r_corpses_gib CVAR was on. ------------------------------------------------------------------- Fri Apr 2 11:56:05 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 4.0.7 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Even wider versions of the title, credits, intermission and finale screens will now be used on ultra-wide displays when the vid_widescreen CVAR is on. * DOOM Retro’s window can now be resized properly if the vid_fullscreen CVAR is off and the vid_widescreen CVAR is on. * Minor changes have been made to text that is output to the console. * The F5 key may now be used to toggle the graphic detail while the automap is open and the status bar is visible (that is, when the r_screensize CVAR is less than 8). * Player messages will now quickly fade off of the screen if the fade CVAR is on. * The messages CVAR is now on by default. * Any screen shake will now be canceled when warping to another map using the IDCLEV cheat or loading a savegame in some instances. * The credits screen will now be displayed for the same amount of time as the title screen. * The correct title screen is now displayed when playing DOOM (Shareware), Final DOOM: The Plutonia Experiment or Final DOOM: TNT - Evilution. * The id Software logo is no longer missing from certain title screens. * The correct credits screen is now displayed for the registered version of DOOM. * Vanilla DOOM’s notorious blockmap bug has now finally been fixed. * Par times are now shown on the intermission screen when playing Chex Quest. * A bug has been fixed whereby some sound effect lumps in the WAV format wouldn’t play correctly. * The pitch of sounds made by monster projectiles are no longer randomized if the s_randompitch CVAR is on. * The player’s weapon sprite is no longer cut off when reloading the super shotgun after firing it, and if the vid_widescreen CVAR is on and the r_screensize CVAR is 8. * Minor improvements have been made to the support of Freedoom: Phase 2. ------------------------------------------------------------------- Sun Mar 14 09:47:43 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 4.0.6 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * DOOM Retro now recognizes the following alternative names for the IWADs it supports: DOOMU.WAD, BFGDOOM.WAD, DOOMBFG.WAD, DOOMUNITY.WAD, DOOM2F.WAD, BFGDOOM2.WAD, DOOM2BFG.WAD, DOOM2UNITY.WAD, PLUTONIAUNITY.WAD and TNTUNITY.WAD. * A bug has been fixed whereby certain lumps that are only 320 pixels wide wouldn’t be positioned correctly in some instances if the vid_widescreen CVAR was on. * Minor improvements have been made to the color chosen for the surrounding pillarboxes when certain lumps from a PWAD that are only 320 pixels wide are displayed and the vid_widescreen CVAR is on. * A wider version of the DMENUPIC lump will now be displayed, and the menu will automatically open at startup again, when playing the BFG Edition of DOOM II: Hell On Earth. * Minor changes have been made to text that is output to the console. * An obituary will now be displayed in the console if the con_obituaries CVAR is on and: + A barrel explodes because of another barrel’s explosion. + A corpse is gibbed by a nearby barrel or rocket explosion. * Minor improvements have been made to the support of Freedoom: Phase 1, Freedoom: Phase 2 and HacX: Twitch ’n Kill. * Minor improvements have been made to the support of DEHACKED lumps. * A bug has been fixed whereby some characters in the automap title wouldn’t be displayed correctly in some instances. ------------------------------------------------------------------- Sat Mar 6 11:43:57 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to version 4.0.5 Lots of changes see: https://github.com/bradharding/doomretro/releases/ ------------------------------------------------------------------- Sat Aug 22 21:25:20 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 3.6.1 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * The following changes have been made to the automap: - A bug has been fixed whereby the + and – keys wouldn’t zoom in and out. - The background menu effect will no longer be applied to the external automap when not in a game. * Minor changes have been made to text that is output to the console. * Navigating the options menu has now been fixed. * Elevators will now make a sound again when they move. * The player’s face in the status bar and widescreen HUD will no longer change, and armor will no longer be lost, if the player is attacked while god mode is enabled. * ENDGAMEC is now supported in MAPINFO lumps. ------------------------------------------------------------------- Sun Aug 9 14:37:30 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 3.6 Lots of changes see: https://github.com/bradharding/doomretro/releases/tag/v3.6 ------------------------------------------------------------------- Sat Jun 13 10:57:43 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 3.5.10 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor changes have been made to text that is output to the console. * The condump CCMD now works again. * The colors of blood splats now vary slightly. * More blood splats are