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Remove outdated and redundant files from the docs folder, and added the GZDoom license file.
This commit is contained in:
parent
05aae38031
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11 changed files with 32 additions and 29530 deletions
|
@ -1,71 +0,0 @@
|
|||
BUILD SOURCE CODE LICENSE TERMS: 06/20/2000
|
||||
|
||||
[1] I give you permission to make modifications to my Build source and
|
||||
distribute it, BUT:
|
||||
|
||||
[2] Any derivative works based on my Build source may be distributed ONLY
|
||||
through the INTERNET.
|
||||
|
||||
[3] Distribution of any derivative works MUST be done completely FREE of
|
||||
charge - no commercial exploitation whatsoever.
|
||||
|
||||
[4] Anything you distribute which uses a part of my Build Engine source
|
||||
code MUST include:
|
||||
|
||||
[A] The following message somewhere in the archive:
|
||||
|
||||
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
|
||||
// Ken Silverman's official web site: "http://www.advsys.net/ken"
|
||||
// See the included license file "BUILDLIC.TXT" for license info.
|
||||
|
||||
[B] This text file "BUILDLIC.TXT" along with it.
|
||||
|
||||
[C] Any source files that you modify must include this message as well:
|
||||
|
||||
// This file has been modified from Ken Silverman's original release
|
||||
|
||||
[5] The use of the Build Engine for commercial purposes will require an
|
||||
appropriate license arrangement with me. Contact information is
|
||||
on my web site.
|
||||
|
||||
[6] I take no responsibility for damage to your system.
|
||||
|
||||
[7] Technical support: Before contacting me with questions, please read
|
||||
and do ALL of the following!
|
||||
|
||||
[A] Look though ALL of my text files. There are 7 of them (including this
|
||||
one). I like to think that I wrote them for a reason. You will find
|
||||
many of your answers in the history section of BUILD.TXT and
|
||||
BUILD2.TXT (they're located inside SRC.ZIP).
|
||||
|
||||
[B] If that doesn't satisfy you, then try going to:
|
||||
|
||||
"http://www.advsys.net/ken/buildsrc"
|
||||
|
||||
where I will maintain a Build Source Code FAQ (or perhaps I might
|
||||
just provide a link to a good FAQ).
|
||||
|
||||
[C] I am willing to respond to questions, but ONLY if they come at a rate
|
||||
that I can handle.
|
||||
|
||||
PLEASE TRY TO AVOID ASKING DUPLICATE QUESTIONS!
|
||||
|
||||
As my line of defense, I will post my current policy about
|
||||
answering Build source questions (right below the E-mail address
|
||||
on my web site.) You can check there to see if I'm getting
|
||||
overloaded with questions or not.
|
||||
|
||||
If I'm too busy, it might say something like this:
|
||||
|
||||
I'm too busy to answer Build source questions right now.
|
||||
Sorry, but don't expect a reply from me any time soon.
|
||||
|
||||
If I'm open for Build source questions, please state your question
|
||||
clearly and don't include any unsolicited attachments unless
|
||||
they're really small (like less than 50k). Assume that I have
|
||||
a 28.8k modem. Also, don't leave out important details just
|
||||
to make your question appear shorter - making me guess what
|
||||
you're asking doesn't save me time!
|
||||
|
||||
----------------------------------------------------------------------------
|
||||
-Ken S. (official web site: http://www.advsys.net/ken)
|
32
docs/GZDoom License.md
Normal file
32
docs/GZDoom License.md
Normal file
|
@ -0,0 +1,32 @@
|
|||
GZDoom License
|
||||
==============
|
||||
|
||||
Copyright 2004-2009 Christoph Oelckers
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions
|
||||
are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
2. Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
3. The name of the author may not be used to endorse or promote products
|
||||
derived from this software without specific prior written permission.
|
||||
4. When not used as part of GZDoom or a GZDoom derivative, this code will be
|
||||
covered by the terms of the GNU Lesser General Public License as published
|
||||
by the Free Software Foundation; either version 2.1 of the License, or (at
|
||||
your option) any later version.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE AUTHOR "AS IS" AND ANY EXPRESS OR
|
||||
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
283
docs/README.asm
283
docs/README.asm
|
@ -1,283 +0,0 @@
|
|||
|
||||
README - DOOM assembly code
|
||||
|
||||
Okay, I add the DOS assembly module for the historically
|
||||
inclined here (may rec.games.programmer suffer). If anyone
|
||||
feels the urge to port these to GNU GCC; either inline or
|
||||
as separate modules including Makefile support, be my guest.
|
||||
|
||||
Module tmap.S includes the inner loops for texture mapping,
|
||||
the interesting one being the floor/ceiling span rendering.
|
||||
|
||||
There was another module in the source dump, fpfunc.S, that
|
||||
had both texture mapping and fixed point functions. It
|
||||
contained implementations both for i386 and M68k. For
|
||||
brevity, I include only the i386 fixed point stuff below.
