./games/doomlegacy, The legacy of Doom

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Branch: CURRENT, Version: 1.48.12, Package name: doomlegacy-1.48.12, Maintainer: micha

This is one of the most popular Doom source ports.
It enhances Doom with things like:
- Free Look
- OpenGL renderer
- Heretic support,
- TCP/IP networking
and much more.

Doom Legacy can play Doom, Boom, Marine's Best Friend (MBF), and Heretic maps.
In addition to the original games by id Software and Raven Software, there are
hundreds of free, fan-made maps available on the Internet. These maps are
typically distributed as PWAD files, which are not fully self-contained.
For each game you will also need the corresponding IWAD data file, which
contains all the graphics, wall and floor textures, sounds, and music for that
game. For example, if you want to play Doom II maps, you'll need the IWAD file
doom2.wad, or one of the free replacements.

Legacy has implemented the fundamental and de-facto-standard Boom extensions,
and the Marine's Best Friend (MBF) extensions. Legacy also has implemented
among other things 3D floors, swimmable water and other special effects using
extended linedef codes, and supports the FraggleScript scripting language.

This package contains the SDL build of Doom Legacy.

MESSAGE.doomlegacy [+/-]

Required to run:
[audio/SDL_mixer] [devel/SDL] [games/doom1]

Required to build:
[pkgtools/x11-links] [x11/xcb-proto] [x11/fixesproto4] [pkgtools/cwrappers] [x11/xorgproto]

Master sites:

Filesize: 2511.781 KB

Version history: (Expand)

CVS history: (Expand)

   2022-12-19 12:53:59 by Michael Baeuerle | Files touched by this commit (3) | Package updated
Log message:
games/doomlegacy: Update to 1.48.12

Updated man page for pkgsrc.
Disabled SVN usage for build.

FEATURES 1.48.12

  * Added SDL2 support, as a compile option. This provides video, sound, and
    keyboard alterations for the SDL2 library calls.
    The source code still supports SDL1. This supports target machines that are
    not supported by SDL2. At this point, for some things like MIDI music, we
    have not yet found optimal SDL2 solutions.
  * Add a control to select music type, with an automatic mode. Add automatic
    music type selection and playing. This works better with SDL1 than SDL2.
    SDL2 will always use Fluidsynth for MIDI. It even builds a copy of
    Fluidsynth into SDL2.
  * Added controls to adjust monster health, health pickup, armor pickup, and
    ammo pickup. This allows adjusting play of an overly difficult map such as
    one with multiple cyberdemons, such as when you have only three players on
    your coop team and one is a newbie, or just adjusting a map weak in ammo.
    The user can also increase difficulty when feeling cocky.

