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dhewm3 Changelog
Note: Numbers starting with a "#" like #330 refer to the bugreport with that number at https://github.com/dhewm/dhewm3/issues/
1.5.2 (WIP)
- Gamma and Brightness are now applied in the shaders instead of by setting hardware gamma.
Can be disabled (so hardware gamma is used again) withr_gammaInShaders 0
- Improvements for (Windows-only) MFC-based tools:
- Support 64bit (thanks raynorpat!)
- HighDPI support (thanks HarrievG!)
- PDAEditor works now
- Additional bugfixes
- Cycle through multiple Quicksave slots instead of immediately overwriting the last
Quicksave. The
com_numQuicksaves
CVar allows setting the number of QuickSaves (#392) - Make r_locksurfaces work (#357)
It doesn't do exactly what its description and name suggests: it renders everything that is currently visible from the position/view the player had when settingr_locksurfaces 1
. Originally it was supposed to render exactly the surfaces that were visible then, but I couldn't get that to work.
This is pretty similar, but there may be differences with opened doors and such. - Keyboard input improvements:
- Support (hopefully) all keyboard keys on all kinds of keyboard layouts by using scancodes for otherwise unknown keys
- Support the clipboard also on non-Windows platforms
You can paste code from the clipboard into the console or other edit fields withShift+Insert
- Explicit support for Right Ctrl, Alt and Shift keys
(can be bound to different actions than their left counterparts) - Added
in_grabKeyboard
CVar to make sure dhewm3 gets all keyboard input
Prevents the Windows-key or Alt-Tab or whatever from taking focus from the game - Added
in_ignoreConsoleKey
- if set to1
, the console is only opened with Shift+Esc, and the "console key" (that key between Esc, 1 and Tab) can be freely bound to an action (and its char can be typed in the console without closing it). - Added (SDL2-only) "auto" option for
in_kbd
: When not disabling the console key, dhewm3 will try to automatically detect it ifin_kbd
is set to "auto" (now default)
s_alReverbGain
CVar to reduce EFX reverb effect intensity (#365)- Pause (looped) sounds when entering menu (#330)
- Fixes for looped sounds (#390)
- (Optionally) use libbacktrace on non-Windows platforms for more useful backtraces in case of crashes (usually linked statically)
- Replace libjpeg with stb_image and libogg/libvorbis(file) with stb_vorbis
- Now the only required external dependencies should be OpenAL, SDL, zlib and optionally libCURL (and of course the C and C++ runtimes)
- Fixed a deadlock (freeze) on Windows when printing messages from another thread
- Fixed some warnings and uninitialized variables (thanks turol!)
- Work around dmap bug caused by GCC using FMA "optimizations" (#147)
1.5.1 (2021-03-14)
- The (Windows-only) integrated editing tools of Doom3 are back!
- They can only be built with non-Express versions of Visual Studio (tested Community Editions of VS2013 and VS2017) and can be disabled via CMake
- Official dhewm3 Windows binaries are built with tools enabled, of course.
- Only supports 32bit builds, because in contrast to the rest of dhewm3's code, the tool code is not 64bit compatible at all.
- Based on Code from the dhewm3 branch of SteelStorm2, thanks to Motorsep for donating that code!
- Has some bugfixes over the state in Doom3 1.3.1, like selecting a material in the Particle Editor doesn't break the viewport of the game any more.
- Thanks to Tommy Hanusa for testing and reporting some issues (that were subsequently fixed)!
- Update savegame format (see #303 and #344)
- old savegames should still work, but new savegames can't be loaded with older versions of dhewm3!
- Uploaded updated builds of Mod DLLs (esp. Dentonmod should run a lot more stable now).
Added Mod DLLs of LibreCoop and The Lost Mission.
See https://dhewm3.org/mods.html for more details. - dhewm3 now supports the Doom3 Demo gamedata
- Create the game window on the display the cursor is currently on (when using more than one display)
- Added
r_fullscreenDesktop
CVar to set if fullscreen mode should be "classic" or "Desktop" which means a borderless window at current desktop resolution - Fullscreen modes that are not at the current desktop resolution should work better now
- including nvidia DSR / AMD VSR; for that you might have to use
dhewm3_notools.exe
, as DSR/VSR seem to be incompatible with applications that use MFC (the GUI framework used for the Doom3 tools like the D3Radiant)
- including nvidia DSR / AMD VSR; for that you might have to use
- Several sound-related bugfixes:
- Lags in starting to play a sound which for example caused the machinegun or plasmagun sounds to stutter have been eliminated (#141)
- Trying to reset disconnected OpenAL devices, this esp. helps with display audio on Intel GPUs on Windows, when switching to fullscreen (#209)
- Looping .wav sounds with leadin now work (#291)
- The game still works if no sound devices are available at all (#292)
- Make "idSoundCache: error unloading data from OpenAL hardware buffer" a Warning instead of an Error so it doesn't terminate game (by Corey O'Connor, #235)
- Restore "Carmack's Reverse" Z-Fail stencil shadows; use
glStencilOpSeparate()
if available- That bloody patent finally expired last October: https://patents.google.com/patent/US6384822B1/en
- This neither seems to make a visual nor performance difference on any hardware I tried (including Raspberry Pi 4), so this is mostly out of principle
- Based on Code by Leith Bade and Pat Raynor.