|
||||
|
||||
//====================================================
|
||||
// tmap.S as of January 10th, 1997
|
||||
|
||||
//================
|
||||
//
|
||||
// R_DrawColumn
|
||||
//
|
||||
//================
|
||||
|
||||
.data
|
||||
loopcount .long 0
|
||||
pixelcount .long 0
|
||||
|
||||
.text
|
||||
|
||||
.align 16
|
||||
.globl _R_DrawColumn
|
||||
_R_DrawColumn:
|
||||
|
||||
pushad
|
||||
|
||||
movl ebp,[_dc_yl]
|
||||
movl ebx,ebp
|
||||
movl edi,[_ylookup+ebx*4]
|
||||
movl ebx,[_dc_x]
|
||||
addl edi,[_columnofs + ebx*4]
|
||||
|
||||
movl eax,[_dc_yh]
|
||||
incl eax
|
||||
subl eax,ebp // pixel count
|
||||
movl [pixelcount],eax // save for final pixel
|
||||
js done // nothing to scale
|
||||
shrl eax,1 // double pixel count
|
||||
movl [loopcount],eax
|
||||
|
||||
movl ecx,[_dc_iscale]
|
||||
|
||||
movl eax,[_centery]
|
||||
subl eax,ebp
|
||||
imull ecx
|
||||
movl ebp,[_dc_texturemid]
|
||||
subl ebp,eax
|
||||
shll ebp,9 // 7 significant bits, 25 frac
|
||||
|
||||
movl esi,[_dc_source]
|
||||
|
||||
|
||||
movl ebx,[_dc_iscale]
|
||||
shll ebx,9
|
||||
movl eax,OFFSET patch1+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
movl eax,OFFSET patch2+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
|
||||
// eax aligned colormap
|
||||
// ebx aligned colormap
|
||||
// ecx,edx scratch
|
||||
// esi virtual source
|
||||
// edi moving destination pointer
|
||||
// ebp frac
|
||||
|
||||
movl ecx,ebp // begin calculating first pixel
|
||||
addl ebp,ebx // advance frac pointer
|
||||
shrl ecx,25 // finish calculation for first pixel
|
||||
movl edx,ebp // begin calculating second pixel
|
||||
addl ebp,ebx // advance frac pointer
|
||||
shrl edx,25 // finish calculation for second pixel
|
||||
movl eax,[_dc_colormap]
|
||||
movl ebx,eax
|
||||
movb al,[esi+ecx] // get first pixel
|
||||
movb bl,[esi+edx] // get second pixel
|
||||
movb al,[eax] // color translate first pixel
|
||||
movb bl,[ebx] // color translate second pixel
|
||||
|
||||
testl [pixelcount],0fffffffeh
|
||||
jnz doubleloop // at least two pixels to map
|
||||
jmp checklast
|
||||
|
||||
.align 16
|
||||
doubleloop:
|
||||
movl ecx,ebp // begin calculating third pixel
|
||||
patch1:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movb [edi],al // write first pixel
|
||||
shrl ecx,25 // finish calculation for third pixel
|
||||
movl edx,ebp // begin calculating fourth pixel
|
||||
patch2:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movl [edi+SCREENWIDTH],bl // write second pixel
|
||||
shrl edx,25 // finish calculation for fourth pixel
|
||||
movb al,[esi+ecx] // get third pixel
|
||||
addl edi,SCREENWIDTH*2 // advance to third pixel destination
|
||||
movb bl,[esi+edx] // get fourth pixel
|
||||
decl [loopcount] // done with loop?
|
||||
movb al,[eax] // color translate third pixel
|
||||
movb bl,[ebx] // color translate fourth pixel
|
||||
jnz doubleloop
|
||||
|
||||
// check for final pixel
|
||||
checklast:
|
||||
testl [pixelcount],1
|
||||
jz done
|
||||
movb [edi],al // write final pixel
|
||||
|
||||
done:
|
||||
popad
|
||||
ret
|
||||
|
||||
|
||||
|
||||
//================
|
||||
//
|
||||
// R_DrawSpan
|
||||
//
|
||||
// Horizontal texture mapping
|
||||
//
|
||||
//================
|
||||
|
||||
|
||||
.align 16
|
||||
.globl _R_DrawSpan
|
||||
_R_DrawSpan:
|
||||
pushad
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||||
|
||||
//
|
||||
// find loop count
|
||||
//
|
||||
movl eax,[_ds_x2]
|
||||
incl eax
|
||||
subl eax,[_ds_x1] // pixel count
|
||||
movl [pixelcount],eax // save for final pixel
|
||||
js hdone // nothing to scale
|
||||
shrl eax,1 // double pixel count
|
||||
movl [loopcount],eax
|
||||
|
||||
//
|
||||
// build composite position
|
||||
//
|
||||
movl ebp,[_ds_xfrac]
|
||||
shll ebp,10
|
||||
andl ebp,0ffff0000h
|
||||
movl eax,[_ds_yfrac]
|
||||
shrl eax,6
|
||||
andl eax,0ffffh
|
||||
orl ebp,eax
|
||||
|
||||
movl esi,[_ds_source]
|
||||
|
||||
//
|
||||
// calculate screen dest
|
||||
//
|
||||
movl edi,[_ds_y]
|
||||
movl edi,[_ylookup+edi*4]
|
||||
movl eax,[_ds_x1]
|
||||
addl edi,[_columnofs+eax*4]
|
||||
|
||||
//
|
||||
// build composite step
|
||||
//
|
||||
movl ebx,[_ds_xstep]
|
||||
shll ebx,10
|
||||
andl ebx,0ffff0000h
|
||||
movl eax,[_ds_ystep]
|
||||
shrl eax,6
|
||||
andl eax,0ffffh
|
||||
orl ebx,eax
|
||||
|
||||
movl eax,OFFSET hpatch1+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
movl eax,OFFSET hpatch2+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
|
||||
// eax aligned colormap
|
||||
// ebx aligned colormap
|
||||
// ecx,edx scratch
|
||||
// esi virtual source
|
||||
// edi moving destination pointer
|
||||
// ebp frac
|
||||
|
||||
shldl ecx,ebp,22 // begin calculating third pixel (y units)
|
||||
shldl ecx,ebp,6 // begin calculating third pixel (x units)
|
||||
addl ebp,ebx // advance frac pointer
|
||||
andl ecx,4095 // finish calculation for third pixel
|
||||
shldl edx,ebp,22 // begin calculating fourth pixel (y units)
|
||||
shldl edx,ebp,6 // begin calculating fourth pixel (x units)
|
||||
addl ebp,ebx // advance frac pointer
|
||||
andl edx,4095 // finish calculation for fourth pixel
|
||||
movl eax,[_ds_colormap]
|
||||
movl ebx,eax
|
||||
movb al,[esi+ecx] // get first pixel
|
||||
movb bl,[esi+edx] // get second pixel
|
||||
movb al,[eax] // color translate first pixel
|
||||
movb bl,[ebx] // color translate second pixel
|
||||
|
||||
testl [pixelcount],0fffffffeh
|
||||
jnz hdoubleloop // at least two pixels to map
|
||||
jmp hchecklast
|
||||
|
||||
|
||||
.align 16
|
||||
hdoubleloop:
|
||||
shldl ecx,ebp,22 // begin calculating third pixel (y units)
|
||||
shldl ecx,ebp,6 // begin calculating third pixel (x units)
|
||||
hpatch1:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movb [edi],al // write first pixel
|
||||
andl ecx,4095 // finish calculation for third pixel
|
||||
shldl edx,ebp,22 // begin calculating fourth pixel (y units)
|
||||
shldl edx,ebp,6 // begin calculating fourth pixel (x units)
|
||||
hpatch2:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movb [edi+1],bl // write second pixel
|
||||
andl edx,4095 // finish calculation for fourth pixel
|
||||
movb al,[esi+ecx] // get third pixel
|
||||
addl edi,2 // advance to third pixel destination
|
||||
movb bl,[esi+edx] // get fourth pixel
|
||||
decl [loopcount] // done with loop?
