bec0d3438fGCC fixes.
Randy Heit
2008-01-08 01:48:33 +0000
016ac67376- Fixed: Thing_SetTranslation still used a 16-bit word to hold the translation. - Bumped the maximum resolution up to 2560x1600. - Fixed: DCanvas::DrawTexture() only expanded virtual screen sizes for widescreen resolutions but left 5:4 modes alone. This fix neccessitated the addition of DTA_Bottom320x200 for the status bar to use so that it could be flush with the bottom of the screen rather than sitting slightly above it. - Fixed: FConfigFile::ReadConfig()'s definition of whitespace was too broad. - Fixed: Defining custom translation ranges in descending order and/or with gaps made for crashes.
Randy Heit
2008-01-08 01:08:27 +0000
ed242b32df- Fixed: translationtables cannot use a TAutoGrowArray because it doesn't initialize newly added fields when growing.
Christoph Oelckers
2008-01-07 22:07:25 +0000
9cdd0b98ce- Added fix for Heretic IDKFA cheat by Karate Chris. - Added fix for Strife's AlienSpectre obituary by Karate Chris.
Christoph Oelckers
2008-01-07 08:58:18 +0000
f918a43286- Re-converted icebreak.flac because the old version apparently didn't work.
Christoph Oelckers
2008-01-06 20:54:18 +0000
1f0fa7c457- Added SBARINFO update #5 by blzut3: - Fixed: Playerclass still didn't work due to comparing of improper numbers. - Fixed: The arrows on drawinventorybar had a hard coded location instead of relative to the specified coordinates. - Added noarrows flag to drawinventorybar to remove the blue arrows drawn when there are more items to the left or right of the viewable bar. - Added forcescaled flag to the statusbar command. This is ignored on the inventory and inventoryfullscreen types. - Added obituary fix for Strife peasants by Karate Chris. - Added fix for loading during demo playback by Karate Chris.
Christoph Oelckers
2008-01-06 19:10:52 +0000
d7add9ce76- Added scoreboard fix by Karate Chris.
Christoph Oelckers
2008-01-06 11:46:01 +0000
fdbd18c50e- Added teamgame fix for menu by Karate Chris. - Added GZDoom's Sector_Outside sector type which forces outside fog regardless of ceiling texture.
Christoph Oelckers
2008-01-06 10:05:24 +0000
59c007d5f4- Fixed: Since the minimum size for a texture is 2x2, FBarShader can't use a one-dimensional texture.
Randy Heit
2008-01-06 04:20:53 +0000
51461aa010- Added back the code to allow some variation to the players' shades when players are on teams. - Set TEAM_None back to 255. Since a player's team has already been accessible through ACS, needlessly redefining this is a bad thing to do, since it can break existing maps. 255 different teams should still be more than enough. - Fixed: At certain resolutions, there was a one pixel row between the status bar and the rest of the screen, thanks to rounding error. - Added automatic batching of quads to D3DFB. Screens with a lot of text are ever-so-slightly faster now, though still only about half the speed of sofware-only text. I suppose the only way to see a marked improvement is going to be by stuffing multiple glyphs in a single texture. - Fixed: Crosshairgrow's animation was not framerate-independent.
Randy Heit
2008-01-06 04:03:33 +0000
935eeb06f1- Added: Automap markers are stored in savegames now. Also moved the call to AM_LevelInit to its proper place in G_DoLoadLevel, right after the call to P_SetupLevel to make it work as intended.
Christoph Oelckers
2008-01-05 12:15:10 +0000
10b71b09c8- Changed savegame versioning to use the SVN revision number instead of an arbitrarily defined value. This reduces the amount of relevant values that have to be defined in version.h to 1 (the minimum compatible savegame version) instead of previously 3.
