gzdoom-gles/src/win32/zdoom.rc

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// Microsoft Visual C++ generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "afxres.h"
#include "../version.h"
#include "../gitinfo.h"
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE
BEGIN
"#include ""afxres.h""\r\n"
"#include ""../version.h""\r\r\n"
"#include ""../gitinfo.h""\r\0"
END
3 TEXTINCLUDE
BEGIN
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
"#ifndef NO_MANIFEST\r\n"
" CREATEPROCESS_MANIFEST_RESOURCE_ID RT_MANIFEST ""zdoom.exe.manifest""\r\n"
"#endif\r\n"
"\r\n"
"/////////////////////////////////////////////////////////////////////////////\r\n"
"//\r\n"
"// Version\r\n"
"//\r\n"
"#define RC_FILEVERSION2 GIT_DESCRIPTION\r\n"
"\r\n"
"VS_VERSION_INFO VERSIONINFO\r\n"
" FILEVERSION RC_FILEVERSION\r\n"
" PRODUCTVERSION RC_PRODUCTVERSION\r\n"
" FILEFLAGSMASK 0x3fL\r\n"
"#ifdef _DEBUG\r\n"
" FILEFLAGS 0x3L\r\n"
"#else\r\n"
" FILEFLAGS 0x2L\r\n"
"#endif\r\n"
" FILEOS 0x40004L\r\n"
" FILETYPE 0x1L\r\n"
" FILESUBTYPE 0x0L\r\n"
"BEGIN\r\n"
" BLOCK ""StringFileInfo""\r\n"
" BEGIN\r\n"
" BLOCK ""040904b0""\r\n"
" BEGIN\r\n"
" VALUE ""Comments"", ""Thanks to id Software for creating DOOM and then releasing the source code. Thanks also to TeamTNT for creating BOOM, which ZDoom is partially based on. Includes code based on the Cajun Bot 0.97 by Martin Collberg.""\r\n"
" VALUE ""CompanyName"", "" ""\r\n"
" VALUE ""FileDescription"", ""GZDoom""\r\n"
" VALUE ""FileVersion"", RC_FILEVERSION2\r\n"
" VALUE ""InternalName"", ""GZDoom""\r\n"
" VALUE ""LegalCopyright"", ""Copyright \\u00A9 1993-1996 id Software, 1998-2010 Randy Heit, 2002-2010 Christoph Oelckers, et al.""\r\n"
" VALUE ""LegalTrademarks"", ""DoomR is a Registered Trademark of id Software, Inc.""\r\n"
" VALUE ""OriginalFilename"", ""gzdoom.exe""\r\n"
" VALUE ""ProductName"", ""GZDoom""\r\n"
" VALUE ""ProductVersion"", RC_PRODUCTVERSION2\r\n"
" END\r\n"
" END\r\n"
" BLOCK ""VarFileInfo""\r\n"
" BEGIN\r\n"
" VALUE ""Translation"", 0x409, 1200\r\n"
" END\r\n"
"END\r\n"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_ICON1 ICON "icon1.ico"
IDI_BOING1 ICON "boing1.ico"
IDI_BOING2 ICON "boing2.ico"
IDI_BOING3 ICON "boing3.ico"
IDI_BOING4 ICON "boing4.ico"
IDI_BOING5 ICON "boing5.ico"
IDI_BOING6 ICON "boing6.ico"
IDI_BOING7 ICON "boing7.ico"
IDI_BOING8 ICON "boing8.ico"
/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//
#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO
BEGIN
IDD_IWADDIALOG, DIALOG
BEGIN
LEFTMARGIN, 5
RIGHTMARGIN, 205
TOPMARGIN, 7
BOTTOMMARGIN, 179
END
IDD_EAXPROPERTYLIST, DIALOG
BEGIN
LEFTMARGIN, 2
RIGHTMARGIN, 249
VERTGUIDE, 88
VERTGUIDE, 122
TOPMARGIN, 7
BOTTOMMARGIN, 400
END
IDD_EAXEDIT, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 273
TOPMARGIN, 7
BOTTOMMARGIN, 319
HORZGUIDE, 299
END
IDD_NEWEAX, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 341
TOPMARGIN, 7
BOTTOMMARGIN, 250
HORZGUIDE, 216
END
IDD_SAVEEAX, DIALOG
BEGIN
LEFTMARGIN, 6
RIGHTMARGIN, 377
VERTGUIDE, 370
BOTTOMMARGIN, 88
HORZGUIDE, 12
END
IDD_CRASHDIALOG, DIALOG
BEGIN
LEFTMARGIN, 4
RIGHTMARGIN, 408
TOPMARGIN, 4
BOTTOMMARGIN, 303
HORZGUIDE, 49