|
||||
movb al,[eax] // color translate third pixel
|
||||
movb bl,[ebx] // color translate fourth pixel
|
||||
jnz hdoubleloop
|
||||
|
||||
// check for final pixel
|
||||
hchecklast:
|
||||
testl [pixelcount],1
|
||||
jz hdone
|
||||
movb [edi],al // write final pixel
|
||||
|
||||
hdone:
|
||||
popad
|
||||
ret
|
||||
|
||||
|
||||
|
||||
|
||||
//====================================================
|
||||
// fpfunc.S as of January 10th, 1997 (parts)
|
||||
|
||||
#ifdef i386
|
||||
|
||||
.text
|
||||
.align 4
|
||||
.globl _FixedMul
|
||||
_FixedMul:
|
||||
pushl %ebp
|
||||
movl %esp,%ebp
|
||||
movl 8(%ebp),%eax
|
||||
imull 12(%ebp)
|
||||
shrdl $16,%edx,%eax
|
||||
popl %ebp
|
||||
ret
|
||||
|
||||
|
||||
.align 4
|
||||
.globl _FixedDiv2
|
||||
_FixedDiv2:
|
||||
pushl %ebp
|
||||
movl %esp,%ebp
|
||||
movl 8(%ebp),%eax
|
||||
cdq
|
||||
shldl $16,%eax,%edx
|
||||
sall $16,%eax
|
||||
idivl 12(%ebp)
|
||||
popl %ebp
|
||||
ret
|
||||
|
||||
#endif
|
||||
|
149
docs/README.gl
149
docs/README.gl
|
@ -1,149 +0,0 @@
|
|||
|
||||
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)?
|
1742
docs/commands.txt
1742
docs/commands.txt
File diff suppressed because it is too large
Load diff
162
docs/console.css
162
docs/console.css
|
@ -1,162 +0,0 @@
|
|||
DT
|
||||
{
|
||||
font-weight: bold;
|
||||
}
|
||||
DD
|
||||
{
|
||||
margin-bottom: 1em;
|
||||
margin-left: 1.5em;
|
||||
margin-right: 1.5em;
|
||||
}
|
||||
TH
|
||||
{
|
||||
text-align: left;
|
||||
font-weight: bold;
|
||||
padding-right: 2em;
|
||||
vertical-align: top;
|
||||
}
|
||||
TD
|
||||
{
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
/* Command Descriptions */
|
||||
DIV.c
|
||||
{
|
||||
border-right: 2px solid;
|
||||
padding-right: 0.4em;
|
||||
border-top: 1px solid;
|
||||
margin-top: 1em;
|
||||
padding-left: 0.4em;
|
||||
font-weight: bold;
|
||||
padding-bottom: 0.2em;
|
||||
border-left: 1px solid;
|
||||
padding-top: 0.2em;
|
||||
border-bottom: 1px solid;
|
||||
background-color: rgb(152,251,152);
|
||||
margin-bottom: 0px;
|
||||
}
|
||||
DIV.b
|
||||
{
|
||||
border-right: 2px solid;
|
||||
padding-right: 1.2em;
|
||||
border-top: 1px;
|
||||
padding-left: 1.2em;
|
||||
padding-bottom: 0.5em;
|
||||
border-left: 1px solid;
|
||||
padding-top: 0.5em;
|
||||
border-bottom: 2px solid;
|
||||
background-color: rgb(240,255,240);
|
||||
margin-top: 0px;
|
||||
}
|
||||
|
||||
/* Variable Descriptions */
|
||||
DIV.v, DIV.vf
|
||||
{
|
||||
border-right: 2px solid;
|
||||
padding-right: 0.4em;
|
||||
border-top: 1px solid;
|
||||
margin-top: 1em;
|
||||
padding-left: 0.4em;
|
||||
font-weight: bold;
|
||||
padding-bottom: 0.2em;
|
||||
border-left: 1px solid;
|
||||
padding-top: 0.2em;
|
||||
border-bottom: 1px solid;
|
||||
background-color: rgb(175,238,238);
|
||||
}
|
||||
DIV.vf
|
||||
{
|
||||
background-color: rgb(175,200,238);
|
||||
}
|
||||
DIV.t, DIV.tf
|
||||
{
|
||||
border-right: 2px solid;
|
||||
padding-right: 1.2em;
|
||||
border-top: 1px;
|
||||
padding-left: 0.9em;
|
||||
padding-bottom: 0.2em;
|
||||
border-left: 1px solid;
|
||||
padding-top: 0.2em;
|
||||
border-bottom: 1px solid;
|
||||
background-color: rgb(224,255,255);
|
||||
}
|
||||
DIV.tf
|
||||
{
|
||||
background-color: rgb(224,238,255);
|
||||
}
|
||||
DIV.d, DIV.df
|
||||
{
|
||||
border-right: 2px solid;
|
||||
padding-right: 1.2em;
|
||||
border-top: 2px;
|
||||
padding-left: 1.2em;
|
||||
padding-bottom: 0.5em;
|
||||
border-left: 1px solid;
|
||||
padding-top: 0.5em;
|
||||
border-bottom: 2px solid;
|
||||
background-color: rgb(240,255,255);
|
||||
}
|
||||
DIV.df
|
||||
{
|
||||
background-color: rgb(240,248,255);
|
||||
}
|
||||
P
|
||||
{
|
||||
margin-top: 1em;
|
||||
margin-bottom: 0em;
|
||||
}
|
||||
A
|
||||
{
|
||||
color: Blue;
|
||||
text-decoration: none;
|
||||
}
|
||||
A:hover
|
||||
{
|
||||
text-decoration: underline;
|
||||
}
|
||||
H1, H2
|
||||
{
|
||||
font-weight: bold;
|
||||
left: -0.8em;
|
||||
font-family: Verdana, Arial, Helvetica, Sans-Serif;
|
||||
position: relative;
|
||||
}
|
||||
H3, H4
|
||||
{
|
||||
font-weight: bold;
|
||||
font-family: Verdana, Arial, Helvetica, Sans-Serif;
|
||||
left: 0em;
|
||||
}
|
||||
BODY
|
||||
{
|
||||
margin: 2em 2em 2em 2em;
|
||||
background-color: white;
|
||||
}
|
||||
PRE
|
||||
{
|
||||
border: ridge 2px;
|
||||
background-color: rgb(210,210,210);
|
||||
padding: 1em 1em 1em 1em;
|
||||
}
|
||||
DIV.index
|
||||
{
|
||||
padding-right: 0.8em;
|
||||
padding-left: 0.8em;
|
||||
left: 0px;
|
||||
float: left;
|
||||
padding-bottom: 1em;
|
||||
overflow: auto;
|
||||
clip: rect(auto,auto,auto,auto);
|
||||
padding-top: 0.5em;
|
||||
position: absolute;
|
||||
top: 0px;
|
||||
background-color: #ffffcc;
|
||||
border-right: solid 1px #808080;
|
||||
border-bottom: solid 1px #808080;
|
||||
}
|
||||
DIV.main
|
||||
{
|
||||
margin-left: 11em;
|
||||
height: 50%;
|
||||
}
|
3587
docs/console.html
3587
docs/console.html
File diff suppressed because it is too large
Load diff
112
docs/doomlic.txt
112
docs/doomlic.txt
|
@ -1,112 +0,0 @@
|
|||
|
||||
|
||||
LIMITED USE SOFTWARE LICENSE AGREEMENT
|
||||
|
||||
This Limited Use Software License Agreement (the "Agreement")
|
||||
is a legal agreement between you, the end-user, and Id Software, Inc.
