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jmtd pushed a commit to annotated tag chocolate-doom-0.1.2
in repository chocolate-doom.

commit 1e9ce0901c8439ebb3299b77690cd7cd4ccf25b0
Author: Simon Howard <[email protected]>
Date:   Sat Oct 29 21:50:08 2005 +0000

    Update ChangeLog
    
    Subversion-branch: /trunk/chocolate-doom
    Subversion-revision: 227
---
 ChangeLog | 33 +++++++++++++++++++++++++++++++++
 1 file changed, 33 insertions(+)

diff --git a/ChangeLog b/ChangeLog
index b8b4e5a..517cd70 100644
--- a/ChangeLog
+++ b/ChangeLog
@@ -1,3 +1,36 @@
+Sat Oct 29 21:48:55 2005 fraggle
+       
+       0.1.2
+
+Sat Oct 29 21:38:55 2005 fraggle
+       
+       Fix help screen orderings and skull positions to make Chocolate Doom
+       behave exactly like the original executables.
+
+Wed Oct 26 00:56:40 2005 fraggle
+       
+       Final Doom teleport logic was backwards
+
+Mon Oct 24 18:50:39 2005 fraggle
+       
+       Allow the game version to emulate to be specified from the command line
+       and set compatibility options accordingly.
+
+Sun Oct 23 20:22:34 2005 fraggle
+       
+       Drastically refactor the WAD merging code.  Allow multiple replacements
+       of the same sprite in a PWAD (fixes Scientist 2)
+
+Sun Oct 23 18:39:44 2005 fraggle
+       
+       Reproduce the behavior when playing a sound at a sample rate which
+       is not 11025 or 22050Hz.  This is to "fix" a bug in Scientist 2:
+       however, it does not fix the playing of sounds, only silence
+       them.  I tested Vanilla Doom and this is how it behaves when it
+       receives sound effects with odd sample rates.  The bug here is
+       actually in the Scientist 2 WAD, which has sound effects that
+       have the wrong sample rate.
+
 Tue Oct 18 19:05:18 2005 fraggle
        
        0.1.1

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