BUG FIXES 1.48.12

  * Mingw32 does not have strcasestr. Had to write one for Mingw32 and Watcom.
  * Fixed a segfault in biowar.wad Map08 with OpenGL. It would segfault when a
    texture being drawn in cache, had one patch extending lower than the
    texture bottom. The cache write now tests against the cache limits, and not
    the source.
  * Fixed X11 musserver quitting whenever trying any device other than TiMidity.
    Made the FluidSynth MIDI detection work. Included the DEBUG options.
    Fixed a HAVE_ZLIB test that would error when compiling for X11.
  * Fixed where Player picks up clip when already has full ammo. A bug was
    introduced in patch w105_22_playermsg, svn 1225. This resulted in the clip
    being used up, even when the player already has max ammo.
  * Rewrote the flat animation, to load all flats of an animation. A long time
    ago the flats were optimized by only loading the flats that appeared in the
    level map. This is incompatible with flat animation, as the animation
    requires flats that may not have appeared otherwise. This results in the
    animation not working for some flats that should be animated (doom2 map17).
    Updates the flat animation again when levelflats has moved during the
    update. Removed the old animation code that checked all flats in the wad.
  * Fix the existing MIDI, MP3, and OGG music playing. Fix MP3 music playing,
    so that it does not try to play it as MUS. Detect the music type upon
    replay too.
  * VISPLANE_DYNAMIC_COVER. Replaced arrays of [MAXVIDWIDTH] in visplane with
    dynamically allocated arrays of the current video width. This reduces each
    visplane from 6464 bytes to 3268 bytes. This will allow MAXVIDWIDTH to be
    increased, to allow larger screen sizes, without affecting the memory usage
    for everybody.
  * Transition to new software renderer, to fix sprites that are drawn in
    conflict with 3d floors.
  * Removed drawnodes code. Sprites could not be sorted into the drawnodes to
    satify all the conflicts that occur. Instead of trying to save all the
    sprite conflicts in one sprite structure (like a drawnode), the sprite is
    split and clipped until all parts of it have been drawn (or masked).
  * Replaced openings code (from PrBoom) with pool16 code, which does not have
    to adjust existing pointers when expanding the pool.
  * Fix to sprite draw, so that flipped sprites drawing is independent of the
    sprite x1 position. This fixes draw errors of some flipped sprites.
  * Fixed the OpenGL dynamic lights, where wall textures would distort when a
    fireball or rocket would pass by. This affected walls under a 3d floor,
    when it experienced a dynamic light.
  * Fixed a zip seek error that only affected some zip files. Opening a zip
    archive when there already was a zip file open, required that the zip file
    be closed, or its file position will be different than our recorded
    position. This fixes bug when loading cyberarena3.zip.
  * Protect against NULL line ptr in some light functions. This mitigates a
    segfault in cyberarena3.zip, that was not reproducible.
  * Fixed compile errors in dynamic load of zlib, and libzip. Detect version
    of libzip from header file. Remove version of libzip from make_options.
  * Add SDL_DIR to the compile make_options, because compile on win/mingw32
    cannot reliabily find SDL/include otherwise, and it is better than having
    end users editing the Makefile. SDL installs with sdl-config are not
    affected, and most users do not need to specify it.
  * Fixed the new SDL sound code to compile with SDL Mixer 1.2.8, SDL Mixer
    1.2.10, SDL Mixer 1.2.12, and SDL2 Mixer. This is detected at compile.
    The SDL Mixer 1.2.8 does NOT have MIX_INIT, but the SDL Mixer 1.2.10 does,
    and SDL2 does too. The MIX_INIT provides some device detection and
    reporting to the user what was found.
  * Still supports compiling for SDL Mixer older than 1.2.8, but those do not
    have RWOPS, and thus music playing with that Mixer will then use the
    hard-drive. This is detected and determined at compile-time, and running
    with a newer SDL Mixer will not affect that compile decision.
  * The user must have a compatible SDL Mixer installed (same or better).
    Newer SDL installs have bug fixes (especially on win), and may be
    customized to the users machine, so this is up to the user.
  * Changes to support compiling on Mac OS X (Darwin). Uses App folder.
    Based on support from Gibbon.
   2022-11-21 19:20:46 by Jonathan Perkin | Files touched by this commit (54)
Log message:
*: Re-apply SunOS linker argument removals.

These are currently duplicated in mk/platform/SunOS.mk but the generic
removals will be removed soon in favour of per-package removals, due to
flags getting leaked into installed files.
   2022-01-17 16:10:15 by Michael Baeuerle | Files touched by this commit (14) | Package removed
Log message:
games/doomlegacy: Update to 1.48.10

FEATURES 1.48.10

  • Support for DeepBSP V4 extended nodes (based on crispy doom). Also ZDoom
    extended nodes (based on code from woof 1.2.0), supporting uncompressed,
    and compressed nodes (when zlib is present). Allows playing several wads,
    such as Avactor, and Lost Civilization, that are otherwise playable by
    DoomLegacy, but use extended nodes for several of their maps. Code provided
    by Michael Bäuerle (FR_0095).
  • Added the blockmap generation code provided by Michael Bäuerle (FR_0096).
    Some of the code is borrowed from crispy doom, altered a bit by Michael
    Bäuerle to suit DoomLegacy, and then totally mangled by WJ.
    A blockmap control has been put into the menu.
      □ Vanilla: Load the blockmap, preserves blockmap tricks.
      □ Large: On large blockmaps (error prone), Generate the blockmap instead.
      □ Generate: Always Generate a blockmap.
      □ Auto: Try to Load the blockmap, upon significant errors then Generate a
  • The hardware sky draw (OpenGL, etc.) now uses the extended textures. The
    scaling and alignment of the sky in hardware draw has been made consistent
    with software draw. The sky movement from head turning is greatly reduced.
    There is still some horizontal wander.

    The hardware sky still does not change when the player is Invulnerable. The
    hardware draw sky does not support the necessary multiple colormaps right
  • A dehacked thing translation command line switch, -dehthing. This selects
    the dehacked translation for thing numbers in the range 138 to 150. This
    overrides the Automatic translation detection.
      □ legacy : DoomLegacy untranslated
      □ boom : translate things according to Boom
      □ prboom : Boom and Beta things
      □ ee : Eternity Engine things
  • A separate supplementary wad is provided that has dog sprites and sounds.
    Specified before a wad, it provides default dog sprites and sounds.
    Specified after a wad, it replaces the dog sprites in a wad.
  • More ports now allow a second mouse. This allows using PC, mousesystems,
    and PS2 type mice. The ports that have the second mouse support are SDL,
    WIN32, and X11.
  • The Linux X11 port got a total rewrite of sfx sound. It previously was only
    supporting OSS sound, and ESD sound. Can now select between OSS, ALSA, ESD,
    PulseAudio, and JACK sound devices using the sound menu. For music, can now
    select between MIDI, TiMidity, FluidSynth, external MIDI, FM_Synth, and
    AWE32_Synth, using the sound menu. This depends upon which support got
    compiled into the program, as selected in the make_options file.