now spawned under corpses. * To avoid accidentally firing them, the player will no longer automatically switch to the rocket launcher or BFG-9000 if they run out of all other ammo. * The player’s face will now appear correctly in both the status bar and widescreen HUD when god mode is enabled and the STFGOD0 lump has been replaced by a PWAD. * If any weapon pickup sprites have been changed in a PWAD, their silhouettes will no longer appear in the alternate widescreen HUD. * The minimum value of the vid_capfps CVAR has been changed from 1 to 10. * A bug has been fixed whereby the music volume wouldn’t be restored when closing the console in some instances. * The randomization of certain features when a thing is spawned at the start of a map (such as whether a corpse is mirrored or not, or the placement of blood splats around a corpse) is now consistent if the map is restarted. * The mapstats CCMD now displays alternate titles for those few maps that have one. ------------------------------------------------------------------- Sat May 23 07:52:14 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 3.5.9 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor changes have been made to text that is output to the console. * Fixing a bug present in Vanilla DOOM, scrolling wall textures (such as the SP_FACE1 textures in MAP05 of plutonia.wad) will now always scroll at the correct speed. * A bug has been fixed whereby certain power-ups wouldn’t bob when the r_floatbob CVAR was on. * The player’s ability to straferun has now been restored. * The A_RandomJump codepointer now works again if specified in a DEHACKED lump. * Files created by the condump CCMD when no parameter is specified will now be saved in a new console folder. * The mouse or a gamepad can now be used to open the menu from the title screen again. * Linedefs that have the BOOM-compatible line special of 190 (“SR Change Texture And Effect”) now work. * The interpolation of floors and ceilings that move instantly has now been fixed when the vid_capfps CVAR is greater than 35 ------------------------------------------------------------------- Sat May 16 07:48:16 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 3.5.8 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor changes have been made to text that is output to the console. * When both the automap and menu are open, the grid will now still rotate in the background if the am_rotatemode CVAR is off. * The menu background will no longer be affected if the r_detail CVAR is low and the r_lowpixelsize CVAR is not 2×2. * The player’s path in the automap is no longer reset when vanilla mode is enabled and the am_path CVAR is on. * The timer shown when the timer CCMD is used is no longer displayed while vanilla mode is enabled. * Only one sound is now heard when confirming the selection of the Nightmare! skill level. * A bug has been fixed whereby the “entering” intermission screen would be displayed when exiting MAP30 in some instances. * When to update the savegame description while saving a game has now been improved. * Improvements have been made to the left and right edges of the console when it’s open over the automap. * Minor improvements have been made to the widescreen HUD when god mode is enabled. * When the player tries to open a BOOM-compatible door that requires more than one (or any) keycard or skull key that they don’t have, all of those keys will now flash in the widescreen HUD. * The gamepad can now be used again to change monsters during DOOM II’s cast sequence. * The 2, 3 and 4 digits used for marks in the automap are now consistent with those displayed in the console. * All function keys may now be used while the console is open. * A bug has been fixed whereby the widescreen HUD would momentarily disappear when pressing the F8 key to toggle player messages. ------------------------------------------------------------------- Fri May 8 04:41:15 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 3.5.7 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor changes have been made to text that is output to the console. * Things spawned using the spawn CCMD are now given an ID that is displayed by the thinglist CCMD. * The mouse and gamepad can now be used to open the menu from the title screen again. * A bug has been fixed whereby an incomplete MAPINFO lump in a PWAD could cause a crash. * The names of the monsters displayed during DOOM II’s cast sequence can now be specified in DEHACKED lumps. * The player’s weapon can no longer be changed while freeze mode is on. * The horizontal offset of the player’s weapon sprite will no longer be fixed when the r_fixspriteoffsets CVAR is off. * The effects of both the r_graduallighting and weaponbounce CVARs are now better remembered in savegames. * Screenshots may now be taken again while playing a game and the +screenshot action has been bound to something other than the PRINTSCREEN key. * When a PWAD is loaded with Freedoom: Phase 1 or Freedoom: Phase 2, if a STBAR lump is present in that PWAD, it will now be used. * Fixing a bug present in Vanilla DOOM, monsters will now always be alerted if attacked