By writing that info into the demo when recording it (when demos are
played back, mylevel.map isn't read, only mylevel.proc, so the
worldspawn can't be accessed to get allow_nospecular from there)
like in Doom3 BFG: If it's set to 1, no autosaves are created when
entering a level. Defaults to 0 (autosaves enabled)
While at it, I also documented com_numQuicksaves in Configuration.md
based on a fix from @dezo2 from the >60Hz support branch
(TBH I don't know why the crosshair must be scaled to 4:3 but the
grabber cursor not, but this works..)
Modern mice support ridiculously high DPI values, >20'000.
Not sure what that's actually good for, but if people use that, they
ran into the "idUsercmdGenLocal::MouseMove: Ignoring ridiculous
mouse delta" case which just threw away the mouse input values so the
game didn't respond to mouse input anymore or at least felt choppy.
I'm not sure what that code was originally good for, under which
(undesired) circumstances that happened, but for now it's disabled,
only the warning is still logged, but only once.
For these high DPI values to still be usable (camera not moving way
too fast), it probably makes sense if the mouse sensitivity can be set
to values < 1.0. The CVar always supported that, but I adjusted the
Dhewm3SettingsMenu so it sensitivity can also be set to values between
0.01 and 1 there (still going up to 30, like before).
fixes#616
the base game entry is now called "Doom 3 (base game)" instead of
"dhewm3", which should be more obvious, and the d3xp entry now reads
"Resurrection Of Evil (d3xp)" instead of just "d3xp", which certainly
is clearer. d3xp now is also always second in the list (if installed)
Added the freshly supported perfected_roe and sikkmodd3xp mods to the
list of mods that need fs_game_base d3xp set, so they can be started
from the menu.
also added an entry for r_gammaInShader to Configuration.md
incl. setting in SettingsMenu
With SDL 2.0.5 and newer this change is applied immediately,
2.0.0 to 2.0.4 need a vid_restart
(with SDL1.2 we don't support it at all)
and add entry to changelog about absolute mouse input etc - this change
was already in RC1 but I forgot to mention it..
and fixed comments for GAME_NAME and ENGINE_VERSION (nowadays dhewm3
uses ENGINE_VERSION for the window title)
It happened a lot more since
504b572a Update sounds at ~60Hz instead of ~10Hz, fixes#141
(because then MixLoop() is more likely to be called in the narrow
timeframe this can happen during level load) but could happen before.
So far I only observed it when starting a new game in Classic Doom 3.
See comment in the change and #461 for more information.
by adding special cases for them that set `fs_game_base d3xp`.
Unfortunately there is no more generic way to do this, as mods have
no way to tell the engine if they need fs_game_base.
In the savegame from that bugreport, "monster_zsec_shotgun_12" was
lying dead pretty much at its spawn point.
script/map_alphalabs4.script moves those "ride_of_death" platforms
around, and at the end of a cycle teleports "ride_of_death*_parent" back
to its starting position - and the "ride_of_death*" bound to it, which
is a pushing mover, just gets dragged along by the physics code and thus
can collide with that zombie cadaver, which then tries to push it along,
causing that assertion in TestHugeTranslation().
This is a map bug - Doom3 even prints a warning:
WARNING: script/map_alphalabs4.script(722): Thread
'map_alphalabs4::RideOfDeathPath': teleported 'ride_of_death2_parent'
which has the pushing mover 'ride_of_death2' bound to it
So I just disable that assertion for this specific case..
Also moved the assertion behind the corresponding warning, so that gets
printed before the assertion kills the game..
Also a small change to CMakeLists.txt that should make enabling
LINUX_RELEASE_BINS after CMake has already been run without it work
I was lazy and just renamed SDL_win32_main's stdout.txt - but I still
added the dhewm3log-old.txt backup function.
I also renamed Sys_GetHomeDir() to Win_GetHomeDir() as it's Win32-only
On Windows it's in Documents\My Games\dhewm3\dhewm3log.txt