HORZGUIDE, 242
END
IDD_CRASHOVERVIEW, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 384
TOPMARGIN, 7
BOTTOMMARGIN, 257
END
IDD_CRASHDETAILS, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 392
TOPMARGIN, 7
HORZGUIDE, 76
END
IDD_BOING, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 180
VERTGUIDE, 33
TOPMARGIN, 7
END
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
IDD_ERRORPANE, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 183
TOPMARGIN, 7
BOTTOMMARGIN, 21
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
END
IDD_NETSTARTPANE, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 182
TOPMARGIN, 7
BOTTOMMARGIN, 48
END
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
IDD_IWADDIALOG DIALOGEX 0, 0, 212, 186
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
EXSTYLE WS_EX_APPWINDOW
CAPTION "Select an IWAD to use"
FONT 8, "MS Shell Dlg", 0, 0, 0x0
BEGIN
LISTBOX IDC_IWADLIST,5,25,200,124,LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
CONTROL "Don't ask me this again",IDC_DONTASKIWAD,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,61,153,89,10
DEFPUSHBUTTON "OK",IDOK,5,165,50,14
PUSHBUTTON "Cancel",IDCANCEL,155,165,50,14
LTEXT "ZDoom found more than one IWAD present.",IDC_STATIC,5,5,140,8
LTEXT "Select from the list below to determine which one to use:",IDC_STATIC,5,15,200,8
END
IDD_EAXPROPERTYLIST DIALOGEX 0, 0, 265, 404
STYLE DS_SETFONT | DS_3DLOOK | DS_FIXEDSYS | DS_CONTROL | WS_CHILD | WS_VSCROLL
EXSTYLE WS_EX_CLIENTEDGE
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
EDITTEXT IDCE_ENVIRONMENTSIZE,76,7,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_ENVIRONMENTDIFFUSION,76,20,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_ROOM,76,33,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_ROOMHF,76,46,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_ROOMLF,76,59,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_DECAYTIME,76,72,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_DECAYHFRATIO,76,85,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_DECAYLFRATIO,76,98,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_REFLECTIONS,76,111,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_REFLECTIONSDELAY,76,124,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_REVERB,76,137,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_REVERBDELAY,76,150,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_ECHOTIME,76,163,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_ECHODEPTH,76,176,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_MODULATIONTIME,76,189,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_MODULATIONDEPTH,76,202,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_AIRABSORPTIONHF,76,215,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_HFREFERENCE,76,228,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_LFREFERENCE,76,241,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_ROOMROLLOFFFACTOR,76,254,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_REFLECTIONSPANX,76,267,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_REFLECTIONSPANY,76,280,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_REFLECTIONSPANZ,76,293,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_REVERBPANX,76,306,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_REVERBPANY,76,319,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