during the second frame of their idle animation. ------------------------------------------------------------------- Sat May 2 09:31:39 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 3.5.6 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor changes have been made to text that is output to the console. * The name of the PWAD is no longer displayed in the automap if the current map has no title. * Several improvements have been made to the support of Chex Quest, Freedoom: Phase 1 and Freedoom: Phase 2. * A bug has been fixed whereby the wrong music could be played in some rare instances. * The randomness of the music chosen when the s_randommusic CVAR is on has been improved. * A new license CCMD has been implemented that displays the GNU General Public License in the default browser. * A message is now displayed in the console whenever an item or monster respawns. * A new r_supersampling CVAR has been implemented that applies supersampling to the player’s view when the r_detail CVAR is low and the r_lowpixelsize CVAR is 2×2. This CVAR is on by default and off when vanilla mode is on. * Corpses can now trigger teleporter line specials. * When using the kill CCMD, the items dropped by monsters will no longer trigger teleporter line specials. * A bug has been fixed whereby some hanging decorations would be positioned incorrectly in some instances. * Those monsters that don’t have red blood will no longer leave gibs if crushed. * Blood will no longer be spawned while a monster is being crushed and the r_blood CVAR is none. * A bug has been fixed whereby certain power-ups wouldn’t stop moving once off the edge of a BOOM-compatible scrolling sector and the r_floatbob CVAR was on. * Improvements have been made to how gradual lighting is applied to doors and crushing ceilings when the r_graduallighting CVAR is on. * The STEP2 texture now appears correctly in MAP01: Entryway again. * Minor improvements have been made to the support of DEHACKED lumps. * The sky will now be rendered correctly when the r_screensize CVAR is less than 7. * Screenshots may now only be taken when not playing a game if the +screenshot action is still bound to the PRINTSCREEN key. ------------------------------------------------------------------- Sat Apr 18 19:19:25 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 3.5.5 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor changes have been made to text that is output to the console. * The music volume is now lower while either the menu or console is open. * The following changes have been made to the menu’s background: + The random noise is now slightly slower. + Liquid sectors now still animate in the background when the menu is open. * The following changes have been made to the widescreen HUD: + Health, armor and ammo now flash gold rather than white when they change. + Keycards and skull keys that the player picks up are now slightly higher. * Brightmaps are no longer applied to the SLADRIP1, SLADRIP2 and SLADRIP3 textures when the r_brightmaps CVAR is on. * The timer displayed by the timer CCMD will now be positioned lower if the vid_showfps CVAR is on. * More fixes have been applied to certain maps in the official DOOM and DOOM II WADs when the r_fixmaperrors CVAR is on. * The mapstats CCMD now displays the release date for maps in the official DOOM and DOOM II WADs. * The translucency of item and teleport fogs is no longer additive when the r_translucency CVAR is on. * Due to a change in the latest patch of the Bethesda.net Launcher version of DOOM II, MAP04 to MAP08 in No Rest For The Living now use the SKY3 texture as their skies. ------------------------------------------------------------------- Fri Apr 3 06:27:43 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 3.5.4 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Improvements have been made to the support of Chex Quest. * A bug has been fixed whereby the wrong map name would be displayed on the intermission screen in some instances. * A brightmap is now applied to the SLADRIP2 texture when the r_brightmaps CVAR is on. ------------------------------------------------------------------- Wed Mar 25 20:00:23 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 3.5.3 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor changes have been made to text that is output to the console. * A bug has been fixed whereby screenshots couldn’t be taken while the console was open. * The following changes have been made to timestamps in the console: + The con_timestamps CVAR has been deprecated. Timestamps will now always appear in the console next to player messages. + Timestamps in the console are now a translucent yellow. * The following changes have been made to obituaries in the console: + Obituaries involving an exploding barrel now indicate who caused the explosion. + Names set using the name CCMD will now be used when an arch-vile resurrects a monster. * The number of times the player commits suicide is now displayed by the playerstats CCMD. * All monsters spawned using the spawn CCMD can now cross monster-blocking lines. * More blood splats now appear around decorative