textscreen: Don't allow input of unprintable characters.

If a Unicode character is not part of the Extended ASCII set that
we can display on screen, don't allow it to be typed (which would
display a backwards question mark). Thanks Alexandre-Xavier for this
suggestion on #229.
doom: Write -cdrom savegames to c:\doomdata.

When using the -cdrom command line parameter (does anyone still use
that?), savegames should be written to c:\doomdata to properly
reproduce Vanilla behavior. These were being incorrectly written to
c:\doomdata\savegames\foo.wad instead.

This fixes #175. Thanks Alexandre-Xavier.
Update NEWS.
doom: Add -pack parameter to specify mission pack.

The main purpose for this parameter is to allow mods made for the Final
Doom IWADs to be played properly with Freedoom. Chocolate Doom detects
mission packs (pack_tnt/pack_plut) based on the file name. However, the
Freedoom: Phase 2 IWAD contains the textures for all three Doom2-format
IWADs, so can be used to play MegaWADs like Plutonia 2 that were
designed to be played with plutonia.wad.

Because mission pack detection is done based on filename, freedoom2.wad
is handled the same as doom2.wad (a sensible default). But this means that
when playing using a mod like Plutonia 2, the wrong level name is shown
on the automap screen (along with eg. intermission text). To fix this we
need a way to manually override the mission pack. -pack allows this to
be done. It's kind of tedious that this has to be done manually but at
least it can be done.

Thanks chungy for the bug report/suggestion. This fixes #449.
bfgedition: remap menu graphics by means of DEH_AddStringReplacement()

during the initialization instead of a hard-coded diversion in the
options menu itself
Merge branch 'master' of github.com:chocolate-doom/chocolate-doom
Update NEWS again.
Update download URL for source code.

Chocolate Doom isn't hosted on Sourceforge any more.
Merge pull request #447 from chungy/master

allow -geometry to specify fullscreen or windowed modes, like PrBoom
Bump version number to 2.1.0.
Upstream fix 1

Same fix applied to wp_torpedo selection in P_PlayerThink must also be
applied to weapon rotation code in g_game
Upstream fix 2

Incorrect field being used to retrieve player names during deathmatch
for "%s killed %s" msg; changed to match disassembly.
Upstream fix 3

Propagation of allegiance from teleport beacons to rebels missing;
verfied positioning of missing assignment against disassembly.
Fix 4: Changing player name on local client

Totally left out one of the two sprintf calls found in HU_Responder
which is responsible for setting the player's name on the consoleplayer
node (other nodes receive it through the chat system).
Ignore loop tags on non-looping substitute tracks.

If a substitute music track is played in a non-looping configuration
(eg. the title screen music), ignore loop tags in the file to be
consistent with other source ports. This fixes a bug that was discussed
on #245.
Ignore metadata loop tags if both are zero.

If LOOP_START and LOOP_END are both set to zero, ignore them. This
is consistent with other source ports.
Proceed by pressing enter at netgame warning screen.

If there's some discrepancy between clients who are to play a game
together, a warning dialog is displayed. To acknowledge this message
and proceed, make the user press enter, not escape, which is
counter-intuitive.

This fixes #453 (thanks Alexandre-Xavier).
strife: Allow inventory items > 255.

The 'inventory' field in ticcmd structures can refer to inventory
values greater than the 8-bit range, so this needs to be transferred
over the network as at least a 16-bit value in order to avoid network
desyncs.

This fixes #454 (thanks Quasar).
Replace strdup() with M_StringDuplicate().

strdup() can theoretically fail and return NULL. This could lead to
a crash or undesirable behavior. Add M_StringDuplicate() which does
the same thing but exits with an error if a string cannot be
allocated.

This fixes #456. Thanks to Quasar for the suggestion.
Remove 1280x1000 scaling.

We already have 1280x960, which is the correct aspect ratio. This
means that when running at 1080p the windowboxing borders will be
slightly thicker, but if we're already showing borders anyway, it's
better to at least use the correct aspect ratio.

This fixes #460. Thanks to Doom_user for asking about this on
Doomworld: http://www.doomworld.com/vb/post/1316735