Commit graph

  • 56771aebe1 - Hotfix to allow parsing of current MAPINFOs: Removed empty strings from base MAPINFOs. Christoph Oelckers 2007-12-06 10:47:38 +0000
  • 47dafa3824 - Fixed: A_PainDie and A_DualPainAttack could fail to spawn the correct actor 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. Christoph Oelckers 2007-12-06 08:55:17 +0000
  • 2e56925c36 - Fixed: The Linux makefile should use the include files for the system FLAC installation, not the bundled copies which might not match what is installed. - Upgraded bundled FLAC from version 1.1.2 to version 1.2.1. Randy Heit 2007-12-06 04:10:26 +0000
  • aeee07218c - after looking at the most recent Vavoom update I realized that A_FastChase should not use the multi-purpose special2 as counter for strafing so I added a new variable for this purpose. - forgot to save p_lnspec.cpp before last commut. Christoph Oelckers 2007-11-28 13:53:55 +0000
  • 0c5731223c - added Floor_MoveToValue and Ceiling_MoveToValue action specials. Christoph Oelckers 2007-11-28 09:11:35 +0000
  • b3cc849dce - Added updated makefile.mingw. Christoph Oelckers 2007-11-21 20:03:15 +0000
  • 98bf6accee - added missing spawn ID to the PLasmaBall Christoph Oelckers 2007-11-20 16:55:22 +0000
  • e1abe4b380 - Changed first name from 'none' to ''. The internal constant is still NAME_None, though. - Fixed: Picking up a backpack incorrectly set the maximum amount for any ammo type that didn't have a BackpackMaxAmount to 0. Christoph Oelckers 2007-11-19 20:32:39 +0000
  • ba61c60d52 - Fixed: When the DONTMOVE flag for A_Chase was used, movecount was not decreased resulting in missile attacks not working. - Fixed: Hitscan attacks used the puff's position to calculate the trajectory for weapon kickback. Christoph Oelckers 2007-11-19 08:13:23 +0000
  • e09629e2b6 - fixed TableShit9 definition Christoph Oelckers 2007-11-18 08:05:33 +0000
  • 1d568f155d Fixed Berserk pickup sound. Christoph Oelckers 2007-11-13 17:56:43 +0000
  • 912f8666d7 November 11, 2007 (Changes by Graf Zahl) - Fixed: The FMOD stream player must specify whether it wants to play the sound looped or not when playback is started, not when the stream is created. - Fixed: A_Saw didn't use the puff's damage type. - Fixed: The AxeBlood's death state was using the wrong sprite frame. - Fixed: The Mancubus had an attack sound defined even though it shouldn't. Christoph Oelckers 2007-11-11 09:02:04 +0000
  • c9aaf8460b Forgot to save rh-log.txt before committing (again...) Christoph Oelckers 2007-11-08 09:22:46 +0000
  • 621fe2ed98 - Changed PowerFlight so that Hexen's infiniteness is not controlled by being 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. Christoph Oelckers 2007-11-08 09:22:06 +0000
  • 8f5dd5d028 - Fixed: Backpacks didn't increase the ammo capacity to BackpackMaxAmount if an ammo type's BackpackAmount was 0. - Fixed some minor bugs in custom skill code. Christoph Oelckers 2007-11-04 08:39:05 +0000
  • c873ae1709 minor fixes in custom skill code Christoph Oelckers 2007-11-03 15:08:06 +0000
  • 6d3e239678 - Changed names of skill properties to be the same as for episodes if possible. Christoph Oelckers 2007-11-03 11:56:30 +0000
  • 659107cacf - Added text color options to menu code so that the skill definitions can set the color of the menu's text. - Externalized skill settings to ZDoom.pk3 Christoph Oelckers 2007-11-03 11:41:42 +0000
  • 52e5f8b8e1 - Added skill definitions to MAPINFO. Christoph Oelckers 2007-11-02 22:03:03 +0000
  • 170b633e91 - added two new things which can set a sector's color without the need of tags 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 Christoph Oelckers 2007-10-29 22:15:46 +0000
  • ab9a6623fd Forgot to save rh-log.txt for 555. Christoph Oelckers 2007-10-29 20:29:07 +0000
  • b15767c26f - Fixed: The pointer cleanup code must also check a sector's sky box pointers. - Fixed: Right after teleporting P_SlideMove could cause player movement. Added a check for reactiontime to prevent that. - Fixed: PainChances and Damagefactors were never freed. - Added option to A_Chase that prevents the monster from moving. - Fixed: The stained glass shards were missing the HEXENBOUNCE flag. - Added some NULL pointer checks to AActor::GiveAmmo. - Fixed: The FSwordMissile was missing the special damage handling that reduces damage when hitting a player. Christoph Oelckers 2007-10-29 20:27:40 +0000
