crouching motion.
- Fixed: The keypress for nightmare mode verification appeared in the console
if the fullscreen console was open while using the menu.
- Added support for scaling down large console fonts in the customize
controls menu.
- Fixed: Joining a negative team was possible.
SVN r590 (trunk)
of MustConfirm: It looked for TK_String when it should have used TK_StringConst.
- Fixed: When travelling to a new non-hub map, any items being carried with
amounts of 0 would be upped to 1.
SVN r589 (trunk)
receives the input focus. When the pane is closed, the focus doesn't
return to any window, so even though the window is still active, it no
longer has the focus and does not receive input events.
- Fixed: The network synch timer was still left running after the game
started. (Windows only)
- Fixed: When a player leaves the game at the exact moment they are being
damaged, the game could crash because their actor still had a valid player
pointer, but the player's mo pointer had been NULLed.
SVN r588 (trunk)
EffectTics (now + 1), because I wasn't convinced of the correctness of
using level.time.
- Fixed: SC_CheckNumber() considered the empty string "" as the number 0.
SVN r586 (trunk)
their seekingness. The only sane way to deal with this seemed to be to
sync the freeze changes with the timer check in A_Tracer(), so that's what
I did: Freeze mode only changes every four tics now.
SVN r583 (trunk)
IWAD. They are:
* [Doom1.Autoload]
* [Doom2.Autoload]
* [Plutonia.Autoload]
* [TNT.Autoload]
* [HexenDK.Autoload]
These are loaded after the more general game-specific [Doom.Autoload] and
[Hexen.Autoload] sections if those are present.
- Changed the banner texts for the Final Doom IWADs to identify them as Final
Doom rather than as DOOM 2. I know this differs from the original behavior,
but they're marketed as Final Doom, not Doom 2.
SVN r582 (trunk)
installed. If so, it checks your SteamApps directory for any IWADs you may
have purchased through Steam and adds any it finds to the list of available
IWADs you can play. This means that if you bought your id games through
Steam, you can just extract ZDoom anywhere you like and run it without doing
any additional setup.
SVN r581 (trunk)
if the first spawned one died and executed some code in its death state.
- Added Karate Chris's submission for 'allowrespawn' MAPINFO option.
- Added Karate Chris's submission for customizable skill confirmation text.
- Fixed: Doom's statusbar only checked for primary attacks, not secondary ones when
setting Doomguy's face. (Thanks to Karate Chris for the fix.)
- added Skulltag's FORCEYBILLBOARD and FORCEXYBILLBOARD flags to the DECORATE parser.
Even though the software renderer has no use for them it is necessary to support them
so that mods can use these flags without becoming incompatible with ZDoom.
SVN r576 (trunk)
installation, not the bundled copies which might not match what is installed.
- Upgraded bundled FLAC from version 1.1.2 to version 1.2.1.
SVN r575 (trunk)
use the multi-purpose special2 as counter for strafing so I added a new variable
for this purpose.
- forgot to save p_lnspec.cpp before last commut.
SVN r574 (trunk)
though.
- Fixed: Picking up a backpack incorrectly set the maximum amount for any ammo
type that didn't have a BackpackMaxAmount to 0.
SVN r569 (trunk)
resulting in missile attacks not working.
- Fixed: Hitscan attacks used the puff's position to calculate the trajectory for
weapon kickback.
SVN r568 (trunk)
- Fixed: The FMOD stream player must specify whether it wants to play the
sound looped or not when playback is started, not when the stream is created.
- Fixed: A_Saw didn't use the puff's damage type.
- Fixed: The AxeBlood's death state was using the wrong sprite frame.
- Fixed: The Mancubus had an attack sound defined even though it shouldn't.
SVN r565 (trunk)
in a hub but by a level flag instead.
- Fixed: Floor and ceiling huggers must set themselves to floor and ceiling each
time they move.
- Added a LEVEL_NOMONSTERS flag so that G_ChangeLevel doesn't have to mess with
the dmflags CVAR to start the level without monsters.
SVN r563 (trunk)
or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039)
sets the fog color.
- added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally
enable or disable fast movement logic, regardless of skill settings.
- added an abstraction layer for skill related settings. This is a preparation
for implementing custom skill definitions but right now all it does is
returning the original values but keeping the related information all in one
place
SVN r557 (trunk)
- Fixed: Right after teleporting P_SlideMove could cause player movement.
Added a check for reactiontime to prevent that.
- Fixed: PainChances and Damagefactors were never freed.
- Added option to A_Chase that prevents the monster from moving.
- Fixed: The stained glass shards were missing the HEXENBOUNCE flag.
- Added some NULL pointer checks to AActor::GiveAmmo.
- Fixed: The FSwordMissile was missing the special damage handling that
reduces damage when hitting a player.
SVN r555 (trunk)
weapon didn't change back when the powerup expired.
- Fixed: The powered up version of Heretic's Gauntlets missed the proper
state assignments for Ready, Lower and Raise.
- Fixed: The Strife player was missing its pain state.
- Fixed: Revenant missiles couldn't home in on targets with a height lower than
40.