|
||||
("ID"). By downloading or purchasing the software material, which
|
||||
includes source code (the "Source Code"), artwork data, music and
|
||||
software tools (collectively, the "Software"), you are agreeing to
|
||||
be bound by the terms of this Agreement. If you do not agree to the
|
||||
terms of this Agreement, promptly destroy the Software you may have
|
||||
downloaded or copied.
|
||||
|
||||
ID SOFTWARE LICENSE
|
||||
|
||||
1. Grant of License. ID grants to you the right to use the
|
||||
Software. You have no ownership or proprietary rights in or to the
|
||||
Software, or the Trademark. For purposes of this section, "use" means
|
||||
loading the Software into RAM, as well as installation on a hard disk
|
||||
or other storage device. The Software, together with any archive copy
|
||||
thereof, shall be destroyed when no longer used in accordance with
|
||||
this Agreement, or when the right to use the Software is terminated.
|
||||
You agree that the Software will not be shipped, transferred or
|
||||
exported into any country in violation of the U.S. Export
|
||||
Administration Act (or any other law governing such matters) and that
|
||||
you will not utilize, in any other manner, the Software in violation
|
||||
of any applicable law.
|
||||
|
||||
2. Permitted Uses. For educational purposes only, you, the
|
||||
end-user, may use portions of the Source Code, such as particular
|
||||
routines, to develop your own software, but may not duplicate the
|
||||
Source Code, except as noted in paragraph 4. The limited right
|
||||
referenced in the preceding sentence is hereinafter referred to as
|
||||
"Educational Use." By so exercising the Educational Use right you
|
||||
shall not obtain any ownership, copyright, proprietary or other
|
||||
interest in or to the Source Code, or any portion of the Source
|
||||
Code. You may dispose of your own software in your sole discretion.
|
||||
With the exception of the Educational Use right, you may not
|
||||
otherwise use the Software, or an portion of the Software, which
|
||||
includes the Source Code, for commercial gain.
|
||||
|
||||
3. Prohibited Uses: Under no circumstances shall you, the
|
||||
end-user, be permitted, allowed or authorized to commercially exploit
|
||||
the Software. Neither you nor anyone at your direction shall do any
|
||||
of the following acts with regard to the Software, or any portion
|
||||
thereof:
|
||||
|
||||
Rent;
|
||||
|
||||
Sell;
|
||||
|
||||
Lease;
|
||||
|
||||
Offer on a pay-per-play basis;
|
||||
|
||||
Distribute for money or any other consideration; or
|
||||
|
||||
In any other manner and through any medium whatsoever
|
||||
commercially exploit or use for any commercial purpose.
|
||||
|
||||
Notwithstanding the foregoing prohibitions, you may commercially
|
||||
exploit the software you develop by exercising the Educational Use
|
||||
right, referenced in paragraph 2. hereinabove.
|
||||
|
||||
4. Copyright. The Software and all copyrights related thereto
|
||||
(including all characters and other images generated by the Software
|
||||
or depicted in the Software) are owned by ID and is protected by
|
||||
United States copyright laws and international treaty provisions.
|
||||
Id shall retain exclusive ownership and copyright in and to the
|
||||
Software and all portions of the Software and you shall have no
|
||||
ownership or other proprietary interest in such materials. You must
|
||||
treat the Software like any other copyrighted material. You may not
|
||||
otherwise reproduce, copy or disclose to others, in whole or in any
|
||||
part, the Software. You may not copy the written materials
|
||||
accompanying the Software. You agree to use your best efforts to
|
||||
see that any user of the Software licensed hereunder complies with
|
||||
this Agreement.
|
||||
|
||||
5. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, BOTH EXPRESS
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT
|
||||
TO THE SOFTWARE. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL
|
||||
RIGHTS. YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO
|
||||
JURISDICTION. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE
|
||||
WILL BE UNINTERRUPTED, ERROR FREE OR MEET YOUR SPECIFIC REQUIREMENTS.
|
||||
THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER EXPRESS
|
||||
WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES,
|
||||
DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE
|
||||
MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF
|
||||
OF ID.
|
||||
|
||||
Exclusive Remedies. The Software is being offered to you
|
||||
free of any charge. You agree that you have no remedy against ID, its
|
||||
affiliates, contractors, suppliers, and agents for loss or damage
|
||||
caused by any defect or failure in the Software regardless of the form
|
||||
of action, whether in contract, tort, includinegligence, strict
|
||||
liability or otherwise, with regard to the Software. This Agreement
|
||||
shall be construed in accordance with and governed by the laws of the
|
||||
State of Texas. Copyright and other proprietary matters will be
|
||||
governed by United States laws and international treaties. IN ANY
|
||||
CASE, ID SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST
|
||||
SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT OR OTHER
|
||||
SIMILAR DAMAGES ARISING FROM BREACH OF WARRANTY, BREACH OF CONTRACT,
|
||||
NEGLIGENCE, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENT HAS BEEN
|
||||
ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY
|
||||
OTHER PARTY. Some jurisdictions do not allow the exclusion or
|
||||
limitation of incidental or consequential damages, so the above
|
||||
limitation or exclusion may not apply to you.
|
||||
|
||||
|
||||
|
||||
|
534
docs/history.txt
534
docs/history.txt
|
@ -1,534 +0,0 @@
|
|||
ZDoom Release History
|
||||
|
||||
More detailed info can be found in the file docs/rh-log.txt included with
|
||||
the source code.
|
||||
|
||||
|
||||
1.22 (12 December 1999)
|
||||
=======================
|
||||
* Scroll_Texture_Both and TranslucentLine specials can now be used from ACS.