  • 3b477d7022 - Fixed: POwered up weapons with a different ready state than their base weapon didn't change back when the powerup expired. - Fixed: The powered up version of Heretic's Gauntlets missed the proper state assignments for Ready, Lower and Raise. - Fixed: The Strife player was missing its pain state. - Fixed: Revenant missiles couldn't home in on targets with a height lower than 40. - Fixed: The code which checked for hitscan traces hitting actors from above and below must test whether the calculated hit position is actually inside the actor being checked. If it crosses the top/bottom plane outside the bounding box there can't be a hit. - Changed: State labels in code pointer calls must now be enclosed in quotation marks. This was done to ensure compatibility with parsers that will parse these as identifier-aware script code later. Christoph Oelckers 2007-10-19 08:49:02 +0000
  • c81fe8d061 - Fixed: The code that checked hitscans entering an actor from above and below calculated the hit position wrong. Christoph Oelckers 2007-10-08 09:54:00 +0000
  • 90db40c70f - Fixed: Tne Imp's raise state sequence was wrong due to a typo. - Fixed: The shotgun had spawn ID 21 instead of 27. - Fixed: All 3 states in the DoomUnusedStates actor need to end with a 'stop'. - Fixed: The DECORATE TakeInventory functions didn't check the IF_KEEPDEPLETED flag. - Fixed: ClearInventory should leave ammo in the inventory because it might be referenced by undroppable weapons. - Fixed: Several functions in a_artifacts.cpp were missing a check for a valid owner. - Fixed: sc_man counted lines wrong when ungetting strings but getting tokens next. Christoph Oelckers 2007-10-05 08:04:38 +0000
  • e016a66dc0 - Fixed: When I changed the scaling of textures to full fixed point precision I forgot to change the call that draws the automap marker numbers. - Fixed: The chaingun-flash-checking code always checked the first player, not the calling one. - Fixed: Hitscan traces didn't hit actors when entering from above or below Christoph Oelckers 2007-09-27 14:08:45 +0000
  • 333ef105f7 - Fixed: The DECORATE expression evaluator was reading the operator token from the wrong variable in a few places resulting in incorrect calculations. - Fixed: MP3/OGG music always looped because the looping flag was always set when FMOD was called to play it. - Removed upper limit of 1 for an actor's gravity factor. - Fixed: A_VileTarget spawned the fire at coordinate (target->x, target->x) instead of (target->x, target->y). (Old vanilla bug.) Christoph Oelckers 2007-09-27 11:30:23 +0000
  • f94d971c06 - Fixed: F_StartFinale shouldn't get the information if the game is about to end from level.nextmap. For example, this check is wrong for a secret exit. Christoph Oelckers 2007-09-26 21:50:05 +0000
  • 7539d5ad70 SVN r548 (trunk) Christoph Oelckers 2007-09-25 23:49:20 +0000
  • 09f5bbc2d3 - Fixed: AActor::CopyFriendliness must not copy the target if it has the MF3_NOTARGET flag set. - Fixed: Picking up weapons in deathmatch gives 2.5 times as much ammo as in other modes. Christoph Oelckers 2007-09-25 23:31:27 +0000
  • f62032ac6a - fixed: The #include command in DECORATE always tried to look up the name as a normal WAD lump name. It only should do that if the name is not longer than 8 characters and doesn't contain any '/'-characters. Christoph Oelckers 2007-09-23 08:02:57 +0000
  • e8875041ca - fixed: THe Timidity player didn't close its temporary files and left them behind because it couldn't delete them. - added a $MidiDevice option to SNDINFO which can either set the preferred MIDI device for a song to Timidity or Windows' standard MIDI device. The reason for this: About 80% of my MIDI music collection sounds better with Timidity and the other 20% with Windows' standard synth and I'd like to be able to use each with the one that sounds better. For MUS files you can also force the use of OPL playback. - added telefrag option to A_SpawnItemEx. Christoph Oelckers 2007-09-12 00:20:11 +0000
  • d0c3ebb5c2 - Fixed: Several options while changing maps only worked for the regular exit 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. Christoph Oelckers 2007-09-06 09:54:57 +0000