EDITTEXT IDCE_REVERBPANZ,76,332,48,12,ES_AUTOHSCROLL,WS_EX_RIGHT
CONTROL "",IDCS_ENVIRONMENTSIZE,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,7,123,12
CONTROL "",IDCS_ENVIRONMENTDIFFUSION,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,20,123,12
CONTROL "",IDCS_ROOM,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,33,123,12
CONTROL "",IDCS_ROOMHF,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,46,123,12
CONTROL "",IDCS_ROOMLF,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,59,123,12
CONTROL "",IDCS_DECAYTIME,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,72,123,12
CONTROL "",IDCS_DECAYHFRATIO,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,85,123,12
CONTROL "",IDCS_DECAYLFRATIO,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,98,123,12
CONTROL "",IDCS_REFLECTIONS,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,111,123,12
CONTROL "",IDCS_REFLECTIONSDELAY,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,124,123,12
CONTROL "",IDCS_REVERB,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,137,123,12
CONTROL "",IDCS_REVERBDELAY,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,150,123,12
CONTROL "",IDCS_ECHOTIME,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,163,123,12
CONTROL "",IDCS_ECHODEPTH,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,176,123,12
CONTROL "",IDCS_MODULATIONTIME,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,189,123,12
CONTROL "",IDCS_MODULATIONDEPTH,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,202,123,12
CONTROL "",IDCS_AIRABSORPTIONHF,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,215,123,12
CONTROL "",IDCS_HFREFERENCE,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,228,123,12
CONTROL "",IDCS_LFREFERENCE,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,241,123,12
CONTROL "",IDCS_ROOMROLLOFFFACTOR,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,254,123,12
CONTROL "",IDCS_REFLECTIONSPANX,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,267,123,12
CONTROL "",IDCS_REFLECTIONSPANY,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,280,123,12
CONTROL "",IDCS_REFLECTIONSPANZ,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,293,123,12
CONTROL "",IDCS_REVERBPANX,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,306,123,12
CONTROL "",IDCS_REVERBPANY,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,319,123,12
CONTROL "",IDCS_REVERBPANZ,"msctls_trackbar32",TBS_BOTH | TBS_NOTICKS | WS_TABSTOP,126,332,123,12
CONTROL "Reflections Scale",IDC_REFLECTIONSSCALE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,19,353,70,10
CONTROL "Reflections Delay Scale",IDC_REFLECTIONSDELAYSCALE,
"Button",BS_AUTOCHECKBOX | WS_TABSTOP,19,366,90,10
CONTROL "Decay Time Scale",IDC_DECAYTIMESCALE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,19,377,71,10
CONTROL "Decay HF Limit",IDC_DECAYHFLIMIT,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,19,390,63,10