    Many of the options are untested. The last two Synth options depend on
    older specific sound cards, and will not be included in released binaries.
    I have not managed to get a FluidSynth installation to work, I don't have
    an external MIDI device to test with, and JACK wants to take over the
    entire sound system.

BUG FIXES 1.48.10

  • Added failure detection for setting drawmode from config file. If the
    config file drawmode fails then use a window at native bpp. This used to
    fail ungracefully.
  • Improved Gcc10 compilation, eliminating most of the nuisance messages.
    Fixed usages of snprintf, and strncpy. Fixed bug 0671.
  • The Clang compiler caught some mistakes. The old code probably did work.
    Fixed bug 0672.
  • Fixed where the program is stuck in client mode. Once having tried to
    connect as client, the program would not go back to server mode, not even
    when starting a netgame as server. A symptom was the player wait count
    being initialized to 99. Fixed to set server mode. Fixes bug 0677.
  • Players were kicked during netgame when their blood splat setting was
    different than the server. As it was desireable to allow players to turn
    off blood splats independently of the server setting, this was fixed by
    making the off code call P_Random appropriately. This also fixes a demo
    consistency error. Fixes bug 0678.
  • Changed the netgame repair function to correctly report differences in
    random number settings for the server. The message syntax was only
    appropriate for the client, displaying reversed server/client values at the
  • Adding extended nodes fixed several bugs. Fixes bug #657, due to DeepBSP V4
    extended nodes. Fixes the segfault in Eviternity.wad Map15 and Map32, due
    to use of uncompressed ZDoom extended nodes.
  • Fixed dehacked code to read Avactor.wad dehacked lump. Increased the
    dehacked buffer length to 1028. Made all the string comparisons caseless.
    Adopted some logic from PrBoom and Eternity regarding exiting sections on a
    blank line. Detect "//" lines as comments.
  • Fixed the hardware draw to clip lights at 0..255. Some wad editors put in a
    default light value of 256. This fixes some wads, like Avactor.wad, which
    has light values of 256 for some sectors. These would show up as black
    sectors. Most ports allow the light field to exceed 255, allowing some
    lighting tricks (that few wads take advantage of).
  • In Avactor.wad, there are an excessive number of BSP partition lines that
    miss the subsector. In this case the hardware draw BSP must determine if
    the subsector poly is to the right, or to the left of the divide line. This
    must match the BSP partitioning, as those poly will be assigned to the
    front sector, and back sector. Sometimes it was testing a vertex on the
    divline, leading to the poly being assigned to the wrong subsector. This
    fixes a missing floor in Avactor.wad (Map04, sector 1757).
  • Fixed some bad subsector draws for hardware-draw in Avactor.wad (Map05
    sector 1502). These were using the wrong sector to draw the subsector. For
    the polygons that do not have a linedef as a side, there must be a search
    of all linedefs to find one that indentifies the sector that this subsector
    is within. The test needed to be more robust for large maps.
  • Lost Civilization uses some masked textures on upper textures and single
    sided walls. This is not entirely valid usage, but it happens. The software
    render draws black in the missing portions of the texture. With hardware
    render, OpenGL, this shows sky through the wall. Fixed the hardware render
    to also draw black in this usage.
  • Fixed the menu selected extra dogs, to be spawned using the correct type
    code. This fix was revised three times, as more problems with dehacked dogs
    arose. Fixes bug 0681.
  • Fixed the rocket in Valiant.wad. It uses dehacked thing numbers from Beta
    versions, that are valid in PrBoom, but in Doom Legacy they match thing
    numbers for Dogs, smoke, and other Legacy specific things.

