- Moved the common code of ACS and DECORATE translation generation into the
FRemapTable class.
- Fixed: The DECORATE translation code was not changed for the new data structures.
- Expanded range of ACS and DECORATE translations to 65535.
- Fixed: R_CopyTranslation was not altered for the new functionality.
I removed the function and replaced the one use with a simple assignment.
SVN r644 (trunk)
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
- moved the AM line drawer into DCanvas as a virtual function. While testing
this code I discovered that the antialias precalculation was never used
except for the very first frame of AM drawing. However, since I couldn't
detect even a marginal performance improvement using this code on 2 computers
I just disabled it completely because it severely complicates a more generic
implementation. I also disabled am_ovtrans in the process because I couldn't
see any positive effects of using this cvar. All it does is adding some
ugly distortion to the lines it affects without any apparent benefits.
* Added fix by Karate Chris containing:
- Added a 'No team changing' DMFlag2 which prevents players from changing teams
unless they are not on a team.
- Added a 'No respawn' DMFlag2 which prevents a player from respawning after
they have died.
- Added a 'Keep frags gained' DMFlag2 which allows you to choose whether you
want to reset the frags of each player next level or not.
- Added a small visual enhancement to the cooperative scoreboard to show
if a player has died.
- Fixed: If the 'teamplay' console variable was set to 'true' in a cooperative
game, the scoreboard would show team play related items as opposed to
cooperative items.
- Fixed: The 'bot_observer' console variable should not work in network games.
- Fixed: Bots made intermission skip really fast.
SVN r634 (trunk)
rather than overriding the dmflags values, actually overwrote the dmflags
values, so they would continue to be in effect on later maps that didn't
explicitly specify them.
SVN r595 (trunk)
- Updated project files for nasm 2.0, which is now named nasm.exe for the
Windows version, rather than nasmw.exe. Also fixed the annoying new warnings
it generated.
SVN r593 (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)
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)
resulting in missile attacks not working.
- Fixed: Hitscan attacks used the puff's position to calculate the trajectory for
weapon kickback.
SVN r568 (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)
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)
powerup.
- Changed: Weapons are no longer checked for the EXTREMEDEATH and NOEXTREMEDEATH flags.
For all damage related actions it will always be the projectile (or puff for hitscan
attacks) that is treated as the damage inflictor.
- Fixed: Hexen's fourth weapons made extreme death depend on the weapon the player
is holding, not the projectile that did the kill. The WIF_EXTREME_DEATH flag
no longer exists as a result.
- Expanded PowerSpeed so that subclasses can be derived that alter the speed factor.
- Added an MF5_USESPECIAL flag that allows using things to execute their specials.
- added MF4_FORCERADIUSDMG flag so that exploding items can be created which
are able to hurt boss monsters.
- moved ML_BLOCK_PLAYERS to the value 0x4000 to bring it in line with Skulltag's
implementation.
SVN r530 (trunk)
- Fixed: Resurrecting a player must restore all flags words, not just the first one.
- Fixed: APowerWeaponLevel2::EndEffect must check PendingWeapon for WP_NOCHANGE.
- added Skulltag's high jump rune as a powerup
- Added Skulltag's Drain and Regeneration runes as powerups and used specific player
sounds for their sound effects instead of using misc/i_pkup.
(If I ever decide to implement runes it will be in a way that can use the regular
powerups instead of having to define specific classes for them.)
- Added Skulltag's PowerQuadDamage and PowerQuarterDamage as more customizable
PowerDamage and PowerProtection. These new powerups allow free customization of
the damage modification per damage type by inheriting from these classes and
setting specific values. Such derived damage/protection powerups will be considered
as separate powers so that for example a QuadDamage and a DoubleDamage item can be
stacked which would result in 8x damage.
- merged player_t::cheats and player_t::Powers into one variable.
SVN r529 (trunk)
TAutoGrowArray. A map can handle a wide range of key values better than
an array.
- Added a templated associative array class, TMap, that uses Lua's "chained
scatter table with Brent's variation" algorithm. I had considered using
hash_map until I discovered that it's not standard STL, and there are two
major but incompatible implementations of it. So I rolled my own, and Lua
seemed like a good place to go to for an efficient algorithm, since it
makes heavy use of tables.
SVN r513 (trunk)
- The net start pane is now given focus when it is created, so it can
receive keyboard input.