CONTROL "Reverb Scale",IDC_REVERBSCALE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,139,353,58,10
CONTROL "Reverb Delay Scale",IDC_REVERBDELAYSCALE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,139,366,78,10
CONTROL "Echo Time Scale",IDC_ECHOTIMESCALE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,139,377,67,10
CONTROL "Modulation Time Scale",IDC_MODULATIONTIMESCALE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,139,390,86,10
LTEXT "Environment Size",IDC_STATIC,17,9,56,8,0,WS_EX_RIGHT
LTEXT "Environment Diffusion",IDC_STATIC,2,22,71,8,0,WS_EX_RIGHT
LTEXT "Room",IDC_STATIC,53,35,19,8,0,WS_EX_RIGHT
LTEXT "Room HF",IDC_STATIC,43,48,30,8,0,WS_EX_RIGHT
LTEXT "Room LF",IDC_STATIC,45,60,28,8,0,WS_EX_RIGHT
LTEXT "Decay Time",IDC_STATIC,35,74,38,8,0,WS_EX_RIGHT
LTEXT "Decay HF Ratio",IDC_STATIC,23,87,50,8,0,WS_EX_RIGHT
LTEXT "Decay LF Ratio",IDC_STATIC,24,100,49,8,0,WS_EX_RIGHT
LTEXT "Reflections",IDC_STATIC,37,113,36,8,0,WS_EX_RIGHT
LTEXT "Reflections Delay",IDC_STATIC,17,126,56,8,0,WS_EX_RIGHT
LTEXT "Reflections Pan X",IDC_STATIC,17,267,56,8,0,WS_EX_RIGHT
LTEXT "Reflections Pan Y",IDC_STATIC,17,280,56,8,0,WS_EX_RIGHT
LTEXT "Reflections Pan Z",IDC_STATIC,17,293,56,8,0,WS_EX_RIGHT
LTEXT "Reverb",IDC_STATIC,49,137,24,8,0,WS_EX_RIGHT
LTEXT "Reverb Delay",IDC_STATIC,29,150,44,8,0,WS_EX_RIGHT
LTEXT "Reverb Pan X",IDC_STATIC,29,306,44,8,0,WS_EX_RIGHT
LTEXT "Reverb Pan Y",IDC_STATIC,29,319,44,8,0,WS_EX_RIGHT
LTEXT "Reverb Pan Z",IDC_STATIC,29,332,44,8,0,WS_EX_RIGHT
LTEXT "Echo Time",IDC_STATIC,40,163,33,8,0,WS_EX_RIGHT
LTEXT "Echo Depth",IDC_STATIC,35,176,38,8,0,WS_EX_RIGHT
LTEXT "Modulation Time",IDC_STATIC,21,189,52,8,0,WS_EX_RIGHT
LTEXT "Modulation Depth",IDC_STATIC,16,202,57,8,0,WS_EX_RIGHT
LTEXT "Air Absorption HF",IDC_STATIC,16,215,57,8,0,WS_EX_RIGHT
LTEXT "HF Reference",IDC_STATIC,28,228,45,8,0,WS_EX_RIGHT
LTEXT "LF Reference",IDC_STATIC,29,241,44,8,0,WS_EX_RIGHT
LTEXT "Room Rolloff Factor",IDC_STATIC,9,254,64,8,0,WS_EX_RIGHT
END
IDD_EAXEDIT DIALOGEX 0, 0, 280, 326
STYLE DS_SETFONT | DS_FIXEDSYS | DS_CENTER | WS_POPUP | WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME
EXSTYLE WS_EX_TOOLWINDOW | WS_EX_WINDOWEDGE
CAPTION "Environment Editor"
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
COMBOBOX IDC_CURRENTENVIRONMENT,7,19,265,14,CBS_DROPDOWNLIST | CBS_SORT | WS_VSCROLL | WS_TABSTOP
LTEXT "Static",IDC_DUMMY,7,36,265,263,0,WS_EX_CLIENTEDGE
PUSHBUTTON "&New...",IDC_NEW,8,305,45,14
PUSHBUTTON "&Save...",IDC_SAVE,60,305,45,14
PUSHBUTTON "&Revert",IDC_REVERT,112,305,45,14
CONTROL "&Test in level",IDC_TESTEAX,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,165,307,54,10
PUSHBUTTON "&Done",IDOK,228,305,45,14
CONTROL "Show &IDs in List",IDC_SHOWIDS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,7,7,66,10
LTEXT "ID 2:",IDC_STATIC,239,7,19,8
LTEXT "ID 1:",IDC_STATIC,198,7,19,8
LTEXT "255",IDC_ID2,258,7,15,8
LTEXT "255",IDC_ID1,218,7,15,8
END
IDD_NEWEAX DIALOGEX 0, 0, 348, 257
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | DS_CENTERMOUSE | WS_POPUP | WS_VISIBLE | WS_CAPTION | WS_SYSMENU
CAPTION "Create New Environment..."