  • c06bd09ee7 - Fixed: dumpmap crashed when used outside a map. - Exported A_DeQueueCorpse to DECORATE. It seems I forgot this when exporting A_QueueCorpse. Christoph Oelckers 2007-09-02 09:57:08 +0000
  • 6a3a47d77a - Moved setting of gameskill from M_ChooseSkill to G_DoNewGame because it doesn't work in M_ChooseSkill when the full console is open. Christoph Oelckers 2007-08-09 08:42:15 +0000
  • 5e2e389bd1 - fixed: The BFGBall's explosion sequence was missing a state. - fixed: The brown Chaos Serpent in Hexen had an incorrect sprite for its ice death sequence set. - fixed: Ammo upon game start does not get multiplied when on easy skill. Implementing this as an inventory flag IF_IGNORESKILL also allows to create ammo/weapon/backpack types that don't multiply the ammo given when on this skill. - moved Doom exit sounds into SNDINFO as $random definitions. - Fixed: Dying Lost Souls could be reset to their see state if they slammed into something. Christoph Oelckers 2007-07-28 12:38:10 +0000
  • 2829361c5c - Added DTA_TopOffset and DTA_LeftOffset values to the automap background drawer. - Fixed: DECORATE color translations with explicit colors didn't work because the code treated byte values as fixed point. - Fixed: LEVEL_NOALLIES must clear MF_FRIENDLY off any spawned actor except players. Otherwise it doesn't work properly. - Fixed: Entering a backslash in the player's name box caused a crash because the code analyzing the string was missing a NULL pointer check. - Fixed: Thing_Hate and Teleport_ZombieChanger unconditionally made state jumps, even for dead monsters. - Fixed: The palette flash for item pickup was not reset upon a player's death. - Fixed: P_DamageMobj tried to get damage multiplier information from the damage inflictor, not the attacker. - Fixed: PowerTimeFreezer::DoEffect did not call its superclass method. - fixed: When morphed monsters died they tried to set MF3_STAYMORPHED for the attacker, not themselves. This caused a crash when they were killed by a crusher. Christoph Oelckers 2007-07-12 15:15:57 +0000
  • 8f6fdc1d21 - Split thingdef.cpp into several files so that the state and property code no longer gets in the way of the main parser. - Changed A_MissileAttack, A_MeleeAttack and A_ComboAttack so that they use metadata. Now all the hack code associated with these functions can be removed. Christoph Oelckers 2007-05-28 22:18:51 +0000
  • 50f75b6e8a - Fixed: deadthings.txt contained a superfluous ';' which created parsing errors with my changed code. - Cleaned up DECORATE parser a little - moved the old style parsing code into its own file and rearranged a few things. - Made ProcessStates non-static so that it doesn't need to be passed as an argument to all functions in the DECORATE parser. - Moved DECORATE parser files into their own subdirectory. - Optimization: SC_GetToken no longer sets sc_name for identifiers. In most cases this creates needless overhead by adding a potentially unneeded name to the name table and looking up the name. In almost all cases where a name is needed it's as easy to assign sc_String to the name variable. - Added enum definitions to DECORATE. Christoph Oelckers 2007-05-28 14:46:49 +0000
  • 91241eb96e - Fixed: Hirestex replacements for sprites didn't work properly due to some incorrect calculations in R_ProjectSprite. Christoph Oelckers 2007-05-27 15:33:05 +0000
  • 2345a1a5f0 - Fixed: The speed definition of PowerSpeed used PROP_SpeedFixed instead of PROP_SpeedLong. - Fixed: The Chainsaw's kickback was initialized to the default - not 0. Christoph Oelckers 2007-05-27 12:16:43 +0000
  • 87383a32c6 - Fixed: Resurrecting a player must set mo->special1 to 0 because it is used as a counter by the Hexen fighter's fist weapon. - Fixed: The Wraithwerge's spirits shouldn't attack friends. - Fixed: The Heresiarch's balls must not adjust their z-position after the Heresiarch dies. - Added damage type specific pain chances and an MF5_NOPAIN flag that can be used to suppress entering the pain state altogether. - Changed font initialization so that you can define replacements for the default fonts in FONTDEFS. - Removed the 'add a bot' menu option since bots are beyond repair and therefore mostly useless. - Fixed: Hitscan attacks must always spawn a puff so that it and its properties can be used as damage inflictor. Christoph Oelckers 2007-05-26 10:50:32 +0000