|
||||
* Fixed compiler-dependent cvar ordering during netgame arbitration.
|
||||
* Fixed certain polyobject movement combinations that would not stop even
|
||||
though they were supposed to.
|
||||
* Did some cleanup for Alpha processors.
|
||||
|
||||
|
||||
1.21 (26 November 1999)
|
||||
=======================
|
||||
* Fixed problems with thinkers removing themselves and causing other thinkers
|
||||
to not get a chance to think.
|
||||
* Added hud_scale cvar.
|
||||
|
||||
|
||||
1.20 (25 November 1999)
|
||||
=======================
|
||||
* Fixed saving, reloading, and then resaving games when travelling between
|
||||
levels in a hub.
|
||||
* Fixed saving of ACS scripts scheduled to occur on a future level.
|
||||
|
||||
|
||||
1.19 (24 November 1999)
|
||||
=======================
|
||||
* DeHackEd patches that set an actor's death sound to 0 without removing
|
||||
the A_Scream call no longer crash.
|
||||
* Fixed sync problems when playing with bullet puffs as particles vs as
|
||||
sprites.
|
||||
* Fixed friction when walking on the bottom of swimmable water.
|
||||
* Added Jeffrey Cuenco's fixes to get -host and -join to work properly.
|
||||
* Fixed BOOM generalized locked doors so that the open/close type will
|
||||
actually close.
|
||||
* Added pointer tracking and cleanup. This should fix the occasional
|
||||
crashes when saving games and various other anomalies.
|
||||
|
||||
|
||||
1.18b (15 September 1999)
|
||||
=========================
|
||||
* Fixed crash when saving games with more than 1024 objects.
|
||||
* Fixed crash when loading a game without starting a new one first.
|
||||
* Reduced the size and frequency of pregame network packets, under the
|
||||
assumption that problems people were having using 1.18 on the Internet
|
||||
are a result of limited modem bandwidth.
|
||||
|
||||
|
||||
1.18a (12 September 1999)
|
||||
=========================
|
||||
* Fixed liquid warping temporarily stopping when changing levels.
|
||||
* +/-mlook commands do not generate unknown command messages.
|
||||
* Fixed support for maps with >10 deathmatch starts. Thanks to Roman
|
||||
Hatsiev.
|
||||
* Fixed support for the special "maps" EndGame? in MAPINFO lumps.
|
||||
* Teleport destination (no gravity) now works as intended.
|
||||
* Hopefully fixed savegame problems.
|
||||
* Bots are restored from savegames.
|
||||
* Fixed keyboard turning speed when -dup is used.
|
||||
* Network commands get executed only once when -dup is used.
|
||||
* In sectors with damaging floors and swimmable deep water, the damage
|
||||
will also be applied while the player is swimming and not just when
|
||||
the player is on the ground.
|
||||
|
||||
|
||||
1.18 (5 September 1999)
|
||||
=======================
|
||||
* Replaced the older Cajun 0.71 with Cajun 0.97.
|
||||
* Fixed handling of status bar faces with skins that provide them.
|
||||
* Added swimmable water.
|
||||
* Messages printed to the middle of the screen also print to the console.
|
||||
* Skill and other server cvars get saved in savegames again.
|
||||
* Added liquid texture warping.
|
||||
* Bad MAPINFO lumps generate error messages instead of hanging.
|
||||
* Realized that it's impossible to guarantee that all object pointers will
|
||||
be valid without some effort, so FArchive saves DObject objects as NULL
|
||||
objects now instead of aborting with an error.
|
||||
* Added the ACS built-in functions localambientsound, activatorsound, and
|
||||
setlinemonsterblocking.
|
||||
* Added a thing that does nothing but count toward the number of secrets.
|
||||
* Added a fly mode.
|
||||
* Finally implemented the +moveup and +movedown commands.
|
||||
|
||||
|
||||
118test10-source only (14 August 1999)
|
||||
======================================
|
||||
* Reimplemented hub travel.
|
||||
* Optimized R_MapPlane slightly.
|
||||
* Added fov command.
|
||||
* Added vertical sub-pixel accuracy to the renderer.
|
||||
* Added searches for an IWAD in the current directory, $DOOMWADDIR, and
|
||||
$HOME.
|
||||
|
||||
|
||||
118test9 (9 August 1999)
|
||||
========================
|
||||
* Fixed the "wild" bot spinning problem.
|
||||
* Commands like changemap that could make network games go out of sync
|
||||
should work properly now. The reason they would do that is closely related
|
||||
to the reason that the bots would start spinning.
|
||||
* Finished the serializer. Now savegames work. Hubs don't, because I haven't
|
||||
written the player travelling code yet.
|
||||
* Various other code cleanup.
|
||||
|
||||
|
||||
118test8 (20 July 1999)
|
||||
=======================
|
||||
* Fixed a crash problem with the "burn" screen wipe.
|
||||
* Fixed a crash problem with playing non-assigned sound sequences.
|
||||
* Fixed a crash problem related to trying to shutdown the music subsystem
|
||||
twice.
|
||||
* If you try to add more coop bots than there are coop starts, the extra
|
||||
bot leaves quietly instead of ending the game.
|
||||
* Weapondrop is now a "server" cvar, which it should have been in the
|
||||
first place.
|
||||
* Changed the nodetable file format to be more compact.
|
||||
* Bots can now be recorded in demos.
|
||||
* Bots work in multiplayer games. Still buggy. Spawning bots can cause
|
||||
consistancy failures, and they can start spinning wildly.
|
||||
|
||||
|
||||
118test7 (12 July 1999)
|
||||
=======================
|
||||
* Fixed handling of maps with scrolling walls.
|
||||
* Single player works again. In test6, all games were considered either coop
|
||||
or deathmatch.
|
||||
* Disabled the bot thinking code in single player games, so you don't suffer
|
||||
a performance hitwhen not using bots.
|
||||
* Added some performance counters accessible through the stat command.
|
||||
|
||||
|
||||
118test6 (10 July 1999)
|
||||
=======================
|
||||
* Rewrote the wu line drawer to look better (especially in overlay mode).
|
||||
* Stretched skies now get stretched horizontally as well as vertically.
|
||||
* Did an initial integration of the Cajun Bot 0.71 code.
|
||||
|
||||
|
||||
118test5 (6 July 1999)
|
||||
======================
|
||||
* Fixed a potential infinite loop that was introduced in 118test1.
|
||||
* Delayed the initial execution of cvar callbacks.
|
||||
* Added Heretic's anti-aliased Wu line drawer to the automap.