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
EDITTEXT IDC_NEWENVNAME,32,216,187,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDITID1,248,216,32,12,ES_AUTOHSCROLL | ES_NUMBER
CONTROL "",IDC_SPINID1,"msctls_updown32",UDS_SETBUDDYINT | UDS_ALIGNRIGHT | UDS_AUTOBUDDY | UDS_ARROWKEYS,236,216,11,14
EDITTEXT IDC_EDITID2,309,216,32,12,ES_AUTOHSCROLL | ES_NUMBER
CONTROL "",IDC_SPINID2,"msctls_updown32",UDS_SETBUDDYINT | UDS_ALIGNRIGHT | UDS_AUTOBUDDY | UDS_ARROWKEYS,297,216,11,14
CONTROL "",IDC_ENVIRONMENTLIST,"SysListView32",LVS_LIST | LVS_SINGLESEL | LVS_SHOWSELALWAYS | LVS_SORTASCENDING | LVS_ALIGNLEFT | WS_BORDER | WS_TABSTOP,7,18,334,192
DEFPUSHBUTTON "Create",IDOK,246,236,45,14
PUSHBUTTON "Cancel",IDCANCEL,296,236,45,14
LTEXT "Name:",IDC_STATIC,7,218,22,8
LTEXT "ID 1:",IDC_STATIC,226,218,17,8
LTEXT "ID 2:",IDC_STATIC,287,218,17,8
LTEXT "Based on:",IDC_STATIC,7,7,33,8
END
IDD_SAVEEAX DIALOGEX 0, 0, 394, 95
STYLE DS_SETFONT | DS_3DLOOK | DS_FIXEDSYS | DS_CONTROL | WS_CHILD | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_SYSMENU
EXSTYLE WS_EX_TRANSPARENT
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
GROUPBOX "Include these environments:",IDC_SAVEGROUP,6,0,371,90,0,WS_EX_TRANSPARENT
CONTROL "",IDC_ENVLIST,"SysListView32",LVS_LIST | LVS_SHOWSELALWAYS | LVS_SORTASCENDING | LVS_ALIGNLEFT | WS_BORDER | WS_TABSTOP,12,12,303,72
PUSHBUTTON "Select All",IDC_SELECTALL,320,12,50,14
PUSHBUTTON "Select None",IDC_SELECTNONE,320,31,50,14
END
IDD_CRASHDIALOG DIALOGEX 0, 0, 415, 308
STYLE DS_SETFONT | DS_MODALFRAME | DS_SETFOREGROUND | DS_FIXEDSYS | DS_CENTER | WS_POPUP | WS_VISIBLE | WS_CAPTION | WS_SYSMENU
EXSTYLE WS_EX_CONTROLPARENT | WS_EX_APPWINDOW
CAPTION "ZDoom Very Fatal Error"
FONT 8, "MS Shell Dlg", 400, 0, 0x0
BEGIN
CONTROL "",IDC_CRASHTAB,"SysTabControl32",WS_TABSTOP,4,4,404,280
PUSHBUTTON "&Send Error Report",IDYES,146,289,91,14,WS_DISABLED
PUSHBUTTON "Save Report to Disk...",IDC_SAVEREPORT,242,289,91,14
PUSHBUTTON "&Discard Report",IDNO,338,289,70,14
END
IDD_CRASHOVERVIEW DIALOGEX 1, 13, 400, 264
STYLE DS_SETFONT | DS_FIXEDSYS | DS_CONTROL | WS_CHILD | WS_VISIBLE
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
EDITTEXT IDC_CRASHINFO,7,126,377,90,ES_MULTILINE | ES_AUTOVSCROLL | ES_WANTRETURN | WS_VSCROLL
CONTROL "",IDC_PLEASETELLUS,"RichEdit20A",ES_MULTILINE | ES_READONLY,7,50,377,54,WS_EX_TRANSPARENT
LTEXT "(Optional) To help diagnose the cause of this error, please describe what you were doing when the error occured. If you were playing with custom wads, please also indicate where to obtain them:",IDC_STATIC,7,108,377,16,0,WS_EX_TRANSPARENT
CONTROL 131,IDC_DEADGUYVIEWER,"Static",SS_BITMAP,345,7,23,26
CONTROL "",IDC_CRASHHEADER,"RichEdit20A",ES_MULTILINE | ES_AUTOHSCROLL | ES_READONLY,18,13,306,25,WS_EX_TRANSPARENT
CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,42,407,1
GROUPBOX "Summary",IDC_STATIC,7,223,377,34
LTEXT "Static",IDC_CRASHSUMMARY,14,233,363,20
END
IDD_CRASHDETAILS DIALOGEX 0, 0, 400, 164
STYLE DS_SETFONT | DS_3DLOOK | DS_FIXEDSYS | DS_CONTROL | WS_CHILD
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
LTEXT "The error report contains these files:",IDC_STATIC,7,5,119,8
