- Added a cheap pitch shifting for underwater environments that should be fairly
close to Duke's. It sounds okay for some sounds, but others like the BFG, where
the timing of the sound actually matters, don't sound good. I shall have to
replace it with a real pitch shifter DSP unit.
SVN r819 (trunk)
for FMOD Ex while at the same time removing support for FMOD 3. Be sure to update
your SDKs. GCC users, be sure to do a "make cleandep && make clean" before
building, or you will likely get inexplicable errors.
- Fixed: If you wanted to make cleandep with MinGW, you had to specifically
specify Makefile.mingw as the makefile to use.
- Added a normalizer to the OPL synth. It helped bring up the volume a little,
but not nearly as much as I would have liked.
- Removed MIDI Mapper references. It doesn't work with the stream API, and
it doesn't really exist on NT kernels, either.
- Reworked music volume: Except for MIDI, all music volume is controlled
through GSnd and not at the individual song level.
- Removed the mididevice global variable.
- Removed snd_midivolume. Now that all music uses a linear volume scale,
there's no need for two separate music volume controls.
- Increased snd_samplerate default up to 48000.
- Added snd_format, defaulting to "PCM-16".
- Added snd_speakermode, defaulting to "Auto".
- Replaced snd_fpu with snd_resampler, defaulting to "Linear".
- Bumped the snd_channels default up from a pitiful 12 to 32.
- Changed snd_3d default to true. The new cvar snd_hw3d determines if
hardware 3D support is used and default to false.
- Removed the libFLAC source, since FMOD Ex has native FLAC support.
- Removed the altsound code, since it was terribly gimped in comparison to
the FMOD code. It's original purpose was to have been as a springboard for
writing a non-FMOD sound system for Unix-y systems, but that never
happened.
- Finished preliminary FMOD Ex support.
SVN r789 (trunk)
samples, a problem for the alternate sound renderer if it happened to be
playing any sounds at the time, since it would try to keep on playing them.
SVN r483 (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)
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)
- Did some very preliminary support for x64 compiling.
- Now I see why makewad is using the __fastcall calling convention by default:
Because the release zlib is built with it as well.
- Fixed: Conversion from 'const char *' to 'char *' in DEM_SAVEGAME case in
Net_DoCommand().
- Updated the project files for Visual C++ 2005.
SVN r138 (trunk)
- New: Pausing the game (through any means, not just the pause key) now pauses
sound effects as well as music. "PauseMusicInMenus" has been added as a
MAPINFO flag to also pause the music when a menu or the console are open.
SVN r134 (trunk)