|
||||
|
||||
|
||||
118test4 (3 July 1999)
|
||||
======================
|
||||
* Fixed the "Bad DCanvas::CopyRect" problem introduced in test3.
|
||||
* Fixed sound sequences that should not be cut off when stopped (such as
|
||||
the standard doors).
|
||||
|
||||
|
||||
118test3 (2 July 1999)
|
||||
======================
|
||||
* Removed unnecessary display mode switches.
|
||||
* Created a DCanvas class to encapsulate most 2D rendering.
|
||||
|
||||
|
||||
118test2 (1 July 1999)
|
||||
======================
|
||||
* Fixed vertical aim clipping (BFG works again).
|
||||
* Fixed monster wandering.
|
||||
* Maps with mapthings of type 0 no longer generate warning messages.
|
||||
* Crushers that do no damage no longer act as if they inflict pain to
|
||||
actors.
|
||||
* The alias command lists aliases again.
|
||||
* Aliases are saved to the config file again.
|
||||
|
||||
|
||||
118test1 (30 June 1999)
|
||||
=======================
|
||||
* Tweaked the optimized renderer for fifth-generation processors.
|
||||
* Added the following specials:
|
||||
- Line_AlignFloor
|
||||
- Line_AlignCeiling
|
||||
- Sector_SetRotation
|
||||
- Sector_SetCeilingPanning
|
||||
- Sector_SetFloorPanning
|
||||
- Secter_SetCeilingScale
|
||||
- Sector_SetFloorScale
|
||||
* Added an additional parameter to the Transfer_Heights special.
|
||||
* Switched to the OpenPTC library for display.
|
||||
* Converted lots of code to an object-oriented C++ architecture.
|
||||
|
||||
|
||||
1.17c (5 May 1999)
|
||||
==================
|
||||
* Fixed game saving crashes on maps with wind/current effects.
|
||||
* In deep water sectors, the underwater light and fog colors can now be
|
||||
set independently of the area above water.
|
||||
* Added nojump, allowjump, nofreelook, and allowfreelook keywords for
|
||||
use in MAPINFO lumps.
|
||||
* The random number seed now changes each time you run the program.
|
||||
|
||||
|
||||
1.17b (15 March 1999)
|
||||
=====================
|
||||
1.17b contains some minor bug fixes over 1.17 and 1.17a. It also loads
|
||||
faster because the sprite dimensions are not cached until they are
|
||||
actually needed. There are also some other internal changes in
|
||||
preparation for supporting Heretic and Hexen, but those don't affect
|
||||
the user yet.
|
||||
|
||||
|
||||
1.17a (21 February 1999)
|
||||
========================
|
||||
1.17a is mostly minor bug fixes and was released because Herian 2 needed
|
||||
some of those fixes. There are a few new features, however:
|
||||
|
||||
* If you have a skins directory in the same directory as zdoom.exe,
|
||||
every wad file in it will be automatically loaded when the game starts.
|
||||
This way, you don't have to load your skins by hand to use them.
|
||||
* New formatting options for text printed using ACS.
|
||||
* A code pointer to make monsters fire a railgun.
|
||||
|
||||
|
||||
1.17 (17 February 1999)
|
||||
=======================
|
||||
* I'm releasing both DOS and Win32 versions simultaneously. (The DOS version
|
||||
does not support MIDI/MUS music or a joystick.)
|
||||
|
||||
Bug fixes:
|
||||
* Multiplayer games with monsters do not crash.
|
||||
* Player corpses do not levitate and then fall down when a player respawns
|
||||
in multiplayer games.
|
||||
* Using togglemap outside of a game will not crash.
|
||||
* Monsters stop attacking their target once it's dead.
|
||||
* EV_StopPlat() does not get stuck in an infinite loop if there are moving
|
||||
platforms.
|
||||
* Partially invisible players are drawn the proper colors (instead of
|
||||
green) if r_drawfuzz is 0.
|
||||
* If you are invisible, so are your muzzle flashes.
|
||||
* Trying to execute a non-existant script will not crash.
|
||||
* Using a ChangeCamera special from an open script will not crash.
|
||||
* The FloorAndCeiling_RaiseByValue and FloorAndCeiling_LowerByValues now
|
||||
behave like Hexen's.
|
||||
* Using -loadgame from the command line works.
|
||||
* Fixed a memory leak during generation of the translucency tables.
|
||||
* In high resolutions, weapon sprites meet the bottom of the screen.
|
||||
* Sounds will not cut out mysteriously when there is no reason for them to
|
||||
do so.
|
||||
* Sounds will also not be stopped immediately when a thing is removed, so
|
||||
explosion sounds will play to their full length.
|
||||
* Things can make more than one sound at once.
|
||||
* The deathmatch scoreboard is aligned properly at high resolutions.
|
||||
* Spynext and spyprev work properly instead of leaving the status bar
|
||||
"lagging behind" the player being viewed.
|
||||
* The light-amp does not disable colored lighting.
|
||||
* The sky gets inverted when using the invulnerability powerup.
|
||||
* Implemented better z-checking code (from Heretic/Hexen).
|
||||
* Pain elementals will spawn one lost soul at a time instead of two inside
|
||||
of each other.
|
||||
* Bex patches that use thing mnemonics really do work now, and unknown bit
|
||||
messages aren't generated for regular DeHackEd patches.
|
||||
* Linedef type 134 for regular DOOM/BOOM maps requires a red key for
|
||||
activation (it was being improperly translated to require a blue one).
|
||||
* Monsters can activate secret lines when they cross them. (See DOOM2/MAP08).
|
||||
* The player extreme death sound is used.
|
||||
* When a player leaves a network game, their body is removed instead of
|
||||
being left empty.
|
||||
* 0-length sounds are treated as empty sounds instead of sounds 4 gigs long.
|
||||
* Skins that replaced player sounds with sounds in the IWAD work.
|
||||
* Muzzle flashes do not light up foggy areas, and fullbright sprites stay
|
||||
shrouded in fog.
|
||||
* Alphanumeric keys no longer automatically repeat on the console.
|
||||
* Wads such as gothicdm2 that used new flats in addition to the ones in the
|
||||
IWAD with the regular doom.exe work.
|
||||
|
||||
New features:
|
||||
* Significant speed improvements on modern processors.
|
||||
* Armor and keys are shown on the fullscreen HUD.
|
||||
* Colored text.
|
||||
* A playdemo console command.
|
||||
* A chasecam.
|
||||
* A particle sytsem.
|
||||
* An optional railgun to show off the particle system. (Start the game with
|
||||
-deh railgun.bex if you want to use it.)