  • 73f96e1df6 SVN r533 (trunk) Christoph Oelckers 2007-05-21 17:02:43 +0000
  • f4dcfad331 - Copied railgun sound fix from Skulltag. - Made infighting a level flag. The old method still exists but the level flags will take precedence if set. Christoph Oelckers 2007-05-20 11:08:36 +0000
  • ea2ea7dbf0 - fixed: meleethreshold only has meaning when the attacking monster actually has a melee attack. - copied a colormap fix from Skulltag. Christoph Oelckers 2007-05-13 20:21:26 +0000
  • a6a5821f04 - Added a compatibility option to restore the original behavior of the Invisibility 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. Christoph Oelckers 2007-05-12 11:14:09 +0000
  • d60a5ee1b9 - added Skulltag's custom F1 help screen MAPINFO option. - 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. Christoph Oelckers 2007-05-10 22:22:38 +0000
  • 15e473f729 - forgot to save p_user.cpp before committing. Christoph Oelckers 2007-05-01 15:13:03 +0000
  • 12c122a7dd - Fixed: player_t::Powers was not saved in a savegame. - Removed all unused PW_* player power flags. - Added Skulltag's TimeFreezer powerup. Christoph Oelckers 2007-05-01 15:09:44 +0000
  • bbb99f1ce6 - fixed confirmation string for deleting savegames. Christoph Oelckers 2007-05-01 10:09:04 +0000
  • f11525f90f - Moved most of the menu strings (except options and player setup menu) into the string table. Christoph Oelckers 2007-05-01 07:57:08 +0000
  • 5cd1922d26 SVN r524 (trunk) Christoph Oelckers 2007-04-30 09:04:43 +0000
  • 6fad457592 - Fixed: GetLumpOffset must call SetLumpAddress when being called for uncompressed Zip entries. - Fixed: Some of Doom's weapon obituaries didn't have the $-prefix that indicates a reference to the string table. - Fixed: The check for a valid weapon's spawn state for weapon dropping was incorrect. Christoph Oelckers 2007-04-30 08:09:51 +0000
  • e08da03a3d - Increased precision of texture scaling factors to full fixed point. In the process I got rid of the old tx and ty CVARs because they made the texture scaling much more complicated than it was actually needed (and besides, they were completely useless except for testing purposes anyway.) Christoph Oelckers 2007-04-29 12:07:27 +0000
  • 6e5b1f1182 - Added a simple check for abstract weapon classes so that I can properly define the DoomWeapon base class. - Fixed: When the Tome of Power runs out it must also set any pending weapon back to their regular state. Christoph Oelckers 2007-04-29 08:44:32 +0000
  • 725c6d195e - DamageFactor fixed Christoph Oelckers 2007-04-28 22:03:18 +0000
  • ea4f160e35 - Added damage factors that allows to make monsters more or less resistant to specific damage types. - Changed Dehacked parser to use the DECORATE symbol tables for code pointers instead of creating its own ones. - Removed the HandleNoSector hack and changed A_Look so that it uses the sector's sound target for actors with MF_NOSECTOR regardless of compatibility settings. - Moved initialization of weapon slots after the actor initialization. With default weapons exported to DECORATE it can't be done earlier. - Converted Doom weapons to DECORATE. - Changed backpack definition so that Doom's backpack is no longer the base class that implements its functionality. Now there is an abstract base class all backpack-like items derive from. Also moved the actual definition of Doom's backpack to DECORATE. Christoph Oelckers 2007-04-28 09:06:32 +0000
  • 8e229fa2b6 SVN r518 (trunk) Christoph Oelckers 2007-04-25 14:20:35 +0000
  • 9deec29b34 - added a CANUSEWALLS flag which allows a monster to activate 'use' specials like doors. This flag is on by default for any monster which was the previous behavior. - Optimized the DECORATE flag parser so it can more efficiently handle the deprecated flags. As a side effect of this optimization the deprecated flags became usable in A_ChangeFlag again. - Changed LONGMELEERANGE flag into a MeleeThreshold property. - Changed SHORTMISSILERANGE flag into a MaxTargetRange property. - Added Thing_Stop action special. Christoph Oelckers 2007-04-22 21:01:35 +0000