- The
r_useCarmacksReverse
andr_useStencilOpSeparate
CVars allow switching both things on/off for comparison
- New CVar
g_hitEffect
: If set to0
, the player camera damage effects (like double-vision and extreme tilt) when being hit are disabled (by dobosken, #279). - (On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore,
but in
My Documents/My Games/dhewm3/
, like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly then - Fix lingering messages in HUD after loading savegame
- Sometimes the "Game saved..." message didn't go away after loading a savegame (when having saved while it still was showing from last save)
- Fixed clipping bug in delta1 which sometimes occured and made climbing some ladders impossible (#328)
- Improve compatibility with some custom scripts ("t->c->value.argSize == func->parmTotal" Assertion; see #303)
- Registering multiplayer servers at id's master-server fixed, so they can be found in the multiplayer menu (by Stradex, #293)
- Support for reproducible builds by setting the CMake option
REPRODUCIBLE_BUILD
. - Should build on recent versions of macOS, also on Apple Silicon (thanks Dave Nicolson and Petter Uvesten).
- Proper handling of paths with dots in directory names (#299, #301)
- Some string functions that are intended to find/cut off/replace/... file extensions did cut off the whole path at dots..
- Especially fixes loading and saving maps from such paths in the builtin D3Radiant level editor
idFileSystemLocal::ListMods()
doesn't search/
orC:\
anymore (it did so if one of the paths, likefs_cdpath
, was empty)- Don't use translation in Autosave filenames (#305)
- In the Spanish translation all the Alpha Lab autosaves got the same name, now the autosave name is based on the mapename instead which is distinct
1.5.0 (2018-12-15)
- Support for some Mods via custom SDK:
Classic Doom3, Fitz Packerton, HardQore2, Denton's Enhanced Doom3 and Rivensin.
- See https://dhewm3.org/mods.html for more information.
- This has also broken backwards compatibility with 1.4.x game DLLs, that's why this version will be 1.5.0 and not 1.4.2.
- Supports High DPI displays on Windows now
- Scale menus, fullscreen videos and the PDA to 4:3 (with black bars left/right) on
widescreen displays so they don't look stretched/distorted. Can be disabled withr_scaleMenusTo43 0
.
No, this unfortunately can't be done for the HUD (except for the crosshair), because it also handles fullscreen effects (for example when receiving damage), and those would look bad with black/empty bars on left/right. - Commandline option to display some help on supported commandline arguments:
-h
or--help
or-help
or/?
(Experimental) uncapped framerate, enable by enteringcom_fixedTic -1
in the console (can be set back withcom_fixedTic 0
).
(this turned out to be broken, see #261)- Support for the AROS and OpenBSD operating systems
- Several bugfixes
1.4.1 (2016-06-19)
- Fixed some (kinda rare) crashes due to assertion errors, especially observed in the last boss fights of both doom3 and the Resurrection of Evil Addon.
- Improved compatibility with AZERTY keyboards (the row of keys with 1...9, 0 is now usable)
- Fixed a crash (at least on FreeBSD) when loading Resurrection of Evil's last level
- Compatibility with Microsoft Visual Studio 2015
- Video resolutions in menu now sorted, added 2880x1800
- Support for up to 8 mouse buttons (on Linux this needs SDL2 2.0.4 or newer to work)
1.4.0 (2015-10-09)
The first dhewm3 release. Changes compared to the open sourced Doom3 1.3.1 on 2011-11-22:
- Use CMake as build system instead of Visual Studio and XCode solutions and SCons etc
- Replaced lots of platform-specific code with libSDL
- Use OpenAL as only soundbackend on all platforms (instead of only on Windows)
Ported EAX for sound effects to the cross-platform OpenAL EFX extension - Made code 64bit compatible (except for Windows-only MFC-based tools, which were disabled because no free or at least no-cost compiler with MFC support was available at the time)
- Also made it compatible with the MinGW compiler
- Write savegames, configs, screenshots etc in user-specific directories instead of installation directory on all platforms
- Fixed lots of bugs and compiler warnings
- Removed support for binary .pk4's, only support loading .dll/.so/.dylib for game-code (mods) directly
- Support (and automatically detect) arbitrary aspect ratios
- Support more resolutions, inject them into the settings menu
- Open ingame-console with Shift+Esc (=> works with all keyboard layouts)
- Most probably much more I forgot...