|
||||
|
||||
New features interesting for wad authors:
|
||||
* Polyobjects.
|
||||
* Sound sequences.
|
||||
* WAVE files can be used as sound lumps without converting them to DMX's
|
||||
format first.
|
||||
* A sky can be specified to not be stretched even if it is shorter than 200
|
||||
pixels.
|
||||
* Sparks.
|
||||
* Particle fountains.
|
||||
* Parallax skies.
|
||||
* Some new DeHackEd thing flags from Hexen (bobbing, reflective, etc.).
|
||||
|
||||
|
||||
1.16 (22 December 1998)
|
||||
=======================
|
||||
Bug fixes:
|
||||
* No more limit on size of savegames or demos.
|
||||
* Screen resolutions above 320x200 are now the proper brightness (they were
|
||||
too bright before.)
|
||||
* Improved the brightness of the console font.
|
||||
* Bullet puffs can show up on the floor and ceiling and not just walls.
|
||||
* Missile weapons can trigger gun activation lines.
|
||||
* Barrels now bounce around as much as they did in original DOOM. (They were
|
||||
too "inert" in 1.14.)
|
||||
* If a demo is being recorded, quitting the game normally will save the demo
|
||||
to disk. (Previously, you had to use the stop command to do this.)
|
||||
|
||||
New features for players:
|
||||
* Proper support for BOOM maps.
|
||||
* Mouse wheel support and weapnext/weapprev commands.
|
||||
* Doublebindings.
|
||||
* Better analog joystick support.
|
||||
* 180 degree turn command for keyboarders.
|
||||
* Damage done by a rocket to its shooter is configurable and defaults to the
|
||||
original Doom behavior.
|
||||
* User-configurable gender. (Even though I don't have any new player sounds,
|
||||
at least the obituaries are gender-aware. :-)
|
||||
* Teamplay mode.
|
||||
* New cvar to disable manual aiming of the BFG to prevent someone from
|
||||
shooting it at the floor and quickly triggering tracer damage before.
|
||||
* Maps no longer need to have as many deathmatch starts as there are players
|
||||
in a deathmatch game.
|
||||
* Support for Doom Legacy skins.
|
||||
* Rewrote the MIDI/MUS code so that it has a working volume control.
|
||||
* Many more console commands and cvars.
|
||||
|
||||
New features for editors:
|
||||
* Proper support for BOOM maps.
|
||||
* Obituaries are configurable with a .bex patch.
|
||||
* Moster paths
|
||||
* Colored lighting
|
||||
* Fog can be applied to only part of a level instead of all of it.
|
||||
* Per-sector gravity settings.
|
||||
* Support for up to 256 ambient sounds (as opposed to the limit of 64 in
|
||||
earlier versions).
|
||||
* Sector damage adjustable from between 0-255 points of damage.
|
||||
* Changable camera views.
|
||||
* The following editing features that were introduced in Hexen are also
|
||||
available in ZDoom:
|
||||
- Most line specials take arguments that modify their behavior.
|
||||
- ACS scripting.
|
||||
- Hubs.
|
||||
- Earthquakes.
|
||||
- Dormant monsters.
|
||||
- Trigger events to happen on monster deaths.
|
||||
- "Waggling" floors.
|
||||
- Pillar builders.
|
||||
- Push activation lines (walking into a wall can trigger an event).
|
||||
- Thing spawning (e.g. for traps/gifts).
|
||||
|
||||
|
||||
1.14a (27 July 1998)
|
||||
====================
|
||||
Bugs fixed are:
|
||||
|
||||
* No more crashing about freeing a pointer without ZONEID when changing
|
||||
levels.
|
||||
* Skies wider than 256 pixels are drawn correctly.
|
||||
* Monsters' heights are once again the same as they were in id's original
|
||||
DOOM, so certain areas work properly again.
|
||||
* Monsters shouldn't teleport into each other anymore.
|
||||
* Improved support for international keyboards.
|
||||
* The skill level chosen for a new game is no longer ignored if the new
|
||||
game is started while a demo is playing.
|
||||
|
||||
Cosmetic changes:
|
||||
|
||||
* No more "sv_gravity changed to...", "skill changed to...", etc. messages
|
||||
in single player games.
|
||||
* Activating the player setup menu automatically stops any playing demos,
|
||||
since it doesn't work properly while they play.
|
||||
* Barrels don't go flying away when exploding anymore.
|
||||
* Added def_patch cvar to automatically load a DeHackEd patch each time the
|
||||
game is started.
|
||||
* ZDoom save games now use the name zdoomsv?.dsg instead of doomsav?.dsg.
|
||||
|
||||
This version also includes some preliminary BOOM support as I started
|
||||
integrating some of the BOOM source code with ZDoom:
|
||||
|
||||
* Medusa fix.
|
||||
* Openings limit removed.
|
||||
* Removed limit on switches and animations.
|
||||
* Added support for BOOM-like ANIMATED and SWITCHES lumps in PWADs.
|
||||
* Added support for BOOM-style scrollers (including conveyors).
|
||||
* Added partial deep-water support.
|
||||
|
||||
|
||||
1.14 (14 July 1998)
|
||||
===================
|
||||
Bugs fixed:
|
||||
* The bunny scroller at the end of E3M8 no longer crashes the game.
|
||||
* The IDKFA cheat gives the proper amount of armor again.
|
||||
* Demo recording works again.
|
||||
* Telefragging works again.
|
||||
* Picking up the invulnerability sphere displays the correct colors now.
|
||||
* DeHackEd patches containing text replacements no longer crash the game.
|
||||
* Printing a string containing "%s" to the console and then changing the
|
||||
video mode will no longer crash the game.
|
||||
* Chat mode finally works again.
|
||||
* If MIDAS can't initialize, you can still play the game but without sound.
|
||||
* Pistol and chaingun sounds no longer cut out when there are lots of
|
||||
zombie men shooting their pistols at you.
|
||||
* Mouse input should no longer be so jerky under Windows NT.
|
||||
* The crosshair is finally accurate for aiming.
|
||||
* Autoaim is properly remembered each time you start ZDoom.
|
||||
* Switches in the Ultimate Doom that aren't also in the shareware Doom
|
||||
properly change their appearance when switched.
|
||||
|
||||
New features:
|
||||
* Players can choose their own colors and names.
|
||||
(Player setup menu is included).
|
||||
* 8-player support (untested but should work).
|
||||
* Miscellaneous internal code changes have been borrowed from the BOOM
|
||||
source. (This does *not* mean that ZDoom supports BOOM levels yet.)