  • 8c7d4fb393 - Changed ACS's SetActorState so that it isn't limited to only one sublabel. This change also enables the implicit mapping of the old special death state names. Christoph Oelckers 2007-04-22 09:06:29 +0000
  • a370ea70c6 - Fixed: ShowErrorPane deleted the StartScreen instead of just calling NetDone. - moved the DIM_MAP define into v_palette.h so that it can be accessed from outside the status bar code. - Fixed: The check for non-swimmable water in UpdateWaterLevel checked for SECF_UNDERWATER instead of SECF_UNDERWATERMASK. Christoph Oelckers 2007-04-22 07:45:18 +0000
  • f48ad6c4c3 - Switched ACS world and global arrays to the TMap class instead of 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. Randy Heit 2007-04-12 23:00:52 +0000
  • a00bc159a1 SVN r512 (trunk) Christoph Oelckers 2007-04-10 19:55:37 +0000
  • 3a2e9edcc8 SVN r511 (trunk) Christoph Oelckers 2007-04-10 19:53:14 +0000
  • d4ce5844ae Fixed some obituary texts. Christoph Oelckers 2007-04-10 19:51:50 +0000
  • 7420b6615d Fixed brightness of Pain Elemental's death sequence. Christoph Oelckers 2007-04-07 07:49:15 +0000
  • f6dd9be993 - Fixed some const char * -> char * conversions flagged by GCC 4.2.0 in the Win32-specific code. Randy Heit 2007-03-29 01:03:50 +0000
  • 97ad5a0d6b - Adding blinky text to the ENDOOM screen. Randy Heit 2007-03-29 00:35:34 +0000
  • 1f242fa79e - Changed MakeKey's hash algorithm from a CRC32 to Paul Hsieh's SuperFastHash. Randy Heit 2007-03-24 14:59:28 +0000
  • 490742cf46 - Moved the implementation for the Thing_Damage special into another function so that I can create the ACS function Thing_Damage2. It's exactly the same as Thing_Damage, except the damage type is specified by name. When I did this, I noticed that it didn't do anything useful for a TID of 0, so I made it affect the activator in that case. - Added a new SetActorState ACS function: int SetActorState (int tid, str statename, optional bool exact); If tid is 0, it affects the script activator, otherwise it affects all the matching actors. Statename is the name of the state you want to put the actor in. The final parameter, exact, specifies whether or not partial state name matches are accepted. If you don't specify it or set it to false, if you try to do something like: SetActorState (0, "Foo.Bar"); And the actor has a Foo state but no Foo.Bar state, it will enter the Foo state. If you set exact to true: SetActorState (0, "Foo.Bar", true); Then the actor must have a Foo.Bar state, or it will not change state at all, even if it has a Foo state. The return value for this function is the number of actors that successfully changed state. Note that you should refrain from using this function to enter special states such as Death, or unpredictable results could occur. Randy Heit 2007-03-23 22:26:14 +0000
  • 38c821a96e - Fixed: Morphed players did not regain their innate armor when unmorphing. (Only Hexen has players with innate armor, under normal conditions.) Randy Heit 2007-03-14 01:48:19 +0000
  • b49d4333b0 - Changed the default player.startitem amount from 0 to 1. Randy Heit 2007-03-13 00:59:29 +0000
  • 453a6250a5 - Converted the TTY startup screen to a class for Linux. Randy Heit 2007-03-10 01:53:52 +0000
  • 802a6f3138 - Increased the limit for the SorcererBallPop to 3 to be inline with the other Heresiarch ball sounds. Randy Heit 2007-03-08 23:38:45 +0000
  • 1a72c5f7b9 - Fixed: In Strife, using the shadow armor a second time while it is still active should make you completely invisible and your first-person weapon inverse grayscale. Randy Heit 2007-03-08 23:34:54 +0000
  • 72643bece6 - Changed P_SpawnPlayerMissile() to use the same height calculation as P_(Aim)LineAttack(). - Added an AttackZOffset to PlayerPawn. This is the offset from the center of the player at which their attacks are fired and scales according to their crouched height. - Changed the version of P_SpawnPlayerMissile() that takes coordinates to use that location as an offset from the standard attack location rather than as an explicit attack location. Randy Heit 2007-03-07 17:31:40 +0000
  • e01ff5707c - Added an IF_KEEPDEPLETED flag for inventory items to keep them in the player's inventory even when they have been used up. If the item also has an inventory bar icon, it will be drawn darkened when it is depleted. Randy Heit 2007-03-07 02:24:24 +0000