corpses. * A crash will no longer occur when trying to spawn a berserk power-up using the spawn CCMD in DOOM (Shareware). ------------------------------------------------------------------- Fri Mar 13 19:39:54 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to versino 3.5.2 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * DOOM Retro’s keyboard and mouse controls are now more responsive. * Further improvements have been made to the console’s autocomplete feature. * Minor changes have been made to text that is output to the console. * Item fogs spawned while using the spawn or respawnitems CCMDs are now always positioned correctly. * The following changes have been made to the r_blood CVAR: + The CVAR can now be set to nofuzz, causing all blood spilled by spectres (as well as the player while they have a partial invisibility power-up) to be red instead of fuzzy. + Puffs are now spawned rather than nothing when the CVAR is none. + All blood spilled will now be red when the CVAR is red, and green when the CVAR is green. * Flying monsters spawned using the spawn CCMD now spawn higher off the ground. * The player’s path around the current map will now always be recorded even while the am_path CVAR is off. * The following changes have been made to the mapstats CCMD: + The total number of things in the current map is now correct. + How much the current map is inside/outside is now displayed. * The number of times the player has died in the current map is now correct in the playerstats CCMD. * The following changes have been made to the numbers displayed in the widescreen HUD: + Health, armor and ammo now flash slightly brighter when they change, and do so even when the r_hud_translucency CVAR is off. + Ammo now flashes when the player switches to a weapon with different ammo. + Health and ammo now flash on and off when low and the r_hud_translucency CVAR is off. * 3D bridges that use the STEP2 wall texture are now rendered correctly. * The automap will now rotate correctly in the background if the menu is open and the am_rotatemode CVAR is off. ------------------------------------------------------------------- Fri Feb 21 19:54:12 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 3.5.1 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor changes have been made to the character set used in the console. * Minor changes have been made to text that is output to the console. * Monsters can now be spawned using the spawn CCMD when the nomonsters CCMD has been entered in the console, or the -nomonsters parameter has been specified on the command-line. * The following changes have been made to the widescreen HUD: + The HUD has been brought in slightly from the edges of the screen. + The player’s armor is now on the left side of the screen next to their health, and the ammo for their currently equipped weapon on the right. * Item and teleport fogs are now spawned when using the spawn CCMD. * Thing triangles in the automap representing MBF-compatible helper dogs are now the correct size again when using the IDDT cheat. * Minor improvements have been made to the menu’s background. * The player’s view is now reset again when exiting the menu. * A bug has been fixed whereby the use of LIQUID or NOLIQUID in a MAPINFO lump would have no effect. * The scrollbar in the console has been widened and now includes a grip. ------------------------------------------------------------------- Fri Feb 7 21:41:13 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 3.5 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Improvements have been made to the support of IWADs that contain censored Wolfenstein SS sprites. * IWADs specified using the -file command-line parameter will now always be treated as PWADs. * Minor changes have been made to the character set used in the console. * Minor changes have been made to text that is output to the console. * The keys on the numeric keypad now work correctly in the console. * DOOM Retro will now play sound effect lumps that are in WAV format. * The corpses of some of the smaller monsters, as well as other marines, will now be gibbed when close enough to barrel and rocket explosions. This feature can be toggled on or off using the new r_corpses_gib CVAR, which is on by default and off when vanilla mode is on. * A bug has been fixed whereby certain floor textures would glitch in some rare instances if the r_liquid_current CVAR was on. * The map CCMD now also accepts a map’s title as its parameter. * The effects of changing the r_blood CVAR in the console will now always be immediate. * The teleport CCMD now accepts an optional third parameter, specifying the height the player will be from the floor once they have teleported. * The color of the console’s bottom edge may now be changed using the new con_edgecolor CVAR. It is 180 by default. * The s_musicvolume and s_sfxvolume CVARs are now both set to the same lowest value when vanilla mode is on. * A crash will no longer occur when the player uses the secret exit in SIGIL’s E5M6: Unspeakable Persecution. * Further improvements have been made to the support of MAPINFO lumps. * A sound is now made when