    Implemented dehacked detection that translates these to more appropriate
    DoomLegacy things. This affects dehacked things in Lost Civilization,
    Avactor, Valiant, and especially antaxyz.
  • Always include the missing sprite detect, from Debug. Often the dog sprite
    is missing from the wad.
  • Made Voodoo card support optional. The base code is no longer tied to
    support for Glide.
  • Fix Load savegame menu controls to allow ESCAPE from the Load savegame
    after changing to another directory.
   2021-10-26 12:44:37 by Nia Alarie | Files touched by this commit (466)
Log message:
games: Replace RMD160 checksums with BLAKE2s checksums

All checksums have been double-checked against existing RMD160 and
SHA512 hashes
   2021-10-07 16:08:04 by Nia Alarie | Files touched by this commit (466)
Log message:
games: Remove SHA1 hashes for distfiles
   2021-01-18 10:41:07 by Michael Baeuerle | Files touched by this commit (1)
Log message:
games/doomlegacy: Build fix

Remove "-march=native" option.
This should unbreak bulk builds on 32-bit ARM architectures.

   2021-01-04 17:40:59 by Michael Baeuerle | Files touched by this commit (5)
Log message:
games/doomlegacy: Update to 1.48.8

Doom Legacy Changelog

1.48.8 SVN1568 (2020-12-19)


  * Sky generation has gotten a Vanilla setting. Sky drawing (software
    draw) now puts a solid texture above and below the sky, and no
    longer tiles the sky. The OpenGL sky draw has separate sky draw
  * The mouse2 serial support has been expanded to handle PC mice,
    MouseSystems mice, and PS/2 mice, for SDL and Win32 ports. The PC
    and MS mice have been tested. If anyone has found a way to route a
    PS/2 mouse, possibly on USB, to a serial port input, please let us

BUG FIXES 1.48.8

  * A savegame buffer overflow was fixed. An overflow prevention test
    had been misplaced. such that it could be avoided in some
    conditions. Fixes BUG 0667.
  * Cleaned out some of the accumulated cruft in sky drawing. Fixed sky
    tiling, and then made changes to prevent sky tiling.
  * Changed the software mode sky drawing to TM_picture format. This
    eliminates the line artifacts that were drawn above and below the
    sky, and restores the vertical alignment.
  * Limited the software sky drawing to the texture, so to not tile the
    sky draw. Created a skytop_flat for above the sky, and a ground_flat
    for below the sky. These are drawn when the viewed sky exceeds the
    bounds of the sky texture. For now, these flats are created as solid
    textures. Hardware draw has a separate sky draw behavior.
  * In the case of 200 or 240 sized sky textures (Heretic and Legacy
    substitutes), fixed the texture sky height so that the correct size
    TM_picture is created. Fixes BUG 0668.
  * Changed the freedoom wad names, avoiding doom wad names as that was
    conflicting with doom2 gamemode. Freedoom: "freedoom2.wad",
    "freedoom.wad", and "fdoom2.wad". Ultimate freedoom:
    "freedoom1.wad", "freedu.wad", "fdoomu.wad".
  * Fixed BUG 0670, Monsters mysteriously disappearing, moving large
    distances into the void space.
    This bug was introduced in the moonwalk patch (SVN 1540) by copying
    the opposite direction calculation code from PrBoom. This was done
    in an effort to reduce differences that might lead to bugs. It
    replaced a table lookup implementation. However, the PrBoom
    calculation must be guarded against the value DI_NODIR, which the
    table implementation could handle inherently. Without that
    protection, an olddir of DI_NODIR introduced a direction of 12 into
    the logic, which can only handle directions of 0..7, with NODIR=8.
    Several times a game that 12 value would survive long enough to get
    used, which would be expressed as a wild walk movement.
  * Improved the large blockmap handling to deal with more issues of
    blockmap overflow in the presence of zennode blockmap compression.
    It can now handle more maps of the Lost Civilization wad, although
    some other issues are still present.
  * The mouse2 support was found to be disabled and missing for the SDL
    port. It has been fixed, and expanded to handle PC mice,
    MouseSystems mice, and PS/2 mice, for SDL Linux, SDL Windows, and
    Win32 ports. Fixes BUG 0669.
  * Made LOGMESSAGES work again, which writes debugging logs. Release
    binaries do not have this code. If DoomLegacy is compiled with
    LOGMESSAGES enabled (doomdef.h file), a log.txt file will be
    produced. This is currently enabled when compiled with DEBUG.
  * Fixed the overlapped string copies detected by GCC 10.
    Fixes BUG 0671, Michael Bäuerle.
  * Reduced warnings when compiling with GCC 10. This was mostly due to
    signed char being used as an index, which may cause problems on some
    platforms. Fixes BUG 0671.
   2020-10-29 10:03:25 by Michael Baeuerle | Files touched by this commit (3) | Package removed
Log message:
games/doomlegacy: Remove old patches

They were merged upstream.
Thanks wiz@ for pointing out that I forgot to delete them from CVS.