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- Update to ZDoom r882 - Added the option to use $ as a prefix to a string table name everywhere in MAPINFO where 'lookup' could be specified so that there is one consistent way to do it. - Externalized all default episode definitions. Added an 'optional' keyword to handle M4 and 5 in Doom and Heretic. - Added P_CheckMapData function and replaced all calls to P_OpenMapData that only checked for a map's presence with it. - Added Martin Howe's player statusbar face submission. - Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap' but keeps all existing information in the default and just adds to it. This is needed because Hexen and Strife set some information in their base MAPINFO and using 'defaultmap' in a PWAD would override that. - Fixed: Using MAPINFO's f1 option could cause memory leaks. - Added option to load lumps by full name to several places: * Finale texts loaded from a text lump * Demos * Local SNDINFOs * Local SNDSEQs * Image names in FONTDEFS * intermission script names - Changed the STCFN121 handling. The character is not an 'I' but a '|' so instead of discarding it it should be inserted at position 124. - Renamed indexfont.fon to indexfont so that I could remove a special case from V_GetFont that was just added for this one font. - Added a 'dumpspawnedthings' CVAR that enables a listing of all things in the map and the actor type they spawned. SBarInfo Update #16 - Added: fillzeros flag for drawnumber. When set the string will always have a length of the specified size and zeros will fill in for the missing places. If the number is negative the negative sign will take the place of the last digit. - Added: globalarray type to drawnumber which will display the value in a global array with the index set to the player's number. Untested. - Added: isselected command to SBarInfo. - Fixed: Bi and Tri colored numbers didn't work. - Fixed: Crash when using nullimage as the last image in drawswitchableimage. - Applied Graf suggestion to include the y coord when calulating heights to fix most of the gaps caused by round off errors. At least for now anyways and it is only applied for drawimage. - SBarInfo inventory bars have been converted to use screen->DrawTexture() - Increased limit for demon/melee to 4. - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. - Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for DECORATE was wrong (2 instead of 1.) - Changed: Hexen set every cluster to be a hub if it hadn't been defined before a level using this cluster. Now it will only do that if HexenHack is true, i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format MAPINFOs it will now be the same as for the other games which means that 'hub' has to be declared explicitly. - Added an Idle state that is entered in place of the spawn state if a monster has to return to its inactive state if it can't find any more targets. - Added MF5_NOINTERACTION flag which completely disables all physics related code for any actor with this flag. Mostly useful for particle effects where the actors just move a certain distance and then disappear. - Removed the last remains of the antialias precalculation code from am_map.cpp because it was no longer used. - Fixed: Two-sided lines bordering a secret sector were not drawn in the proper color - Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color. - Switched sounds local to the listener from head-relative 3D sounds to 2D sounds so stereo sounds have full separation. I tried using set3DSpread, but that still caused some blending of the channels. - Changed FScanner so that opening a lump gives the complete wad+lump name rather than a generic one, so identifying errors among files that all have the same lump name no longer involves any degree of guesswork in determining exactly which file the error occurred in. - Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final sequences. - Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL pointer checks, in case an improper sequence was encountered during parsing but not early enough to avoid creating a slot for it in the array. - Added support for dumping from RAW/DRO/IMF files, so now anything that can be played as OPL can also be dumped. - Removed the opl_enable cvar, since OPL playback is now selectable as just another MIDI device. - Added support for DRO playback and dual-chip RAW playback. - Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with MUSSong2 works just as well. There are still lots of leftover bits in the class that should probably be removed at some point, too. - Added dual-chip dumping support for the RAW format. - Added DosBox Raw OPL (.DRO) dumping support. For whatever reason, in_adlib calculates the song length for this format wrong, even though the exact length is stored right in the header. (But in_adlib seems buggy in general; too bad it's the only Windows version of Adplug that seems to exist.) - Rewrote the OPL dumper to work with MIDI as well as MUS. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df |
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BUILDLIC.TXT | ||
classes.txt | ||
colors.txt | ||
commands.txt | ||
console.css | ||
console.html | ||
console.txt | ||
console2.html | ||
doomlic.txt | ||
foo.txt | ||
gzdoom-changelog.txt | ||
history.txt | ||
notes.txt | ||
README.asm | ||
README.Carmack | ||
README.gl | ||
rh-log.txt | ||
zdoom.txt |