toggling between fullscreen and a window. * Lines with special 46 (“GR Door Open Stay”) now work correctly. * Monsters can no longer be spawned using the spawn CCMD when the nomonsters CCMD is in effect. ------------------------------------------------------------------- Sat Jan 4 14:12:46 UTC 2020 - Martin Hauke <mardnh@gmx.de> - Update to version 3.4 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * DOOM Retro will now only attempt to use Adaptive VSync if the vid_vsync CVAR is set to adaptive. * The following changes have been made to the mapstats CCMD: + The episode or expansion, as well as the map number, of the current map will now be displayed. + Whether or not the current map is secret will now be displayed. + Whether or not the current IWAD is the BFG Edition will now be displayed. + The par time of the current map will now be displayed. + Improvements have been made to how BOOM and MBF-compatible maps are detected. + Whether or not a music lump has been modified in a PWAD will now be displayed. * Minor changes have been made to the character set used in the console. * Minor changes have been made to text that is output to the console. * A bug has been fixed whereby widescreen mode wouldn’t be displayed correctly after pressing ALT + ENTER to toggle between fullscreen and a window, and if the vid_borderlesswindow CVAR was off. * The default of the vid_borderlesswindow CVAR is now on. * The default of the vid_scalefilter CVAR has been changed from “nearest” to “nearest_linear”. * A new r_graduallighting CVAR has been implemented to allow the player to toggle the gradual lighting under doors and crushing sectors. It is on by default and off when vanilla mode is on. * The player’s view will no longer shift slightly when exiting a map by using a switch. * Par times are no longer displayed on the intermission screen for maps that don’t have one. * A crash will no longer occur when using the kill or resurrect CCMDs with a monster’s name previously set by the name CCMD as the parameter. * SIGIL_SHREDS.wad will no longer be automatically loaded if music has been disabled by specifying -nomusic or -nosound on the command-line. * The background will now always be displayed correctly when confirming use of the resetall CCMD. * The background will now continue to rotate when confirming if the player wants to end a game or quit. * The title of MAP05 in Final DOOM: TNT - Evilution has been corrected. * The amount of friction applied to the player’s corpse has been increased, matching the corpses of monsters, when in a liquid sector. ------------------------------------------------------------------- Mon Dec 30 20:04:28 UTC 2019 - Luke Jones <luke@ljones.dev> - Add timidity as a required install package so that standard midi music will play ------------------------------------------------------------------- Sat Dec 21 18:25:54 UTC 2019 - Martin Hauke <mardnh@gmx.de> - Update to version 3.3 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * If a mistyped filename is entered in the WAD launcher (for example, doot.wad instead of doom.wad), DOOM Retro will now try to find the closest match. * If hardware acceleration is unavailable, DOOM Retro will now change the vid_scaleapi CVAR to software and scale each frame accordingly, rather than simply crashing during startup. * DOOM Retro is now fully MBF-compatible, as support has now been added to BOUNCES and TOUCHY flags in DeHackEd lumps. * Further improvements have been made to the console’s autocomplete feature. * Minor changes have been made to the character set used in the console. * Minor changes have been made to text that is output to the console. * A level 2 warning will now be displayed in the console if there’s a locked door with no keycard or skull key provided in the map to open it. * The visual glitch displayed when input is selected in the console while it is opening or closing is now fixed. * Once the condump CCMD is used to dump the current contents of the console to a file, every line of text that is output to the console thereafter will continue to be dumped to that same file automatically. * The r_blood CVAR can now be green, causing all blood spilled to be green. * The background will now always be displayed correctly when confirming the use of the resetall CCMD. * The episode CVAR will now be updated if the player finishes episode 4 and SIGIL is loaded. * The thinglist CCMD now indicates if a thing has been dropped by a monster. * A crash will no longer occur when a monster tries to make a noise and the -nosfx or -nosound parameters are specified on the command-line. ------------------------------------------------------------------- Wed Nov 27 18:06:53 UTC 2019 - Martin Hauke <mardnh@gmx.de> - Update to version 3.2.1 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * DOOM Retro will now attempt to use Adaptive VSync if the vid_vsync CVAR is on and the vid_scaleapi CVAR is “opengl”. * A bug has been fixed whereby monsters wouldn’t attack the player as often as they should if another monster was in the way. * Further improvements have been made to the console’s autocomplete feature. * Minor changes have been