Christoph Oelckers
2008-01-05 09:12:05 +0000
3017f7646d- Fixed: FBarShader::PrepareShader() set a member variable to point at a local variable just before returning. Then I made some more changes so that it can be a properly functioning texture. After doing that, I decided to rewrite the texture generation to be easier for me to read and hopefully faster, since this thing is getting generated every frame. (Please don't hurt me if I got it wrong. I'm basing this on the description in the wiki, since I couldn't wrap my head around what the code was doing by looking at it.) Then I realized that there's really no reason to have more than four of these ever, and they can be statically generated, so I simplified it some more. - Added Blzut3's latest SBARINFO patch: * Fixed a massive memory leak in SBARINFO. The leak also lead to progressive CPU usage. * Fixed: Playerclass didn't work in SBARINFO. * Fixed: Artiflash was improperly initialized causing it not to display the first time. * Changed the variable SBarInfoScript to be a pointer to prevent more memory leaks.
Randy Heit
2008-01-05 04:23:34 +0000
aa90336765- Removed the patches for the Doom/Heretic E1 intermission screens from R_InitPatches. This isn't needed anymore because all these are loaded through an intermission script. - Fixed: A_SpawnDebris read the third and fourth arguments from the first one's address.
Christoph Oelckers
2008-01-04 08:51:51 +0000
5cbb2bd472- Moved the pixel shaders' color information out of the constant registers and into the vertex data. - Added functions for doing line drawing with Direct3D, including a new pair of functions to do batched line drawing so that the map can actually be drawn faster in hardware than in software (instead of an order of magnitude slower).
Randy Heit
2008-01-04 05:22:30 +0000
5d9d2a9088- Tried adding bilinear filtering support for paletted textures, but the shader seems to be producing crappy output, so it's disabled for now. Specifically, it produces distorted output at regular intervals for textures that aren't power-of-2-sized, and it's still doing visible filtering when the texture is rendered at its original size, so obviously it's not doing something right. - Fixed the use of power-of-2-sized native textures for smaller game textures again. - Fixed: D3DFB did not restore all the state it needed to after resetting the device. - Fixed: R_DrawTopBorder() must clip itself around the 3D view, since it's now drawn later. - With full software rendering, palette flashes once again effect the whole screen.
Randy Heit
2008-01-03 05:39:36 +0000
59c8faa7df- The mouse is no longer grabbed at all unless you're actually in a level, since I couldn't think of any reason why it should be grabbed at any other time. (This only applies to windowed mode, where it makes sense to let the OS have control of the pointer.)
Randy Heit
2008-01-02 05:21:48 +0000
8be8c48585- Fixed: A_JumpIfTargetInLOS had inconsistent parameter definitions.
Christoph Oelckers
2008-01-01 08:47:49 +0000
dc98279403- Removed the screenshot parameter from D_Display(), since it was a relic of a long-abandoned experiment to write directly to video memory instead of to a temporary buffer in system meroy. - Added Direct3D versions of the melt and burn screenwipes. - Fixed the strip sizes for the melt screenwipe to match what Doom would have produced on a 320x200 screen, rather than producing more, thinner strips for wider screens.
Randy Heit
2008-01-01 03:07:05 +0000
db54c43175- Started writing Direct3D-friendly wipe code. It's just a Q&D crossfade for now. More to come later. - What is it about updaterevision.vcproj that makes it keep changing?
Randy Heit
2007-12-30 04:18:39 +0000
68e2134f70SVN r657 (trunk)
Christoph Oelckers
2007-12-29 10:25:07 +0000
6872bcd3ef- Fixed position of the Doom HUD selectbox as per SnowKate709's guidance.
Randy Heit
2007-12-29 03:02:25 +0000
5e56a6512a- Changed FImageCollection so that it accepts a matching texture of any type. This is necessary to load hires sprite replacements for certain icons.
Christoph Oelckers
2007-12-28 22:00:41 +0000
a329efe9a4- Added a check to Wads.CheckNumForName to return -1 for names longer than 8 characters which contain path separators. - Fixed: Hires texture replacement must replace all matching textures, not just the first one found. This is particularly important for icons based on sprites. - added a con_alpha CVAR to set the console's translucency. - Added MartinHowe's submission for A_CustomBulletAttack aimfacing parameter. - Added MartinHowe's submission for A_PlaySoundEx attenuation parameter. - Fixed: Bots shouldn't target friendly monsters. - Fixed a typo in sbarinfo.cpp (noatribox instead of noartibox.)