- Added playback of the "WeaponPickup" sound when a Hexen net game starts.
- Separated the different startup screens into classes for better
modularization (which I should have done in the first place). (Sorry,
have not done it for Linux yet, so that won't compile as-is.)
SVN r496 (trunk)
const char * with a string inside its buffer, it released the buffer
before copying the string.
- Added a new FString constructor that creates the string from a lump.
- Fixed: G_DoReborn() calls G_InitNew() with mapname set to level.mapname.
G_InitNew() then copies it onto level.mapname, which is undefined
behavior (although it does work as we want it to).
- Modified FMemLump to store its data using FString. That class provides
a convenient method of storing reference counted data, so now FMemLump
doesn't need to muck about sneakily using const_casts and possibly
tricking its users into thinking that an old one is still valid after
being assigned to a new one.
- Fixed: The IMGZ, PNG, PCX, and JPEG loaders assumed the files were
large enough for their headers without actually checking.
SVN r463 (trunk)
MAPINFO keyword 'bordertexture' and are settable per map.
- Fixed: When used in DECORATE A_Explode must use A_ExplodeParms.
- Added custom label support to A_Chase. To enable resurrection from the
customizable version I also moved all A_VileChase stuff into p_enemy.cpp.
SVN r437 (trunk)
both named item.
- Switched ddraw.dll to be delay loaded. With D3D9 now being the default
display code, this avoids wasting time loading DDraw if it isn't needed.
- Fixed: The Win32 I_FatalError() did not set alreadyThrown, so it could get
stuck in an endless fatal error loop.
SVN r433 (trunk)
with an FString now.
- Fixed: The music strings in the default level info were never freed and
caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
came from the environment. If it comes from a monster the monster specific
obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage
type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also
be used by other actors so a more generalized approach is needed than hard
coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
some bugs I found in that code. Unfortunately it wasn't all salvageable
and it was easier to recreate some parts from scratch.
SVN r368 (trunk)
ga_autosave, write DEM_CHECKAUTOSAVE to the net stream. When this is
processed, it will check if it's okay to do an autosave. If it is, it writes
DEM_DOAUTOSAVE to the net stream, which the sets gameaction to ga_autosave.
Essentially, about half of the functionality was moved out of G_DoAutoSave()
and into Net_DoCommand().
- Minor changes to OS detection: The os_WinNT enumeration has been renamed to
os_WinNT4, since every new OS coming out of Microsoft these days is
essentially NT. NT 5.2 and 6.0 are now properly identified as "Windows
Server 2003" and "Windows Vista" respectively, and any unknown NT versions
Microsoft introduces in the future will now be displayed as "Windows NT"
instead of "Windows 2000" if the minor version is 0 and "Windows XP" if the
minor version is non-0. Win32s detection has also been removed. Presumably
if somebody is foolish enough to try to run this on Windows 3.x with Win32s,
it won't even load due to missing DLLs.
- Fixed: Demos with NETD chunks should not set netgame to true unless they
have more than one player. And since netdemo is ignored if netgame is
false, it doesn't need to set that either.
- Fixed: FTexture::GetScaled* functions did not check for scale values of 0.
SVN r354 (trunk)
isn't defined yet in order to replace lumps that are not in the
list of preinitialized graphics.
- Changed font initialization to occur after textures have been completely
initialized. This is necessary so that the font characters can be
replaced with hires versions.
SVN r351 (trunk)
state and make its pain noise at the start of the next level.
- Fixed: The FPS counter obstructed the key display in Doom's fullscreen HUD.
SVN r348 (trunk)
only one character long.
- Fixed: When players respawned in multiplayer, scripts that started on their
old body kept executing on that body instead of being transferred to the new
one. I'm doing this with general pointer substitution now, so everything
that pointed to the old body will use the new one; not sure if that's best,
or if it should applied exclusively to scripts, though.
- Fixed: Hexen's delay ACS command actually waited one extra tic. Now if
you're playing Hexen and an old-style ACS script delays it will wait one
extra tic in ZDoom as well.
- Fixed: When G_FinishTravel() created a temporary player, P_SpawnPlayer()
thought the old player actor was a voodoo doll and stopped its scripts
and moved its inventory.
SVN r347 (trunk)
- The stat meters now return an FString instead of sprintfing into a fixed
output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
- For consistancy with the other integral types, byte is no longer a
synonym for BYTE.