made to text that is output to the console. * Minor improvements have been made to the menu’s background. * A bug has been fixed whereby blood splats around crushed corpses could appear black in some rare instances. ------------------------------------------------------------------- Mon Nov 25 17:05:43 UTC 2019 - Martin Hauke <mardnh@gmx.de> - Update to version 3.2 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor changes have been made to the character set used in the console. * Minor changes have been made to text that is output to the console. * Long warnings in the console now wrap over two lines. * A new warninglevel CVAR has been implemented to control the type of warnings displayed in the console. It can be 0 (minimal warnings), 1 (no warnings about the current map) or 2 (all warnings), and is 1 by default. * The following changes have been made to warnings in the console when the warninglevel CVAR is 2: + Warnings will now be displayed for every linedef in the current map that has either an unknown tag, a tag but no special, or a special but no tag. + Warnings describing any fixes made to the current map are now displayed when the r_fixmaperrors CVAR is on. * Further improvements have been made to the console’s autocomplete feature. * The resurrect CCMD has been enhanced to allow not only the resurrection of the player, but also all monsters or a type of monster. * To accommodate for when the player is in liquid and needs to shoot a switch, now only their view will be lowered, and not their gunshot, if the r_liquid_lowerview CVAR is on and mouselook CVAR is off. * The -nodeh command-line parameter now works as intended. * Minor improvements have been made to the menu’s background. * A crash will no longer occur when trying to autoload a savegame that was previously deleted using the DEL key in the save or load game menu. * The vertical direction the player is looking is now centered when they teleport with the mouselook CVAR on. * Further improvements have been made to the support for Noiser’s DOOM 4 VANILLA. * Timestamps between 12:00:00 and 12:59:59 in the console are now displayed correctly. * The text on the help screen displayed using the F1 key now has drop shadows. * A new vid_borderlesswindow CVAR has been implemented that toggles the use of a borderless window rather than true fullscreen when the vid_fullscreen CVAR is on. It is off by default. * A bug has been fixed whereby the player wouldn’t be able to telefrag a monster in some instances. * A countdown will now be displayed in the top right of the screen if a timer is set using the timer CCMD. * The number of maps started now appears alongside the number of maps completed in the playerstats CCMD. ------------------------------------------------------------------- Fri Nov 1 21:01:20 UTC 2019 - Martin Hauke <mardnh@gmx.de> - Update to version 3.1 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * DOOM II: Hell On Earth’s IWAD no longer needs to be the BFG Edition for nerve.wad to be automatically loaded if found. * Minor changes have been made to the character set used in the console. * Minor changes have been made to text that is output to the console. * The effects of the autotilt CVAR are now disabled while the freeze or no clipping modes are on. * The default value of am_gridcolor has been changed from 6 to 111, making the automap’s grid a slightly lighter gray. * If a berserk power-up was previously taken away from the player using the take CCMD, they may no longer equip their fists if they have a chainsaw. * The pistol may now be taken away from and given back to the player using the take and give CCMDs. * The thing triangles in the automap representing dogs will now be the correct size when using the IDDT cheat. * The player will no longer reload their super shotgun after firing their last two shells. * A bug has been fixed whereby not all monsters near the player would infight once the player died and the infighting CVAR was on. * Further improvements have been made to the support for Noiser’s DOOM 4 VANILLA. * The z-coordinate displayed by the IDMYPOS cheat now accommodates for when the player is in liquid and the r_liquid_lowerview CVAR is on. * A bug has been fixed whereby a flying monster could fall out of the air if over a moving, liquid sector in some instances. * The horizontal and vertical sensitivity of a gamepad’s thumbsticks can now both be adjusted individually. The gp_sensitivity CVAR has been replaced by the new gp_sensitivity_horizontal and gp_sensitivity_vertical CVARs. Each CVAR is a value between 0 and 128, and 64 by default. * If a friendly dog is returning to the player, they will now drop from any height regardless of how far they are away. * Monsters can no longer be spawned outside of the map if the player is too close to a wall when using the spawn CCMD. * A bug has been fixed whereby bobbing power-ups wouldn’t move on BOOM-compatible scrolling sectors in some instances if the r_floatbob CVAR was on. * The correct sound is now played when a BOOM-compatible generalized door opens or closes at normal speed. * Linedefs with specials but no sectors tagged are now