Christoph Oelckers
2007-12-28 11:17:52 +0000
37f9c50b4e- Fixed cases where a larger power-of-2-sized native texture had to be allocated. (I wonder if D3D actually handles this automatically when you use D3DPOOL_MANAGED, because I'm pretty sure my laptops's x300 doesn't support non-power-of-2 texture sizes, yet it worked just fine before.) - Fixed vertical positioning of 2D elements in letterboxed modes.
Randy Heit
2007-12-28 03:30:05 +0000
522e7fe07f- Removed DCanvas::Blit(), as it's no longer used. - Added a function to create a texture from a stand-alone PNG file. The save/ load menus now use this to get their thumbnails.
Randy Heit
2007-12-28 01:54:14 +0000
c911e995a9- Changes for MinGW compile.
Christoph Oelckers
2007-12-27 14:22:45 +0000
e19cd0bec3- Fixed: DFrameBuffer::CopyPixelData copied data as RGBA instead of BGRA. - Temporarily changed FPNGTexture and FDDSTexture to always create True Color native textures to preserve the original colors.
Christoph Oelckers
2007-12-27 11:53:09 +0000
f1241099f8- Darkened the console background a little after finding out that on very bright title pics it became quite hard to read the console's contents. - Fixed: PROP_Translation needed to be changed for the new value format. - Added GZDoom's MAPINFO fog parameters as no op dummies so I can use WADs that contain them without constantly having to edit the MAPINFO. It also allows using them to optimize hardware fog for WADs that should run with ZDoom as well.
Christoph Oelckers
2007-12-27 11:25:25 +0000
834e4bef32- Changed the way gamma works for D3DFB: In windowed mode, the display is drawn to a texture, then that texture is copied to the real back buffer using a gamma-correcting pixel shader. In fullscreen mode, SetGammaRamp is used. - Fixed flashing of vid_fps display when fps > 1000. - Fixed loading of RGB textures for native 2D mode. - Changed the first rotozoomer's data because it just became too obvious when the backdrop is drawn with a full 256 distinct colors available. - Set the player backdrop to update no more frequently than 35 FPS, so opening the player setup menu before starting a game won't produce a very fast moving backdrop. - Changed the player backdrop into a texture so that it can be drawn like anything else.
Randy Heit
2007-12-27 04:30:12 +0000
d1655ca2b9SVN r647 (trunk)
Randy Heit
2007-12-26 22:33:26 +0000
5a0009cbab- Fixed: The FSpecialFont constructor copied the untranslated colors directly from the source palette instead of the font's identity map.
Christoph Oelckers
2007-12-26 21:37:00 +0000
3df3d6d052SVN r645 (trunk)
Christoph Oelckers
2007-12-26 16:37:27 +0000
0535d15df3- Split off the entire translation code from r_draw.cpp into r_translate.cpp. - 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.
Christoph Oelckers
2007-12-26 16:06:03 +0000
6804e66208- Replaced 'C:\\ZDOOMDAT' with a #define in version.h. - Moved screenshot code into DCanvas so that it can be overridden by subclasses with a different buffer.
Christoph Oelckers
2007-12-26 09:56:09 +0000
682e0dbe95- Fixed: The fullscreen console crashed when opened before starting a game.
Randy Heit
2007-12-26 05:20:30 +0000
813b59edee- Removed a few new warnings spewed by GCC.
Randy Heit
2007-12-26 05:03:14 +0000
1acc3d00c4- Discovered that Shader Model 1.4 clamps my constants, so I can't use 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.
Randy Heit
2007-12-26 04:42:15 +0000
6b9f3c8247- forgot to change 2 files for last commit.
Christoph Oelckers
2007-12-25 10:25:43 +0000
faa9cc4302- added a P_PointInSector function and replaced all calls to retrieve an actor's sector in the game engine code with it. This way there's a clear distinction between renderer-specific and game-specific calls.
Christoph Oelckers
2007-12-25 10:07:58 +0000
2e11d31bb5- Forgot to save p_acs.cpp before last commit.
Christoph Oelckers
2007-12-25 09:31:10 +0000
671cf5a888- added UseInventory/UseActorInventory ACS functions.
Christoph Oelckers
2007-12-25 08:44:13 +0000
3eb741e391- added some functionality to FDynamicColormap to allow not creating the colormap data if it isn't needed by the renderer.
Christoph Oelckers
2007-12-24 21:56:49 +0000
d12ede252f- also replaced the AM crosshair drawer by a DCanvas::DrawPixel function. - 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.
Christoph Oelckers
2007-12-24 14:24:24 +0000
3c4344f2ec- minor fix in DrawPlayerBackdrop.
Christoph Oelckers
2007-12-23 22:22:21 +0000
8a433d6f12- Fixed a few font related problems. - Fixed: ASkyViewpoint::Destroy was missing the super call. - Added SnowKate709's A_LookEx update. - Moved M_DrawPlayerBackdrop into DCanvas as a virtual function. Since this directly accesses the frame buffer it must be overridable for renderers that work differently.
Christoph Oelckers
2007-12-23 21:56:46 +0000
7ae2a4e35c- got rid of a few warnings in sbarinfo.cpp.
Christoph Oelckers
2007-12-23 21:03:42 +0000
b3d38c0bcf- forgot to commit indexfont.fon.
Christoph Oelckers
2007-12-23 20:59:43 +0000
9c89381400- Added Blzut3's third SBARINFO update: * Added drawshader to draw Heretic style transparency gradients. * Added artiflash flag to drawselectedinventory. * Fixed: Drawgem used the wrong operator when determining the chain size. * Fixed: ZDoom would crash if an undefined font was used. * I also started cleaning up the source a little. I have been informed that when checking for flags the "== flagname" is redundant. - Added indexfont anf hudfont from GZDoom to zdoom.pk3 so that they are always available when defining custom status bars.
Christoph Oelckers
2007-12-23 20:59:06 +0000
e5ed1c4be3- Added Karate Chris's 'sv_degeneration' submission. - Fixed: 'Bot joined the team' message was passing an FString to Printf.
Christoph Oelckers
2007-12-23 17:03:52 +0000
154e21d9e7- Backported GZDoom's true color font mappings for use with native textures when the time comes.
Christoph Oelckers
2007-12-23 16:53:39 +0000
eb2e40cde0- Changed DTA_Translation parameter for DrawTexture to an integer to avoid passing renderer specific data to the function. Also added DTA_Font so that the renderer can fetch font translations from the proper font. DIM_MAP/ConShade had to be made a regular translation table to make it work. - Added Karate Chris's fix for scoreboard displaying team play related data in non teamplay games. - Fixed: The team selection menu didn't work. - Fixed: UpdateTeam passed an FString to Printf.
Christoph Oelckers
2007-12-23 14:13:29 +0000
e419cc246f- Had a look at sbarinfo.cpp and noticed a few places where it allocated character arrays and never freed them. Those have been replaced with uses of FString. (One of these was even an instance of a member variable being set to point at a stack variable.)
Randy Heit
2007-12-22 23:19:08 +0000
4131ec141d- Added Karate Chris's teamdamage in MAPINFO submission. - Added Blzut3's second SBARINFO update.
Christoph Oelckers
2007-12-22 22:04:20 +0000
aacb694200- Fixed: The second flash state of the chaingun called A_Light1 instead of A_Light2.
Christoph Oelckers
2007-12-22 14:29:01 +0000
6b1a70952a- Added Blzut3's SBARINFO update. (for real this time)
Christoph Oelckers
2007-12-22 10:17:32 +0000
279aec66bb- Added Blzut3's SBARINFO update.
Christoph Oelckers
2007-12-22 10:17:07 +0000
dddc781f18- Added versions of Dim and Clear to D3DFB for use in 2D mode. - Added a new color parameter to DCanvas::Clear() that specifies the ARGB value of the color. This is used if the old color parameter, which specifies a palette entry, is -1.
Randy Heit
2007-12-22 04:52:51 +0000
e84bece8eb- Fixed: TEAMINFO broke bot parsing for bots with invalid team names by redefining TEAM_None from 255 to -1.
Randy Heit
2007-12-22 04:00:25 +0000
2b86ebe4e5- Added Karate Chris's fix for TEAMINFO definitions with just one team.
Christoph Oelckers
2007-12-21 13:45:57 +0000
219aaeed03- re-committed p_enemy_a_lookex.cpp to remove UTF-8 BOM.
Christoph Oelckers
2007-12-20 22:43:23 +0000
5ffda41c7e- Added Blzut3's SBARINFO submission.
Christoph Oelckers
2007-12-20 22:35:02 +0000
91a48d9aa7- Fixed: A_LookEx wasn't exported to DECORATE.
Christoph Oelckers
2007-12-20 20:43:33 +0000
16a2eb3b0c- Added SnowKate709's A_LookEx submission.
Christoph Oelckers
2007-12-20 20:37:06 +0000
b88f46736b- Added true color processing to FDDSTexture. This is untested so far because I don't have any DDS textures to check it with.
Christoph Oelckers
2007-12-20 20:00:05 +0000
28db2d9f15- Fixed: FTexture::~FTexture() must destroy the associated native texture if present. - Modified GZDoom's true color texture copy functions and added them to generate 32 bit D3D textures. Paletted TGAs and PCXs are also handled this way but I don't think these 2 formats are worth some more special handling. (Question: Is it worth it to implement special handling for paletted PNGs so that they are used as 8 bit textures internally?)
Christoph Oelckers
2007-12-20 18:53:35 +0000
457976d88d- Fixed: DCanvas::Blit unlocked the destination twice instead of unlocking both dest and src. Also changed this function so that it is owned by the destination canvas of the operation which is necessary if it needs to be overridden by subclasses.
Christoph Oelckers
2007-12-20 14:05:08 +0000
a7bc9262d9- Fixed: The StrifePlayer defined the wrong color range for its translations.
Christoph Oelckers
2007-12-20 08:44:45 +0000
111853e623- Added a framework for drawing the 2D screen elements with Direct3D textures. They are not actually drawn with it yet, nor is it complete, but it's something to start with. - Split up DCanvas::DrawTexture() into more pieces to make it easier to virtualize. - Removed support for non-32-bit palette textures from D3DFB. What kind of card supports pixel shaders but not 32-bit textures?
Randy Heit
2007-12-20 04:36:43 +0000
990f720409- Fixed: In the video modes menu, pressing Enter tried to change the screen mode, even if the cursor wasn't on one of the mode items.
Randy Heit
2007-12-18 03:53:02 +0000
1b55520a8b- Fixed: Heretic's mace never respawned in deathmatch games. - Fixed: At resolutions taller than 600 pixels or so, tall sky textures were drawn a row too low. This was quite visible on Hexen MAP06. - Fixed: P_CheckSlopeWalk() must return false if floorsector != sector, or the actor will be yanked down to the floorsector by P_TryMove(). - Fixed: ClearActorInventory, GiveActorInventory, and TakeActorInventory only affected the first actor with the given TID. - Fixed: The color boxes for the colorpicker menu items were drawn a little too low.
Randy Heit
2007-12-18 03:25:19 +0000
4c8bf4552a- Fixed: Clean scaling at 720x480 looked borked.
Randy Heit
2007-12-18 02:15:32 +0000
c087e4d411- New: When using the D3D9 framebuffer, palette blending is now applied only to the 3D area of the screen. This means the console and (the primary rectangular area of) the status bar are no longer blended.
Randy Heit
2007-12-18 01:50:08 +0000
4d6fc97a9a- Fixed: When a skybox viewpoint is destroyed it should clear all sector references to itself.
Christoph Oelckers
2007-12-17 22:18:52 +0000
dd460fed2a- Fixed: G_QueueBody() should only change the translation to one of its private slots if the one currently used is a player range. - Fixed: Changing the fraglimit during the middle of a game would not trigger a level change if somebody was already over the new limit.
Randy Heit
2007-12-15 03:51:17 +0000
8d5402cec2- Added "\c" support to ParseCommandLine() when it parses quoted strings. - Fixed: When changing your name from the menu, you got an extra " appended to your name if it ended with a backslash. - Added escape sequences for user info strings, so now they can contain embedded backslashes. - Fixed an array-out-of-bounds access when drawing the player setup menu with an invalid team number.
Randy Heit
2007-12-15 03:27:40 +0000
089c2dab48- Fixed: Menu option for sv_smartaim hat wrong amount of selections (3 instead of 4.)
Christoph Oelckers
2007-12-12 21:50:56 +0000
ba6a3451db- Fixed 64 bit compile problem in sc_man_scanner.re.
Christoph Oelckers
2007-12-12 08:23:51 +0000
f618134f15- Fixed: The MAPINFO flags that control jumping, crouching, and freelook, 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.
Randy Heit
2007-12-11 04:03:40 +0000
acbe3a191e- Fixed: Redefining a decal did not rebind any old references to the decal, so they would be left pointing at invalid data.
Randy Heit
2007-12-11 03:29:31 +0000
e666cde418- Fixed some more GCC warnings. - 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.
Randy Heit
2007-12-11 02:38:38 +0000
7d63937d7d- Fixed: M_VerifyNightmare must use the selected skill level to start the game, not always 4.
Christoph Oelckers
2007-12-10 08:21:25 +0000
b8827b1b86- Fixed: There was no working means to pass 'no state' to A_Chase. Now 0 or an empty string will do that. - Copied the empty string fix for SC_CheckNumber to SC_CheckFloat.
Christoph Oelckers
2007-12-09 09:54:58 +0000
6a00173a12- Fixed: SECSPAC_EyesSurface and SECSPAC_EyesDive did not trigger due to 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.
Randy Heit
2007-12-09 03:40:02 +0000
1225071f78- Fixed: Skill level confirmation only worked with Doom. Also fixed parsing 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.
Randy Heit
2007-12-09 02:27:02 +0000
a849564d62- Fixed: When the game starts with the net pane open, the abort button 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.
Randy Heit
2007-12-09 01:14:35 +0000
282e9f5f01- Fixed: MAPINFO is parsed before the text colors are read, so the TextColor option for skills wouldn't work.
Randy Heit
2007-12-08 22:57:55 +0000
351ed8dcd1- Changed the PowerTimeFreezer "blink" effect back to checking against 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.
Randy Heit
2007-12-08 22:29:59 +0000
f76ef6ffc2- Reverted the 'None' name change from r569.
Randy Heit
2007-12-08 22:17:48 +0000
cc9dc13f55- Fixed the PowerTimeFreezer, too. It got easier once I realized that I only need to be concerned about changing the flag on odd tics, since A_Tracer() is called every two tics, not four.
Randy Heit
2007-12-07 05:12:30 +0000
0adaaeb5d7- Fixed: Using the freeze command would make the Revenant missiles switch 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.
Randy Heit
2007-12-06 23:17:38 +0000
7f52e6537b- Added IWAD-based [*.Autoload] ini support for games that have more than one 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.
Randy Heit
2007-12-06 22:38:45 +0000
1dede60c5c- New: On Windows, the game now checks the registry to see if you have Steam 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.
Randy Heit
2007-12-06 19:15:07 +0000
1eca84d644- Fixed: The FLAC/makefile.mgw should use md5.o as an OBJ, not md5.c. - Fixed: The Linux makefile probably shouldn't be using the bundled zlib headers, either.
Randy Heit
2007-12-06 17:38:05 +0000
1af122142b- Added Karate Chris's submission for scoreboard enhancement.
Christoph Oelckers
2007-12-06 14:33:28 +0000
580b03e684SVN r578 (trunk)
Christoph Oelckers
2007-12-06 10:49:10 +0000