README: glDOOM I never got around to do anything with respect to a Linux glDOOM port except for assembling a Linux3Dfx HOWTO (which, at that time, was a prerequisite to get permission to publicly distribute the already finished LinuxGlide port by Daryll Strauss). Linux q2test (and soon LinuxQuake2) demonstrate that Mesa with the MesaVoodoo driver is quite up to the requirements for a glDOOM port. If anybody wants to get into Linux glDOOM, please drop me a line. There is a Win32 GLDOOM port in the works, by Jim Dose. Quoting a recent posting by him: "I haven't had as much time lately to really work on the conversion. I currently have the renderer drawing the walls and floors as texture spans as the are in the software renderer. There's lighting on the walls, but not the floors, and sprites are being drawn, but not with the right texture. I figure that this is one nights work to get the game looking "normal". I haven't tested the game on less than a p200, so I'm not sure how it will perform under the average machine, but I don't expect it to be blindingly fast because of the number of spans that have to be drawn each frame. Rendering as polys is definitely the way to go. The reason I chose to do spans first was because it left the base renderer intact and I could concentrate on ironing out any Windows compatibility problems. Actually, the first version I had running was simply a blit of the 320x200 game screen through Open GL. Surprisingly, this actually was very playable, but certainly wasn't taking any advantage of 3D acceleration. Once the game was running, I started converting all the span routines over." Comment: for merging Linuxdoom with Win32, this is probably the best source for getting the Win32 environment done - before more significant changes occur. "One problem with drawing spans is that the engine doesn't calculate the texture coordinates with fractional accuracy, so the bilinear filtering works vertically, but not horizontally on the walls. I may try to fix this, but since I plan to use polys for the final version, it's not really high priority. Also, spans don't really allow for looking up and down." Comment: true looking up/down vs. Heretic-style y-shearing seems to require either a strange kind of transofrmation matrix (he probably does not use the OpenGL transformation at all), or rendering all the spans as textured rectangular slices instead of using glDrawBitmap. No, polys are the way to go. "When I tackle the conversion to polys, one big problem I'll encounter is drawing floors. Since the world is stored in a 2D bsp tree, there is no information on the shape of the floors. In fact the floors can be concave and may include holes (typically, most renderers break concave polys down into a collection of convex polys or triangles). In software, the floors are actually drawn using an algorithm that's similar to a flood fill (except that a list of open spans is kept instead of a buffer of pixels). This makes drawing the floors as polys fairly difficult." A polygon based approach will require significant changes to the data structures used in the refresh module. I recommend either separating a libref_soft.so first (a Quake2 like approach), and creating libref_gl afterwards, or abandoning the software rendering entirely. John Carmack wrote once upon a time: "... the U64 DOOM engine is much more what I would consider The Right Thing now -- it turns the subsector boundaries into polygons for the floors and ceilings ahead of time, then for rendering it walks the BSP front to back, doing visibility determination of subsectors by the one dimensional occlusion buffer and clipping sprites into subsectors, then it goes backwards through the visible subsectors, drawing floors, ceilings, walls, then sorted internal sprite fragments. It's a ton simpler and a ton faster, although it does suffer some overdraw when a high subsector overlooks a low one (but that is more than made up for by the simplicity of everything else)." Well, IMO compiling a separate list of floor/ceiling polygons after having read the WAD file, and thus introducing this as a completely separate data structure to the current code base might be the easiest thing to do. Jim Dose writes: "One method I may use to draw the floors as polys was suggested by Billy Zelsnack of Rebel Boat Rocker when we were working at 3D Realms together a few years ago. Basically, Billy was designing an engine that dealt with the world in a 2D portal format similar to the one that Build used, except that it had true looking up and down (no shearing). Since floors were basically implicit and could be concave, Billy drew them as if the walls extended downwards to infinity, but fixed the texture coordinates to appear that they were on the plane of the floor. The effect was that you could look up and down and there were no gaps or overdraw. It's a fairly clever method and allows you to store the world in a simpler data format. Had perspective texture mapping been fast enough back then, both Build and Doom could have done this in software." Perhaps the above is sufficient to get you started. Other Issues: 1. Occlusion DOOM uses a per-column lookup (top/bottom index) to do HLHSR. This works fine with span based rendering (well, getting horizontal spans of floors/ceilings into the picture is a separate story). It isn't really mindboggling with polygon based rendering. GLDOOM should abandon that. 2. Precalculated Visibility DOOM has the data used by Quake's PVS - in REJECT. During Quake development, lots of replacements for the occlusion buffer were tried, and PVS turned out to be best. I suggest usind the REJECT as PVS. There have been special effects using a utility named RMB. REJECT is a lump meant for enemy AI LoS calculation - a nonstandard REJECT will not work as a PVS, and introduce rendering errors. I suggest looking for a PVS lump in the WAD, and using REJECT if none is found. That way, it might be feasible to eat the cake and keep it. 3. Mipmaps DOOM does not have mipmapping. As we have 8bit palettized textures, OpenGL mipmapping might not give the desired results. Plus, composing textures from patches at runtime would require runtime mipmapping. Precalculated mipmaps in the WAD? 4. Sprites Partly transparent textures and sprites impose another problem related to mipmapping. Without alpha channel, this could give strange results. Precalculated, valid sprite mipmaps (w/o alpha)?