LTEXT "The selected file contains this information:",IDC_STATIC,7,74,136,8
RTEXT "Static",IDC_CRASHFILESIZE,337,74,55,8
LISTBOX IDC_CRASHFILES,7,15,385,53,LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
CONTROL "",IDC_CRASHFILECONTENTS,"RichEdit20A",ES_MULTILINE | ES_READONLY | WS_BORDER | WS_VSCROLL | WS_TABSTOP,7,83,385,174
END
IDD_BOING DIALOGEX 0, 0, 187, 196
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | DS_CENTERMOUSE | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Upload status"
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
DEFPUSHBUTTON "Close",IDOK,130,175,50,14,WS_DISABLED
ICON IDI_BOING1,IDC_BOING,7,7,21,20
LTEXT "Static",IDC_BOINGSTATUS,33,12,147,8
CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,166,189,1
CONTROL "",IDC_BOINGEDIT,"RichEdit20A",ES_MULTILINE | ES_READONLY | WS_BORDER | WS_VSCROLL | WS_TABSTOP,7,34,173,124
CONTROL "",IDC_BOINGPROGRESS,"msctls_progress32",NOT WS_VISIBLE | WS_BORDER | 0x1,33,22,147,9
END
IDD_ERRORPANE DIALOGEX 0, 0, 190, 28
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
STYLE DS_SETFONT | DS_FIXEDSYS | WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN
EXSTYLE WS_EX_CONTROLPARENT
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
DEFPUSHBUTTON "Quit",IDOK,133,7,50,14
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
END
IDD_NETSTARTPANE DIALOGEX 0, 0, 189, 55
STYLE DS_SETFONT | DS_3DLOOK | DS_FIXEDSYS | WS_CHILD | WS_CLIPSIBLINGS | WS_CLIPCHILDREN
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
PUSHBUTTON "Abort Network Game",IDCANCEL,45,34,89,14
CONTROL "",IDC_NETSTARTMESSAGE,"Static",SS_LEFTNOWORDWRAP | SS_NOPREFIX | WS_GROUP,7,7,116,8
CONTROL "",IDC_NETSTARTCOUNT,"Static",SS_LEFTNOWORDWRAP | SS_NOPREFIX | WS_GROUP,153,7,29,8,WS_EX_RIGHT
CONTROL "",IDC_NETSTARTPROGRESS,"msctls_progress32",WS_BORDER,7,18,175,10
END
/////////////////////////////////////////////////////////////////////////////
//
// Bitmap
//
IDB_DEADGUY BITMAP "deadguy.bmp"
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
#ifndef NO_MANIFEST
// CREATEPROCESS_MANIFEST_RESOURCE_ID RT_MANIFEST "zdoom.exe.manifest"
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
#endif
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
#define RC_FILEVERSION2 GIT_DESCRIPTION
VS_VERSION_INFO VERSIONINFO
FILEVERSION RC_FILEVERSION
PRODUCTVERSION RC_PRODUCTVERSION
FILEFLAGSMASK 0x3fL
#ifdef _DEBUG
FILEFLAGS 0x3L
#else
FILEFLAGS 0x2L
#endif
FILEOS 0x40004L
FILETYPE 0x1L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "Comments", "Thanks to id Software for creating DOOM and then releasing the source code. Thanks also to TeamTNT for creating BOOM, which ZDoom is partially based on. Includes code based on the Cajun Bot 0.97 by Martin Collberg."
VALUE "CompanyName", " "
VALUE "FileDescription", "GZDoom"
VALUE "FileVersion", RC_FILEVERSION2
VALUE "InternalName", "GZDoom"
VALUE "LegalCopyright", "Copyright \u00A9 1993-1996 id Software, 1998-2010 Randy Heit, 2002-2010 Christoph Oelckers, et al."
VALUE "LegalTrademarks", "DoomR is a Registered Trademark of id Software, Inc."
VALUE "OriginalFilename", "gzdoom.exe"
VALUE "ProductName", "GZDoom"
VALUE "ProductVersion", RC_PRODUCTVERSION2
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED