already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
SVN r934 (trunk)
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
SVN r933 (trunk)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
SVN r932 (trunk)
it never freed. I'm not sure it's a good assumption that 9 characters is
always long enough, either, since you can have longer file names than that
inside a zip.
- Fixed: DSBarInfo::DrawGem() crashed if chain or gem was NULL.
SVN r929 (trunk)
3D panning.
- The listener's velocity is now set at 0 for the sound engine. The player
moves so fast that you can hear the doppler shift just by running around,
otherwise.
- Changed the sound code so that all sounds that start playing on a single
tic actually start playing at the exact same sample position.
SVN r927 (trunk)
wave file.
- Changed the default channel velocity for MUS files from 64 to 100 to
better match apparent MIDI practice. (Would like to know what this is
supposed to be.)
- Changed the mus2midi channel assignments to match the internal player's.
- Fixed: apply_envelope_to_amp() should clamp the mix levels to 0.
SVN r926 (trunk)
timidity_voices cvar.
- Added stats lines for the OPL and Timidity MIDI devices.
- Completely changed the way TiMidity volume calculations are done. It
should now be extremely close to the output a real GUS would produce with
its official MIDI player (excepting where TiMidity normalizes sample
volumes). The new equations more closely match what is specified by the DLS
and SF2 specs (but not quite), so I presume it's also more musically
correct than what TiMidity (and TiMidity++) do.
SVN r925 (trunk)
they were outside the blockmap. This could cause extreme delays if an
iteration started outside the valid boundaries.
- added nextmap and nextsecret CCMDs.
SVN r924 (trunk)
before sending it to Channel::getReverbProperties().
- Fixed: The earthquake effect did not play its sound as an actual looping
sound. I'm a bit surprised this only recently started causing problems.
SVN r923 (trunk)
snd_reset would eventually run into the hard limit on the total number
of FMOD::System objects that can be created concurrently (currently 15).
- Added proper error checks to the FMOD initialization process.
SVN r921 (trunk)
- Set note velocity back to using a linear sounding volume curve, although
it's now used to scale channel volume and expression, so recompute_amp()
is still only doing one volume curve lookup.
- Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song.
SVN r920 (trunk)
instruments to specific notes.
- Changed note velocity to not use the volume curve in recompute_amp(), since
this sounds closer to TiMidity++, although I don't believe it's correct
MIDI behavior. Also changed expression so that it scales the channel volume
before going through the curve.
- Reworked load_instrument to be less opaque.
- Went through the TiMidity code and removed pretty much all of the SDL_mixer
extensions. The only exception would be kill_others(), which I reworked
into a kill_key_group() function, which should be useful for DLS
instruments in the future.
SVN r918 (trunk)
- Removed FRadiusThingsIterator after discovering that VC++ misoptimized
it in P_CheckPosition. Now FBlockThingsIterator is used with the distance
check being done manually.
SVN r914 (trunk)
- Reorganized the HackHack code so that the image creation was moved into
MakeTexture. This was necessary because Unload deleted the pixel data
and broke the whole thing.
- Fixed: FPatchTexture::HackHack and FDoomStatusbarTexture::DrawToBar used the
obsolete and uninitialized variable Near255.
- Removed the span creation code specific to FPatchTexture. It only has an
advantage when the lump has already been loaded in memory but since that
is no longer the case now the generic version in FTexture is actually better.
- Changed: FTexture::CopyToBlock no longer uses the spans but the pixel buffer
directly. Since most patches in multipatch textures are non transparent
the added overhead from creating the spans far outweighs any savings they
might provide. It is also simpler to handle for mirrored or rotated patches now.
- Changed: Textures only create the spans when really needed. Flats and native
textures, for example, do not and it only created needless overhead that they
were always created along with the pixel buffer.
- Made use of player and actor variables consistent in a_hereticweaps.cpp.
- Fixed: A few calls to P_SpawnPlayerMissile passed 0 as angle
SVN r911 (trunk)
- Changed: When loading Zips all patches in the patches/ directory should
be loaded, not only those used by a texture in TEXTUREx.
- Disabled timidity_mastervolume for the internal Timidity again because
with the altered volume calculation it is no longer needed and the default
volume is on the same level as OPL and FMOD.
SVN r909 (trunk)
FMOD_INIT_ENABLE_PROFILE. Renamed the corresponding cvar to snd_profile.
- Removed the normalize parameter from SoundStream::Play().
- Disabled the chorus and reverb effects added to SDL_mixer's Timidity,
because they were probably never tested well, either. Thanks to the bug
in vc_alloc(), they were never even activated.
- Restored the exact frequency range search that was missing from SDL_mixer's
verion of select_sample().
- Fixed: vc_alloc(), kill_others(), and note_on() treated Voice::status as a
bit mask, when it's not. These were changes made to SDL_mixer's Timidity.
- Restored the original Timidity volume equation. The other louder one was
put in when I didn't realize all channels were mono and many notes sounded
too quiet because they never completed their attack phase.
- Fixed: FileReader::Gets() acted as if fgets() always read the maximum
number of characters.
- Fixed: FileReader::Open() did not set FilePos and StartPos to 0.
SVN r908 (trunk)
because it has the same sound volume issues as the external one.
- Replaced use of stdio in Timidity with FileReader and added the option to read
from the lump directory. If the main config file is inside the lump directory
it will assume that everything else is as well. If it is a real file it will be
assumed that the rest is real files as well.
- Fixed: None of the error returns in Timidity::read_config_file closed the file being read.
SVN r906 (trunk)
- Added support for defining composite textures in HIRESTEX. It is not fully tested
and right now can't do much more than the old TEXTUREx method.
- Added a few NULL pointer checks to the texture code.
- Made duplicate class names in DECORATE non-fatal. There is really no stability
concern here and the worst that can happen is that the wrong actor is spawned.
This was a constant hassle when testing with WADs that contain duplicate resources.
SVN r905 (trunk)
- Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp.
- Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW
failed compiling the new MIDI code.
- Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char
pointers, since "" is a constant.
- Fixed: parsecontext.h was missing a newline at the end of the file.
SVN r904 (trunk)
particular, this meant that every channel was almost certainly in mono mode,
which can sound pretty bad if the song isn't meant to be played that way.
- Added bank numbers to the MIDI precaching for Timidity, since I guess I do
need to care about banks, if even the Duke MIDIs use various banks.
- Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp
shouldn't unconditionally link against it.
- Fixed: pre_resample() was still disabled, and it left two samples at the end
of the new wave data uninitialized.
SVN r903 (trunk)
rid of timidity/tables.cpp, which conflicts in name with the main Doom
tables.cpp. (And interestingly, VC++ automatically renamed the object file,
so I wasn't aware of the problem with GCC.)
SVN r902 (trunk)
channel when restarting the song, rather than emitting a single note off
event which only has a 1 in 127 chance of being for a note that's playing
on that channel. Then I decided it would probably be a good idea to reset
all the controllers as well.
- Increasing the size of the internal Timidity stream buffer from 1/14 sec
(copied from the OPL player) improved its sound dramatically, so apparently
Timidity has issues with short stream buffers. It's now at 1/2 sec in
length. However, there seems to be something weird going on with
corazonazul_ff6boss.mid near the beginning where it stops and immediately
restarts a guitar on the exact same note.
- Added a new sound debugging cvar: snd_drawoutput, which can show various
oscilloscopes and spectrums.
- Internal TiMidity now plays music.
- Changed the progdir global variable into an FString.
SVN r900 (trunk)
- Fixed: SBarInfo tried to calculate scaled offsets on unscaled status bars.
- Added: createpopup to SBarInfo. No we don't have custom popups yet. It only
defines the transition effect. Currently none or slideinbottom.
- Made the first argument of DrawMugShot optional (think of it as an overloaded
function). The use of the first argument is deprecated due to the event of
per player class faces.
- More changes from DrawImage to screen->DrawTexture(). I guess I didn't get
them all just yet.
SVN r897 (trunk)
and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because
the global variables can be easily overwritten with certain DECORATE
constructs.
SVN r894 (trunk)
- Fixed some bugs in the HIRESTEX parser.
- Added floating point support and #include and #define tokens to
FParseContext Not used yet.
- replaced the value scanning code in FParseContext::GetToken with
calls to strtol.
SVN r893 (trunk)
freed and each iterator allocated a new one as a result.
- Split the Xlat parser context class into a generic part that can be
used for other Lemon-based parsers in the future and a smaller
Xlat-specific part.
SVN r892 (trunk)
P_FindFloorCeiling doesn't set it at all. The way it was set in
PIT_FindFloorCeiling didn't look correct.
- Changed P_FindFloorCeiling so that it doesn't need global variables
anymore. I also moved the code to set the calling actor's information
into this function because that's all it is used for. This also fixes
another bug:
- AInventory::BecomePickup called P_FindFloorCeiling to get
proper position values for the item but never set the item's information
to the return value of this call.
SVN r891 (trunk)
Chaos Device. This sound is not defined by the other games so it won't
play by default.
- Added MORPH_UNDOBYTOMEOFPOWER and MORPH_UNDOBYCHAOSDEVICE flags
for the morph style so that the special behavior of these two items
can be switched on and off.
SVN r890 (trunk)
P_FindFloorCeiling never did that.
- Merged Check_Sides and PIT_CrossLine into A_PainShootSkull.
- Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was
used. This also allowed to remove all the global variable saving in
P_CreateSecNodeList.
- Added a new FBlockLinesIterator class that doesn't need a callback
function because debugging the previous bug proved to be a bit annoying
because it involved a P_BlockLinesIterator loop.
- Fixed: The MBF code to move monsters away from dropoffs did not work as
intended due to some random decisions in P_DoNewChaseDir. When in the
avoiding dropoff mode these are ignored now. This should cure the problem
that monsters hanging over a dropoff tended to drop down.
SVN r887 (trunk)
flag are only drawn as part of a secret sector if that secret has already
been found, even if the option is set to always show secret sectors.
- Added a NULL pointer check to WI_LoadBackground.
SVN r885 (trunk)
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Added a missing NULL pointer check to S_Start.
SVN r884 (trunk)
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData functions and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SVN r882 (trunk)
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
SVN r881 (trunk)
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
SVN r879 (trunk)
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
SVN r876 (trunk)
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
SVN r874 (trunk)
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
SVN r872 (trunk)
set to NULL before performing the delete. Otherwise, in some abnormal
situations, it could happen that the destroyed screen object is still
being accessed.
- Fixed: V_Shutdown didn't set OF_YesReallyDelete before deleting screen.
SVN r870 (trunk)
command actually existed.
- Fixed: My $Limit fix from yesterday didn't work because NearLimit was
an unsigned byte and the comparisons with -1 didn't work. Made it a
signed word instead.
- Made sfxinfo_t::Link an unsigned int because it limited the amount of
usable sounds to 65535.
SVN r869 (trunk)
Missimp.mid sounds a lot better now, though still a little off.
- Fixed: MIDI files that had ticks with nothing but meta-events did not play
properly. (fixes sonic3_finalboss.mid)
SVN r868 (trunk)
- Added a SFX_TRANSFERAMBUSHFLAG for A_SpawnItemEx.
- Added "Shaded" as a valid parameter for DECORATE's RenderStyle.
- Added Karate Chris's patch for a MAPINFO option making Strife conversations
not halt the game.
- Extended the $limit fix that $alias and $random definitions can have their
own $limit now.
- Fixed: When resolving a linked sound the limit of the current sound was
ignored and the one of the referenced sound being used. This was particularly
noticable when using the chaingun in a group of Zombiemen.
- Added a namespc parameter to FWadCollection::CheckNumForFullName which is
used when a normal lump name has to be looked up and changed all
CheckNumForFullName/CheckNumForName combinations in the source to use
the extended version of CheckNumForFullName only to have consistent
behavior for lump name lookup.
SVN r865 (trunk)
advanced sound options menu. Removed opl_enable from the menu.
- Added OPL synth as MIDI device -3. Since this is based on the MUS player
code, it only supports those events and controllers supported by MUS.
Some of Duke's MIDIs sound awful, but I think that may be more because
it's using different instruments... There's a thread in the MIDI streamer
class that could be taken out for Linux, since it doesn't need to deal
with the Windows Multimedia API, but for now, this is still Windows-only.
SVN r864 (trunk)
into a general MIDI player.
- Fixed: Passing false for a stream callback did not stop the stream.
- Removed opl_frequency, since the only time the emulation sounds good is
when it plays at the exact frequency of a real chip.
- Music no longer plays at all when snd_musicvolume is 0.
- Bumped up snd_sfxvolume and snd_musicvolume default values.
SVN r862 (trunk)
that the drivers will treat a BackBufferCount of 0 as a request for
double buffering.
- Fixed: Unsetting a cvar did not remove it from the list of tab
completions.
- Added "" as a synonym for "nullimage" in SBARINFO.
- Fixed: MAKESAVESIG's stringifier in version.h did not work as expected.
It stringified the passed macro name, not the value of the macro.
- Moved DCajunMaster off the DObject hierarchy.
- Changed DCajunMaster::getspawned into a TArray of FStrings. It was
mysteriously being left pointing to uninitialized memory during the
final GC at exit and crashing.
- Fixed: The code that removed hexdd.wad from the list of IWADs when
hexen.wad was not present did not work.
SVN r861 (trunk)
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++.
- GCC fixes.
SVN r858 (trunk)
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
SVN r857 (trunk)
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchfile cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
SVN r854 (trunk)
from a higher limit.
- Fixed: $limit should not apply to sounds played from the menu.
- Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating
the sound sequence data.
SVN r852 (trunk)
- Added a debuganimated CCMD that can be used to output some information
if a WAD shows broken animations.
- Fixed: The handling for enum values in Xlat was incorrect. The rule with
value assignment must set the counter one higher than the current value.
- Fixed: The definition of enums in the Xlat grammar was right-recursive
which could create stack overflows in the parser. Made it left-recursive as
recommended in Lemon's docs.
SVN r850 (trunk)
xlat_parser.y because both files had the same time stamp after an update,
and Lemon only rewrites the header file if it's changed.
- Added $volume SNDINFO command. This is multiplied with the volume the sound
is played at to arrive at the final volume (before distance attenuation).
- Added the CHAN_AREA flag to disable 3D panning within the min distance of a
sound. Sector sound sequences (except doors) use this flag.
- Added the CHAN_LOOP flag to replace the S_Looped* sound functions.
- Restored the sound limiting.
SVN r849 (trunk)
of status bar face graphics belonging to skins.
SBARINFO update #15
- Fixed: Monospacing fonts wasn't quite correct.
- Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the
one that picks the default sprite prefix).
- Added: lowerHealthCap variable to SBarInfo, which is set to true by default.
- Added: ininventory event to SBarInfo to detect if one or two items are in (or
not in) the player's inventory.
- Added: The ability to print global vars using drawnumber. I need someone to
test it though.
- Added: aspectratio command to detect what the user's aspect ratio is.
- Added: missing spacing argument to drawstring.
- Changed the sbarinfo display routine for drawnumber to not use cmd.value to
store what it is about to display. Now it uses a new variable.
- More conversions from DrawImage to screen->DrawTexture. I think only the
inventory bar drawing functions have to be changed now.
SVN r846 (trunk)
the rest of the game.
- Fixed: The specialaction list was not copied properly when transferred
from the defaultinfo.
- Fixed: The defaultinfo for MAPINFO wasn't cleared fully after MAPINFO
parsing was completed.
- Made Doom-format linedef translators a map property so that it's easier
to define replacements or extensions.
SVN r843 (trunk)
contain enough music to fill the initial output buffers.
- Removed the read barrier around ADehackedPickup::RealPickup. If the real
pickup is picked up, it may very well destroy itself before the dehacked
wrapper's stubs that use it are called.
- Reverted revision 840. For a file we don't want end users to be touching,
making DEHSUPP plain text sends out mixed messages: "Don't mess with this.
Oh, by the way, it's plain text now to make it easier for you to edit."
Is there some reason other than a desire to do away with binary lumps to
make the distributed lump text?
- Added a new speakermode for Stereo + HRTF: "Headphones". This is the only
way to get the HRTF low pass filter effect now.
- Fixed: No more than one sector could make noise at once.
- Trying out sound without varying priorities again.
- Fixed: Need to use setSpeakerMix to let 2D sounds (aka streamed music) use
their full volume range.
SVN r842 (trunk)
the DEHSUPP compiler is gone now. Unlike XLATCC I'm using FScanner though.
A fully featured parser seems like overkill for this simple text file.
SVN r840 (trunk)
- Added 'allowprotection' keyword to terrain definitions to allow damaging
flats that don't damage players with a radiation suit.
- Fixed: SNDINFO rolloff setting for Strife was missing.
SVN r839 (trunk)
will behave as before, setting it to 1 will create exactly one lighting
and setting it to 2 will terminate lightning for the current level
completely. And it will also work on maps that don't have lightning set
in MAPINFO now.
SVN r837 (trunk)
from a savegame.
- Fixed: side_t::StopInterpolation called setinterpolation instead of
stopinterpolation. Also moved the clearinterpolation call in
P_SetupLevel after the P_FreeLevelData to make absolutely sure that
nothing in there can leave an interpolator behind by accident.
- Applied Linux fixes by Jim.
SBARINFO update by Blzut3:
- Fixed: the playerclass command needed a null pointer check to prevent
crashing on respawn.
- Fixed: Mug Shot states were not reset on respawn.
- Removed keepoffsets flag since apparently it was keeping the offsets by
default. The means that the only thing not affected by the offsets was using
nullimage as a background. Since I wasn't able to get a result I liked I'm
going to say that if you want a black background with high res positioning
you will have to create your own bar image. Maybe I'll fix it some other
time.
- Added: monospacefonts variable which allows for all of the fonts to be
monospaced by a specified character (from their fontset of corse).
- Made SBarInfo recognize the bar names for the Strife popups but they don't
do anything beyond that. The names are: popuplog, popupkeys, and popupstatus.
- Started converting the drawing routine to be more flexable towards high
resolution status bars. (Only did one call so far.)
SVN r835 (trunk)
subject to channel overriding.
- Re-added priority selection based on sound usage.
- Reduced the number of virtual channels to match the number of real
channels.
- Added customizable rolloff, including Doom's standard linear gain rolloff.
SNDINFO commands are:
$rolloff <sound> <min distance> <max distance> -- linear gain (like Doom)
$rolloff <sound> linear <min distance> <max distance> -- linear volume
$rolloff <sound> log <min distance> <rolloff factor> -- logarithmic
$rolloff <sound> custom <min distance> <max distance> -- use SNDCURVE lump
Anything closer than min distance is full volume and anything further than
max distance is inaudible. Logarithmic rolloff does not have a maximum
distance; it has a scalar that controls how quickly the volume drops off
instead.
SVN r834 (trunk)
Since it uses fixed point parameters it can only be used in scripts though.
- Added flags parameters to all wall scroller specials that didn't use
all 5 args.
- Separated scrolling of the 3 different texture parts of a sidedef.
While doing this I did some more restructuring of the sidedef structure
and changed it so that all state changes to sidedefs that affect rendering
have to be made with access functions. This is not of much use to the
software renderer but it allows far easier caching of rendering data
for OpenGL because the only place I need to check is in the access functions.
SVN r832 (trunk)
- Fixed: Heretic linetype translations included the wrong file.
- Removed all 2D sound positioning code from s_sound.cpp. Everything uses
FMOD's 3D engine now.
- Removed all the channel selection code from s_sound.cpp. FMOD has code to
handle this sort of thing, so let's use it.
- Replaced S_StopSoundID() with S_CheckSingular(). There is no longer a limit
on the number of copies of a particular sound that can be playing at once,
aside from Strife's special singular sounds. (Sorry, Heretic and Hexen.)
Consequently, the SNDINFO $limit command is now ignored.
- Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it
only worked as intended on stereo speakers anyway.
- Cleaned out ancient crud from i_sound.cpp.
SVN r826 (trunk)
- Changed savegame versioning so that the written version is never lower
than the minmum one reported as compatible.
- Added mirrored movement modes for linked sectors.
- Added Eternity-style initialization for linked sectors as a new subtype
of Static_Init.
- Added linked sectors. The control sector determines how they move but if
any one of the linked sectors is blocked, movement for all linked sectors
will be affected. This will allow lifts consisting out of more than one
sector without the risk of breaking them if only one of the sectors is
blocked.
- Fixed: A_Mushroom created an actor on the stack.
SVN r825 (trunk)
- Added a cheap pitch shifting for underwater environments that should be fairly
close to Duke's. It sounds okay for some sounds, but others like the BFG, where
the timing of the sound actually matters, don't sound good. I shall have to
replace it with a real pitch shifter DSP unit.
SVN r819 (trunk)
which crushing mode is used: 0 uses the game's default for compatibility,
1 uses Doom's mode (crushers continue to move while damaging any actors ) and
2 uses Hexen's mode (crushers stay at blocking actor's top until they die).
Since Generic_Crusher already used all 5 args I created a second version for
Hexen crushing mode.
- Added PICKUP flag to DECORATE.
SVN r817 (trunk)
- Fixed: ACS SetMugShotState needs to check the StatusBar pointer for the
proper object type.
- Move SBarInfo loading code in d_main.cpp into a static method of DSBarInfo.
- Removed dobject.err from the repository. It only contained a list of compiler
errors for some very old version of dobject.cpp.
- Fixed: A_JumpIfCloser was missing a z-check.
- Added Blzut3's SBARINFO update #13:
- Split sbarinfo.cpp into two files sbarinfo_display.cpp and sbarinfo_parser.cpp
- Rewrote the mug shot system for SBarInfo to allow for scripting and custom
states for different means of death.
- SBarInfo now loads all SBarInfo lumps instead of just the last one. Clashing
status bar definitions will now be cleared before the bar is read.
- Fixed: When using transparency with bars the new drawing method (bg over fg)
didn't work. In the case that the border value is set to 0 it will revert to
the old method (fg over bg).
- Fixed: drawbar lost any high res information it was given.
- Added: ACS command SetMugShotState(str state) which sets the mug shot state
for the activating player.
- Added: keepoffsets flag to drawbar. When set the offsets in the fg image will
also be applied when displaying the bar.
SVN r812 (trunk)
to be able to save the 3dMidtex attachment info.
- Fixed: The TArray serializer needs to be declared as a friend of TArray
in order to be able to access its fields.
- Since there are no backwards compatibility issues due to savegame version
bumping I closed all gaps in the level flag set.
- Bumped min. Savegame version and Netgame version for 3dMidtex related
changes.
- Changed Jump and Crouch DMFlags into 3-way switches:
0: map default, 1: off, 2: on. Since I needed new bits the rest of
the DMFlag bit values had to be changed as a result.
- fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding
actors without MF3_NOBLOCKMONST.
- Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange'
that can enable or disable switch range checking globally per map.
- Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE.
- Added a ML_CHECKSWITCHRANGE flag which allows checking whether the
player can actually reach the switch he wants to use.
- Made DActiveButton::EWhere global so that I can use it outside thr
DActiveButton class.
March 17, 2008 (Changes by Graf Zahl)
- Changed P_LineOpening to pass its result in a struct instead of global
variables.
- Added Eternity's 3DMIDTEX feature (no Eternity code used though.)
It should be feature complete with the exception of the ML_BLOCKMONSTERS
flag handling. That particular part of Eternity's implementation is
sub-optimal because it hijacks an existing flag and doesn't seem to make
much sense to me. Maybe I'll implement it as a separate flag later.
SVN r810 (trunk)
list, it should just be ignored during the propagation stage.
- After sleeping on it and realizing what was really going in, I generalized
the inventory fix from the 13th: The actor is flagged by Destroy(), then it
is later inserted into the thinker list by DThinker::SerializeAll(). So
rather than unlinking the skipped player from their inventory, just make
sure any flagged thinkers aren't inserted into a list.
- Fixed: FCanvasTextureInfo::Viewpoint needed a read barrier, and the whole
list should serve as a root.
- Reimplemented SPC playback as a custom codec for FMOD.
- Removed spc_frequency, because snes_spc only supports the SPC's native
frequency of 32000 Hz.
SVN r806 (trunk)
- implemented Vavoom's vertex height things (1504, 1505) that can explicitly
define slopes for triangular sectors. The height is specified as the thing's
z-coordinate.
SVN r804 (trunk)
copies of the players stored in the archive would be destroyed and break
apart the STAT_INVENTORY thinker list. Now they aren't destroyed while
loading the archive but are unlinked from the inventory list instead, so
the garbage collector will get them later.
- Changed pointer substitution to return the number of pointers changed.
SVN r803 (trunk)
way wasn't playing well with the write barriers.
- Fixed: DFrameBuffer::WriteSavePic needs to fix the canvas in place while
using it.
- Fixed: The sound system was updated every frame, which is a complete waste
of time. Doing it only once each tic is quite sufficient, since nothing
really moves between tics, even if the display makes it look otherwise.
SVN r799 (trunk)
spc_amp from a x.4 fixed point number to a normal float.
- Switched SPC playback from the external SNESAPU.DLL to Blargg's LGPL
snes_spc library. I've compiled it with the fast DSP rather than the
highly accurate one, since I didn't notice a meaningful difference between
the two in my limited testing. In short: SPC playback is now built in to
ZDoom. You don't need to download anything extra to make it work, and it
also works on Linux as well as Windows (though building with Linux is
currently untested).
- Fixed: Stereo separation was calculated very wrongly when in 2D sound mode.
SVN r794 (trunk)
that explicitly for 2D sounds in 3D mode.
- Fixed: I had forgotten to actually set the head relative flag for 2D sounds
played in 3D.
- Fixed: Reverb was applied to digital music in software 3D mode.
SVN r793 (trunk)
for FMOD Ex while at the same time removing support for FMOD 3. Be sure to update
your SDKs. GCC users, be sure to do a "make cleandep && make clean" before
building, or you will likely get inexplicable errors.
- Fixed: If you wanted to make cleandep with MinGW, you had to specifically
specify Makefile.mingw as the makefile to use.
- Added a normalizer to the OPL synth. It helped bring up the volume a little,
but not nearly as much as I would have liked.
- Removed MIDI Mapper references. It doesn't work with the stream API, and
it doesn't really exist on NT kernels, either.
- Reworked music volume: Except for MIDI, all music volume is controlled
through GSnd and not at the individual song level.
- Removed the mididevice global variable.
- Removed snd_midivolume. Now that all music uses a linear volume scale,
there's no need for two separate music volume controls.
- Increased snd_samplerate default up to 48000.
- Added snd_format, defaulting to "PCM-16".
- Added snd_speakermode, defaulting to "Auto".
- Replaced snd_fpu with snd_resampler, defaulting to "Linear".
- Bumped the snd_channels default up from a pitiful 12 to 32.
- Changed snd_3d default to true. The new cvar snd_hw3d determines if
hardware 3D support is used and default to false.
- Removed the libFLAC source, since FMOD Ex has native FLAC support.
- Removed the altsound code, since it was terribly gimped in comparison to
the FMOD code. It's original purpose was to have been as a springboard for
writing a non-FMOD sound system for Unix-y systems, but that never
happened.
- Finished preliminary FMOD Ex support.
SVN r789 (trunk)
it seems to have a working volume control.
- Renamed music_midi_stream.cpp to music_midi_base.cpp.
- Moved the WinMM MIDI code into a new container class.
SVN r787 (trunk)
class so they all the low-level details of MIDI streaming are kept in
one place.
- Converted the SMF MIDI playback to use the same MIDI streams as MUS
playback.
- Moved MUS playback back into its own thread so that it can continue
uninterrupted if the main thread is too busy to service it in a timely
manner.
- Fixed: The MEVT_* values are not defined shifted into their spot for a
MIDIEVENT, so I need to do it myself.
- Fixed: Pausing a MUS and the changing snd_midivolume caused the paused
notes to become audible.
SVN r784 (trunk)
of ZDoom, except now the entire song isn't prebuffered in large chunks, so
I can insert MIDI events into the playback with fairly low latency. This
should offer more precise timing than the combination of low-level MIDI and
WaitForSingleObject timeouts.
SVN r783 (trunk)
high to pass through two-sided lines, but not ones that were too low.
- Fixed: SBARINFO couldn't detect the extreme death damage type for the
player face animation.
SVN r782 (trunk)
it is 1-based.
- added MF5_DONTRIP flag.
- added CheckActorFloorTexture, CheckActorCeilingTexture and
GetActorLightLevel ACS functions.
- added IF_ADDITIVETIME flag to create powerups that add their duration
to the one of the currently active item of the same type.
- fixed: bouncecount wasn't decreased when bouncing on walls.
- Added MF5_ALWAYSRESPAWN and MF5_NEVERRESPAWN flags that selectively
enable or disable monster respawning regardless of skill setting.
- Prettified deprecated flag handling.
SVN r780 (trunk)
to stop the old music so the new one always starts at the beginning.
- Fixed:: AActor::master was not serialized.
- Fixed: Sound targets pointing to dead players should be cleared before
respawning the player.
- Fixed: When the DONTMOVE flag is set A_Chase must not call P_NewChaseDir.
- Changed PowerupGiver initialization so that the actual powerup class is looked
up during postprocessing.
- Gave Strife's instant death sector type its own damage type.
SVN r778 (trunk)
drawing function. The most improvement came from being able to turn some
constant variables into immediate values with self-modifying code, but I
also managed to reorder it to make it a little faster. It's about 9% faster
than VC++'s code and 19% faster than GCC's code. That's not a huge
improvement (for VC++), but at least it's measurable.
- Removed the solid fill "optimization" from rt_shaded4cols(), because in my
testing, it didn't help any and in fact, hurt just a little bit.
- In the name of simplification, all the rt_tlate* drawers were changed to do
the translation in one step and the drawing in another. This lets me call
the untranslated drawer to do the real drawing instead of mostly duplicating
them. Performance wise, there is practically no difference from before.
SVN r771 (trunk)
FreshThinkers lists. These thinkers would still be saved in the savegame if
there were other references to them, but they would not go in any thinker
lists when loading the savegame. An easy way to exercise this bug is to
give yourself something new with the console and then save the game right
away without closing the console by using the "save" command. The item
would be stored in the savegame thanks to its presence in the Inventory
list, but it wouldn't be in a thinker list when the game was reloaded
because it was still in the FreshThinkers list when the game was saved.
SVN r763 (trunk)
- Fixed two problems with printfs from the net controller stuff: one of them
is totally valid, and the other is GCC not being as nice as VC++.
- Fixed: The case for defining SAVESIG when SVN_REVISION_NUMBER == 0 did not
work for GCC (and presumably VC++, though I never ran into that case with
it) because it tried to stringify something that wasn't a macro argument.
SVN r762 (trunk)
* When the drawbar code was optimized border was accidently used as how many
pixels to reserve from the background instead of the foreground. I've
reversed how the code works (bg over fg instead of fg over bg).
* Added armorclass to drawnumber.
* Added an interpolateArmor variable which acts just like interpolateHealth
except the effect is applied to armor.
* Added armor flag to drawgem since we can interpolate armor now.
* Added a reverse flag to drawgem.
* Fixed drawgem didn't allow for '|' to separate the flags.
- Fixed: Menu texts for skill definitions unconditionally interpreted
the given text as an index into the string table.
SVN r752 (trunk)
- Fixed: The MusicVolumes list was allocated with M_Malloc but freed with
delete.
- Fixed: demobuffer was inconsistantly handled with new[]/delete[] and
malloc/free.
- Added used memory tracking to M_Malloc() and M_Realloc(). This
necessitated the addition of an M_Free() call to track frees.
- Removed M_Calloc since it was only used in one place, and can just as well
be done with an M_Malloc/memset pair.
- Bumped DEMOGAMEVERSION for the new net controller codes.
SVN r751 (trunk)
- The net arbitrator can add or remove players to an access list so they
can or cannot control game settings:
* net_addcontroller <player number> - Adds a player to the control list. Only net arbitrators have access to this command.
* net_removecontroller <player number> - Removes a player from the control list. Only net arbitrators have access to this command.
* net_listcontrollers - Lists the players who are able to control the game settings.
- Fixed: The 'Printf'' occurrences in the 'addplayerclass' console command were all missing a '\n' at the end.
- Enhanced the 'playerinfo' console command so more information about each setting is shown.
SVN r750 (trunk)
- Disabled console alpha when the console is fullscreen.
- Re-enabled maybedrawnow for the software renderer. This should be replaced
with a different progress bar implementation at some point that can work
with hardware graphics.
SVN r747 (trunk)
frame to avoid the remote possibility that it could change during the middle
of drawing the frame and cause strange things to happen.
- Renamed test2d to vid_hw2d.
SVN r744 (trunk)
to a map they've previously been to. This is analagous to enter scripts, but
whereas enter scripts execute only the first time a player enters a map,
return scripts execute all but the first time.
- Improved map scrolling when rotation is on and follow mode is off.
SVN r742 (trunk)
function in an easy-to-understand manner.
- Fixed: D_AddWildFile() blindly assumed that all matches were files.
- Added back the dead player check to CheckIfExitIsGood(), but now it
applies only if the next map is part of the same hub. Otherwise, you can
still exit the map while dead.
- Removed the SpawnedPuff global variable and made it a return value from
P_LineAttack().
- Fixed: P_SpawnPuff() played sounds for temporary puffs.
SVN r739 (trunk)
already. For some reason, a stock install of MinGW doesn't define it, but
if you compile your own GCC, it installs headers that do.
- Changed the way that the makefiles detect MSYS to a method that should
be more foolproof, thanks to changes in MSYS.
SVN r737 (trunk)
* SBarInfo will also accept a '|' between flags for those who are really
bothered by the indefinite "arguments" in the middle of the statement.
* Added: completeBorder. When set to true SBarInfo will draw the border where
the status bar normally goes.
* Fixed: I forgot to accept TK_None on "base" and "statusbar".
* Fixed: "base" was apparently broken when the SBarInfo init code was moved to
d_main.cpp. Also, if "base Strife" was used then it would not use the
default log message of "find help".
SVN r736 (trunk)
as the empty string. Since that was the player class, this meant that any
games with more than one class would pick a random class in multiplayer.
- Fixed: FCanvasTexture::RenderView() should not have color 0 in its output.
SVN r735 (trunk)
- G_DoSaveGame() now receives the filename and description from its arguments
rather than global variables, so autosaves and manual saves can be done
in close proximity to each other without overwriting the parameters for
one of them.
- Fixed potential buffer overrun in G_SaveGame() and added a check so that
you can't interfere with saves that are still pending.
- Fixed: P_LineAttack() creates temporary puffs to get damage types, but this
had the side effect of creating particles for the puff.
- Fixed: The Heretic status bar tried to use the graphic "SELECTBOX" for the
inventory selector. The correct name is "SELECTBO".
- Fixed: Using allowrespawn for a single-player map would fire off enter
scripts instead of respawn script because the player wasn't assigned the
state PST_REBORN.
- Fixed: P_CheckMissileSpawn() now passes the BlockingMobj to
P_ExplodeMissile() so that it can select the appropriate death state.
- Added the manifest to MinGW-compiled builds of updaterevision so you can
build under Vista with MinGW without needing administrative privileges.
(But I still want to know why Vista thinks it needs elevated privileges
without a manifest telling it otherwise.)
- Using four 0xFF bytes for the final note of an IMF song should signal the
end of the song.
SVN r733 (trunk)
- Sbarinfo optimization: Creating and destroying bar textures every frame is
a relatively expensive operation. We can skip the custom texture entirely
and just draw the bars directly to the screen, using the clipping parameters
for DrawTexture(). This also means bars are no longer limited to the game
palette, and the bar itself has the same resolution as the screen.
SVN r731 (trunk)