  • 560d4f8140 - Fixed: Thing_ProjectileAimed did not set the missile's speed correctly. - 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.) Randy Heit 2007-03-06 01:33:18 +0000
  • 3f1a681451 - Changed the net start pane to open underneath the existing window instead of scrunching the startup screen up to make room for it. - Added the red net notches for Hexen's startup screen. - Added hprintf and status simulation for Heretic's startup screen. Randy Heit 2007-02-28 19:08:02 +0000
  • eef025dd4e - Fixed: When I converted the P_Thing_Projectile() code for target leading to use the new vector routines, I had made dist calculate the squared length of the aim vector instead of the correct length. Randy Heit 2007-02-28 17:38:56 +0000
  • 1ca9b88b11 - Fixed: When starting a new game from the menu while the fullscreen console was open, the game was frozen before its initial setup tick until the console was closed. The most obvious result of this is that your view was stuck on the floor until the console closed. - Fixed: Pressing ESC while editing your player name completely cleared the menus instead of simply canceling the name change. - Fixed: The status bar still showed the rampage face if you held the fire button down while frozen. Randy Heit 2007-02-28 16:49:19 +0000
  • 94ffa6d5ae - Added << operators for FString that function exactly like +=, except they are left-associative, so you can use them like you would with an ostream and append to a string in a single expression without any overhead from allocating temporary strings as would happen if you used the + operator. In other words, instead of this: string += "Some string " + "that is assembled" + " in parts"; You can do this and be more efficient while still being just as readable: string << "Some string " << "that is assembled" << " in parts"; - Changed PCD_PRINTBIND to include the command in its output if it isn't bound. - Fixed: ACS_ExecuteWithResultValue could not be used inside a script because DLevelScript::RunScript() was not reentrant, thanks to having a global stack. The stack should be local to each instance of RunScript. - Fixed: rt_draw4cols() could get stuck in rare situations where it thinks it should be drawing something but doesn't. Since long-term I plan to just replace all the masked drawing the variants of maskwallscan, I'm not going to try and find the real cause and fix it there. Instead, it just detects the situation and bails out when it finds it. Randy Heit 2007-02-24 17:56:43 +0000
  • d26824e5d1 - Fixed: In the Doom2 cast finale it was impossible to toggle the console. - Added APROP_Friendly actor property for ACS. - Added a new flag, MF2_DONTREFLECT that prevents missiles from being reflected. - Fixed: ALoreShot::DoSpecialDamage must check whether the shooter is still present. If it had been removed before the projectile hits its target a crash could occur. - Fixed: GetPlayerInfo was missing breaks and always returned 0 as a result. - Added Grubber's submission for printing key bindings in ACS. Christoph Oelckers 2007-02-24 12:09:36 +0000
  • 8682f37b24 - Fixed: $Ambient SNDINFO commands zeroed the AmbientSound structure, which is a no-no when using FString. Randy Heit 2007-02-20 00:25:26 +0000
  • 4de9e98fd1 - Fixed: DEM_WIPEON/OFF commands should be ignored during demo playback and not pause the game, or the whole thing will be out of sync. Randy Heit 2007-02-20 00:05:42 +0000
  • 6040bc1f84 - Oops, you don't want the zdoom.sln from the previous revision. Randy Heit 2007-02-19 23:58:16 +0000
  • 99df21c901 - Fixed: Playing a demo in windowed mode no longer grabs the mouse. Randy Heit 2007-02-19 23:48:52 +0000
  • 981afe2831 - Added a voodoo doll check around the PlayIdle() call in EV_Teleport(). Randy Heit 2007-02-15 00:04:03 +0000
  • ecc45d5d6e - Added two new net commands: DEM_WIPEON and DEM_WIPEOFF. They keep track of when a player is going through a screen wipe and act like a pause, so the game doesn't run several tics afterward to catch up with it. Randy Heit 2007-02-15 00:01:21 +0000