- Most uses of BOOL have been change to the standard C++ bool type. Those
that weren't were changed to INTBOOL to indicate they may contain values
other than 0 or 1 but are still used as a boolean.
- Compiler-provided types with explicit bit sizes are now used. In
particular, DWORD is no longer a long so it will work with both 64-bit
Windows and Linux.
- Since some files need to include Windows headers, uint32 is a synonym
for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
was all it contained.
SVN r326 (trunk)
- Fixed: CheckActorInventory stored the return value in the wrong address
on the ACS stack.
- Fixed: Skin sounds weren't properly restored after a SNDINFO reset.
- Added a more flexible ACS ChangeLevel function. It gets passed a level name
instead of a level number and has several additional options (e.g. changing
skill, starting the map without monsters and clearing the players' inventories. (UNTESTED!)
- Changed Thing_Activate so that passing a tid of 0 activates the calling actor.
- Changed Thing_Remove so that passing a tid of 0 removes the calling actor.
- Added DECORATE parameters to A_Saw.
SVN r283 (trunk)
so now it is available in all games.
- Replaced the call to A_FlameSnd in the HereticPlayer's burn death sequence
with A_FireScream and defined *burndeath for Heretic.
- Added Grubber's custom player class support.
SVN r250 (trunk)
- Changed the special radius damage handling for the barrel and boss brain
into an actor flag.
- Added A_RadiusThrust code pointer for DECORATE and adjusted the radius
attack functions accordingly.
SVN r236 (trunk)
yanking the mouse around if they keys haven't been read yet to combat the
same situation that causes the keyboard to return DIERR_NOTACQUIRED in
KeyRead(): The window is sort of in focus and sort of not. User.dll
considers it to be focused and it's drawn as such, but another focused
window is on top of it, and DirectInput doesn't see it as focused.
- Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it
handles DIERR_INPUTLOST errors. This can happen if our window had the
focus stolen away from it before we tried to acquire the keyboard in
DI_Init2(). Strangely, MouseRead_DI() already did this.
- When a stack overflow occurs, report.txt now only includes the first and
last 16KB of the stack to make it more manageable.
- Limited StreamEditBinary() to the first 64KB of the file to keep it from
taking too long on large dumps.
- And now I know why gathering crash information in the same process that
crashed can be bad: Stack overflows. You get one spare page to play with
when the stack overflows. MiniDumpWriteDump() needs more than that and
causes an access violation when it runs out of leftover stack, silently
terminating the application. Windows XP x64 offers SetThreadStackGuarantee()
to increase this, but that isn't available on anything older, including
32-bit XP. To get around this, a new thread is created to write the mini
dump when the stack overflows.
- Changed A_Burnination() to be closer to Strife's.
- Fixed: When playing back demos, DoAddBot() can be called without an
associated call to SpawnBot(). So if the bot can't spawn, botnum can
go negative, which will cause problems later in DCajunMaster::Main()
when it sees that wanted_botnum (0) is higher than botnum (-1).
- Fixed: Stopping demo recording in multiplayer games should not abruptly
drop the recorder out of the game without notifying the other players.
In fact, there's no reason why it should drop them out of multiplayer at
all.
- Fixed: Earthquakes were unreliable in multiplayer games because
P_PredictPlayer() did not preserve the player's xviewshift.
- Fixed: PlayerIsGone() needs to stop any scripts that belong to the player
who left, in addition to executing disconnect scripts.
- Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo
in case the player left but somebody still has a reference to their actor.
- Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior
and set Buffer to NULL.
- Improved feedback for network game initialization with the console ticker.
- Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source
directory. They are identical, so keeping two copies of them is bad.
- Fixed: (At least with Creative's driver's,) EAX settings are global and not
per-application. So if you play a multiplayer ZDoom game on one computer
(or even another EAX-using application), ZDoom needs to restore the
environment when it regains focus.
- Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently,
PacketGet can receive ECONNRESET from nodes that aren't in the game. It
should be safe to just ignore these packets.
- Fixed: PlayerIsGone() should set the gone player's camera to NULL in case
the player who left was player 0. This is because if a remaining player
receives a "recoverable" error, they will become player 0. Once that happens,
they game will try to update sounds through their camera and crash in
FMODSoundRenderer::UpdateListener() because the zones array is now NULL.
G_NewInit() should also clear all the player structures.
SVN r233 (trunk)