- Fixed: The code which checked for hitscan traces hitting actors from above
and below must test whether the calculated hit position is actually inside
the actor being checked. If it crosses the top/bottom plane outside the
bounding box there can't be a hit.
- Changed: State labels in code pointer calls must now be enclosed in quotation marks.
This was done to ensure compatibility with parsers that will parse these as
identifier-aware script code later.
SVN r554 (trunk)
- Fixed: The shotgun had spawn ID 21 instead of 27.
- Fixed: All 3 states in the DoomUnusedStates actor need to end with a 'stop'.
- Fixed: The DECORATE TakeInventory functions didn't check the IF_KEEPDEPLETED
flag.
- Fixed: ClearInventory should leave ammo in the inventory because it might be
referenced by undroppable weapons.
- Fixed: Several functions in a_artifacts.cpp were missing a check for a valid
owner.
- Fixed: sc_man counted lines wrong when ungetting strings but getting tokens
next.
SVN r552 (trunk)
I forgot to change the call that draws the automap marker numbers.
- Fixed: The chaingun-flash-checking code always checked the first player,
not the calling one.
- Fixed: Hitscan traces didn't hit actors when entering from above or below
SVN r551 (trunk)
from the wrong variable in a few places resulting in incorrect calculations.
- Fixed: MP3/OGG music always looped because the looping flag was always
set when FMOD was called to play it.
- Removed upper limit of 1 for an actor's gravity factor.
- Fixed: A_VileTarget spawned the fire at coordinate (target->x, target->x)
instead of (target->x, target->y). (Old vanilla bug.)
SVN r550 (trunk)
behind because it couldn't delete them.
- added a $MidiDevice option to SNDINFO which can either set the preferred
MIDI device for a song to Timidity or Windows' standard MIDI device.
The reason for this: About 80% of my MIDI music collection sounds better
with Timidity and the other 20% with Windows' standard synth and I'd like
to be able to use each with the one that sounds better. For MUS files you
can also force the use of OPL playback.
- added telefrag option to A_SpawnItemEx.
SVN r545 (trunk)
but caused problems when used with the secret exit. Rewrote the code to
set the next map at the beginning and removed all subsequent parts that
tried to resolve it from the original data again.
SVN r544 (trunk)
- fixed: The brown Chaos Serpent in Hexen had an incorrect sprite for its
ice death sequence set.
- fixed: Ammo upon game start does not get multiplied when on easy skill.
Implementing this as an inventory flag IF_IGNORESKILL also allows to create
ammo/weapon/backpack types that don't multiply the ammo given when on this
skill.
- moved Doom exit sounds into SNDINFO as $random definitions.
- Fixed: Dying Lost Souls could be reset to their see state if they slammed into
something.
SVN r540 (trunk)
- Fixed: DECORATE color translations with explicit colors didn't work because the
code treated byte values as fixed point.
- Fixed: LEVEL_NOALLIES must clear MF_FRIENDLY off any spawned actor except players.
Otherwise it doesn't work properly.
- Fixed: Entering a backslash in the player's name box caused a crash because
the code analyzing the string was missing a NULL pointer check.
- Fixed: Thing_Hate and Teleport_ZombieChanger unconditionally made state jumps,
even for dead monsters.
- Fixed: The palette flash for item pickup was not reset upon a player's death.
- Fixed: P_DamageMobj tried to get damage multiplier information from the
damage inflictor, not the attacker.
- Fixed: PowerTimeFreezer::DoEffect did not call its superclass method.
- fixed: When morphed monsters died they tried to set MF3_STAYMORPHED for the
attacker, not themselves. This caused a crash when they were killed by a crusher.
SVN r539 (trunk)
no longer gets in the way of the main parser.
- Changed A_MissileAttack, A_MeleeAttack and A_ComboAttack so that they use
metadata. Now all the hack code associated with these functions can be removed.
SVN r538 (trunk)
with my changed code.
- Cleaned up DECORATE parser a little - moved the old style parsing code into its
own file and rearranged a few things.
- Made ProcessStates non-static so that it doesn't need to be passed as an argument
to all functions in the DECORATE parser.
- Moved DECORATE parser files into their own subdirectory.
- Optimization: SC_GetToken no longer sets sc_name for identifiers. In most cases
this creates needless overhead by adding a potentially unneeded name to the name
table and looking up the name. In almost all cases where a name is needed it's as
easy to assign sc_String to the name variable.
- Added enum definitions to DECORATE.
SVN r537 (trunk)
as a counter by the Hexen fighter's fist weapon.
- Fixed: The Wraithwerge's spirits shouldn't attack friends.
- Fixed: The Heresiarch's balls must not adjust their z-position after the
Heresiarch dies.
- Added damage type specific pain chances and an MF5_NOPAIN flag that can be used
to suppress entering the pain state altogether.
- Changed font initialization so that you can define replacements for the default
fonts in FONTDEFS.
- Removed the 'add a bot' menu option since bots are beyond repair and therefore
mostly useless.
- Fixed: Hitscan attacks must always spawn a puff so that it and its properties
can be used as damage inflictor.
SVN r534 (trunk)