  • 01cd91fd9e - Fixed: EV_Teleport() did not set players to their idle state, so if they were running when the teleported, they would still be running afterward even though they weren't moving anywhere. Normally, P_XYMovement() does this when they stop due to friction. - Fixed: AActor::TakeSpecialDamage() completely bypassed the standard rules for target switching on actors with MF5_NODAMAGE set. - Changed the return values of the ACS spawn, spawnspot, and spawnspotfacing commands to be the total count of things spawned, rather than a pretty much useless reference to the actor spawned at the last map spot. - Fixed: DLevelScript::DoSpawn() takes a byte angle, but DoSpawnSpotFacing() passed it a full-length angle. - Fixed: When MF_SKULLFLY is removed because an actor slams into something, it was set to a see or spawn state, resetting its tic count and bypassing the effectiveness of the MF2_DORMANT flag. While I was at it, I decided dormant skulls shouldn't do slamming damage, either. - Fixed: P_Thing_Spawn() returned success only if all thing instances were successfully spawned. As long as at least one thing was spawned, it should be considered a success. - Fixed: Flipped single rotation sprites were only flipped every other 22.5 degree interval. Randy Heit 2007-02-14 22:47:01 +0000
  • 58d4c4f9ae - Fixed: S_ClearSoundData() did not stop any channels before freeing the 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. Randy Heit 2007-02-14 20:18:22 +0000
  • dea5cf9ba4 - Added two new cvars (win_x and win_y) that keep track of the window position when not playing in fullscreen mode. - Changed the upper-left window positioning that was always used in debug builds into a command line option (-0), so debug and release builds behave the same. Randy Heit 2007-02-13 00:10:16 +0000
  • 8ca5f3821d - Changed earthquake code to not add all the intensities but use the maximum in DEarthQuake::StaticGetQuakeIntensity. The reason for this: Quakes were never supposed to be additive. Many maps, including Hexen's own have placed quake spots so that they cover a larger area but the areas covered by the single spots overlap. On such maps the view will shake like crazy and render the map nearly unplayable. Christoph Oelckers 2007-02-10 21:22:31 +0000
  • 8c16853cb3 There was a semicolon missing in s_sound.cpp Christoph Oelckers 2007-02-04 11:57:19 +0000
  • 0320057260 - Fixed: The powered up Mace was missing its HoldAtkState. - Added: Using "*" with ACS's music commands will play the level's default music set in MAPINFO. Christoph Oelckers 2007-02-04 10:20:25 +0000
  • 7c2fc08f35 - Added two new MAPINFO flags to control what actor activates impact lines: * MissileShootersActivateImpactLines - the current behavior. * MissilesActivateImpactLines - the original Hexen behavior. Randy Heit 2007-02-04 02:12:54 +0000
  • 26b886b960 - Fixed: The changecamera special should remove "past viewer" information from the renderer in case the camera changed position or direction since the last time it was looked through. Otherwise, the renderer will interpolate from its previous view for one frame when it is switched to. - Fixed non-POD parameter passing for GCC introduced in the previous commit. Randy Heit 2007-02-04 01:12:50 +0000
  • 4a6fa7f2a3 - Removed the 63-character limit on sound names. Randy Heit 2007-02-04 00:33:17 +0000
  • b361ba05d8 - Reduced the rate at which drowning damage increases. - Added more player water sounds: *dive - Played when your head goes below water. *surface - Played when your head goes back above water. *gasp - Played when you were drowning and get your air back. If your head surfaces and you were drowning, only *gasp plays, not both. - Added damage-specific player death sounds, in the same fashion as the damage-specific player pain sounds. It looks for a sound with a name like "*death-damagetype" first and then "*death" if the first sound didn't exist. - Removed the constraint that player sounds must be reserved before they can be assigned. Hence, the $playerreserve command has been eliminated, because it is no longer needed and it was never accessible from user wads, so I don't need to worry about breaking anything by removing it. Randy Heit 2007-02-04 00:22:56 +0000
  • ea0c7395de - Added a new fixrtext tool that sets the IMAGE_SCN_MEM_WRITE flag for .rtext files in the assembly object files. Now I can avoid doing this at runtime, which means that ZDoom is now UPX-compatible if anyone wants to pack it. Randy Heit 2007-02-03 02:51:13 +0000