|
||||
* Cheats, chat messages, and gamestate changes are now recorded in demos.
|
||||
* Single-player demos recorded with ZDoom are generally smaller than
|
||||
before.
|
||||
* Quake 2-style deathmatch flags.
|
||||
* Cheats (optionally) work in multiplayer games.
|
||||
* Mode X is now supported under Win95, so all the machines that couldn't
|
||||
run ZDoom in 320x200 before should be able to now.
|
||||
* Fewer conditions result in error messages that quit the game. (If you
|
||||
have Heretic, try this: Start ZDoom with -file heretic and go to the
|
||||
console and type "MAP E1M1".)
|
||||
* Keys can repeat in the console.
|
||||
* The console and chat mode now use the localized keymap set with the
|
||||
Keyboard control panel.
|
||||
* Messages at the top of the screen now break along between words instead
|
||||
of in the middle of them.
|
||||
* Added -config command line parameter.
|
||||
* Added -fastdemo command line parameter.
|
||||
* Added new screen shot command. (bound to "Print Screen" key by default)
|
||||
* Added Quake-like +showscores command. (bound to "\" key by default)
|
||||
* Aliases are now saved in the config file.
|
||||
* Added support for multiple pitched sounds like in very old version of
|
||||
Doom. (Use the snd_pitched cvar to turn it on and off.)
|
||||
|
||||
|
||||
1.13 (26 May 1998)
|
||||
==================
|
||||
* Fixed some major bugs (that crashed the game) and other lesser bugs that were
|
||||
just annoying.
|
||||
* 3-D collisions for walking under and standing on other things.
|
||||
* The status bar can be scaled to the full width of the screen.
|
||||
* The screen mode can be selected from a menu inside the game.
|
||||
* ZDoom can run in a window on the desktop.
|
||||
* Better DeHackEd support. Only a few text replacements are not supported.
|
||||
Everything else works (including monster infighting which I haven't seen
|
||||
in any other port).
|
||||
* New features for level designers (see editing.txt for details):
|
||||
Specification of next and secret maps on a per-map basis.
|
||||
Specify sky texture on a per-map basis.
|
||||
Use any lump in a wad as music for a map.
|
||||
Give maps a custom name without using a DeHackEd patch.
|
||||
Maps can be named anything (not just E?M? or MAP??).
|
||||
Place any messages of any length between any two maps.
|
||||
Hexen-style fog (of any color).
|
||||
Ambient sounds--either point like Quake or global like Heretic and Hexen.
|
||||
Automatic use of DeHackEd patches in PWADs.
|
||||
No more tutti-frutti for short textures of certain heights.
|
||||
zdoom.wcf file for use with WadAuthor.
|
||||
* Rocket jumping. (One very important note about this: You need to be *in the
|
||||
air* when your rocket explodes for rocket jumping to work. This is different
|
||||
from Quake, and I will probably rewrite it for the next release.)
|
||||
* Dynamic palette flashes.
|
||||
* Supports stretching skies for freelook.
|
||||
* Larger freelook range.
|
||||
* Added tab-completion to the console.
|
||||
* zdoom.cfg is now the name of the default configuration file since Doom
|
||||
Legacy decided to start using config.cfg.
|
||||
* French language support. (Set language cvar to "french".)
|
||||
* Player obituaries.
|
||||
* Unlimited ammo cheat (use g_unlimitedammo cvar).
|
||||
|
||||
|
||||
1.12 (7 April 1998)
|
||||
===================
|
||||
* Some visual enhancements were made such as centering the menus and
|
||||
drawing borders around the status bar in higher resolutions.
|
||||
* Console commands can now be specified on the command line.
|
||||
* Removed some of DOOM's limits such as VisPlanes, VisSprites, and 2S
|
||||
HOM.
|
||||
* Rewrote some of the inner loops in assembly. (There was some assembly
|
||||
in 1.11, but it never got used.)
|
||||
* New cvars relating to mouse movement. (invertmouse, m_pitch, m_yaw,
|
||||
etc.)
|
||||
* Mouse movement doesn't get sluggish in high resolutions.
|
||||
* Automap colors are customizable.
|
||||
* Automap overlay and rotation are available.
|
||||
* Eight crosshairs.
|
||||
* Shoot up/down.
|
||||
* Alt-Tab and Pause work properly on all machines now.
|
||||
* The +jump command now works.
|
||||
* 25% and 75% translucency levels in addition to 50%. The translucency
|
||||
tables now get saved to disk, too, so they only need to be calculated
|
||||
once instead of every time the game is run.
|
||||
* The console font is now editable.
|
||||
* Near complete support for DeHackEd patches. (Only monster infighting
|
||||
and changing a few minor text strings are not supported.)
|
||||
* Sky height and position is now fixed for high resolutions. (It still
|
||||
wraps if you look up, but at least now if you look straight ahead, it
|
||||
never will.)
|
||||
* Weapon sprite is always drawn at the correct location. (It was being
|
||||
drawn too low in some resolutions like 400x300.)
|
||||
* New options menu, which includes a key configuration screen.
|
||||
* "Stealth" monsters.
|
||||
* New full-screen HUD.
|
||||
* And a few other things not worth mentioning separately.
|
||||
|
||||
|
||||
1.11 (6 March 1998) Initial Release
|
||||
===================================
|
||||
* Works under both Windows 95 and NT 4.0, although it works best under
|
||||
Win95.
|
||||
* Limited support for the Pause key. It works with some keyboards on
|
||||
some machines.
|
||||
* Supports any resolution compatible with your DirectDraw drivers.
|
||||
* Look up/down ala Heretic.
|
||||
* Translucency for selected objects.
|
||||
* Has a console with most of the functionality of Quake's. The only
|
||||
significant missing feature is Tab-completion.
|
||||
* Notarget cheat.
|
||||
* Command to kill all monsters in a level or yourself.
|
||||
* Can play MUS, MIDI, and MOD music.
|
||||
* Selected sounds are played in surround sound.
|
||||
* Doors that need keys to open are highlighted on the automap.
|
||||
* Automap now shows various statistics in addition to the level name.
|
||||
* True keybindings. Bind any key to any command or sequence of
|
||||
commands.
|
||||
* Intermission screen can now display your stats using absolute values
|
||||
rather than percentages.
|
||||
* A new more general demo format.
|
21756
docs/rh-log.txt
21756
docs/rh-log.txt
File diff suppressed because it is too large
Load diff
1134
docs/zdoom.txt
1134
docs/zdoom.txt
File diff suppressed because it is too large
Load diff
Loading…
Reference in a new issue