handled better. ------------------------------------------------------------------- Fri Oct 11 19:13:10 UTC 2019 - Martin Hauke <mardnh@gmx.de> - Update to version 3.0.5 * Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor changes have been made to the character set used in the console. * Minor changes have been made to text that is output to the console. * Picking up more than one powerup of the same type now works correctly. * The -file parameter may now be used without an -iwad parameter on the command-line. * A bug has been fixed whereby using either the nomonsters CCMD in the console, or -nomonsters on the command-line, would not stop monsters from being spawned in maps. * The speed the player turns is now affected by the turbo CVAR and -turbo command-line parameter. * The correct sky textures will now be displayed when playing Back To Saturn X E1: Get Out Of My Stations or Back To Saturn X E2: Tower in the Fountain of Sparks and the mouselook CVAR is off. * The friendly parameter will now work correctly with the name CCMD. * A bug has been fixed whereby using the monster or monsters parameters with the kill CCMD would cause a crash. * Minor improvements have been made to the support of DEHACKED lumps. * The bullet puffs when shooting lost souls are now vertically centered. * Obituaries that involve a friendly monster will now indicate if there’s only one of them in the map. * Further improvements have been made to the support for Noiser’s DOOM 4 VANILLA. ------------------------------------------------------------------- Tue Oct 1 18:09:58 UTC 2019 - Martin Hauke <mardnh@gmx.de> - Update to version 3.0.4 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor changes have been made to the character set used in the console. * Minor changes have been made to text that is output to the console. * DOOM Retro will now automatically load SIGIL_v1_21.wad (or SIGIL_v1_2.wad) in preference to SIGIL.wad. * Timestamps in the console are now displayed in 12 rather than 24-hour format, and without a leading zero. * If the player saves a game, now that game will from then on be automatically saved at the start of each map. This feature can be disabled by the new autosave CVAR, which is on by default and off when vanilla mode is on. * The following changes have been made to the name CCMD: + Spaces are now allowed in the name, whether surrounded by double quotes or not. + Whether the monster being named already has been named will now be indicated. + The player can now also be named (which is effectively the same as changing the playername CVAR). * A bug has been fixed whereby enabling the am_path CVAR would cause DOOM Retro to crash. * The path of the player that appears in the automap when the am_path CVAR is on is now thicker. * Minor improvements have been made to the support of DEHACKED lumps. ------------------------------------------------------------------- Sat Sep 21 19:38:29 UTC 2019 - Martin Hauke <mardnh@gmx.de> - Update to version 3.0.3 See /usr/share/doc/packages/doomretro/releasenotes.md ------------------------------------------------------------------- Fri May 31 07:24:35 UTC 2019 - Martin Hauke <mardnh@gmx.de> - Update to version 2.9.2 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * The following changes have been made to the support for John Romero’s megawad SIGIL: - If SIGIL.wad is loaded automatically, it’s TITLEPIC, CREDIT and HELP1 lumps won’t be displayed, and it’s D_INTRO music lump won’t be played. - The mapstats CCMD will now correctly identify the title and composer of the music of the current map (either James Paddock, or Buckethead if SIGIL_SHREDS.wad is loaded). - E5M8: Halls of Perdition will no longer end abruptly when killing a certain number of monsters. - The player will now be warped to the correct map once finishing E5M9: Realm of Iblis. * Minor changes have been made to text that is output to the console. * The player will no longer be injured when standing close to but above a damaging sector in some instances. * The crosshair displayed when enabling the crosshair CVAR is now hidden sooner when the player runs out of ammo. * A bug has been fixed whereby if the -warp command-line parameter was used, the player couldn’t access either the menu or the console. * The mapstats CCMD will now show the lump name of the current map’s music. ------------------------------------------------------------------- Sun May 26 20:47:52 UTC 2019 - Martin Hauke <mardnh@gmx.de> - Update to version 2.9.1 See /usr/share/doc/packages/doomretro/releasenotes.md - Run spec-cleaner - Remove hack for reproducable builds since it's properly handled in Leap >= 15.0 ------------------------------------------------------------------- Tue May 30 13:55:50 UTC 2017 - rpm@fthiessen.de - Made png images reproducible ------------------------------------------------------------------- Sat May 27 14:50:46 UTC 2017 - mailaender@opensuse.org - update to version 2.4.5 ------------------------------------------------------------------- Sat Aug 27 08:25:38 UTC 2016 - mailaender@opensuse.org - initial packaging of version 2.2.5
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