not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
SVN r1015 (trunk)
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
SVN r1014 (trunk)
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
SVN r1012 (trunk)
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
SVN r1010 (trunk)
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
SVN r1009 (trunk)
texture definitions. HIRESTEX is still supported but deprecated.
- Removed all 16 bit values from texture manager.
- Changed: The texture manager now sorts all textures for a WAD by type
to avoid priority issues with HIRESTEX defined textures.
- Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is
always the same for both sides of a linedef. This also makes handling
this in the UDMF parser easier because the linedef parsing function does
not need to access the sidedef data.
- Added new ZDoom specific UDMF linedef and sidedef properties to map parser.
- Added new ZDoom specific UDMF sector properties to map parser.
- Added class definitions for new interpolators that are better
equipped to interact with the interpolated objects.
- Separated interpolation code into its own file r_interpolate.cpp.
- Added some simple customization options to the end game screens.
- Fixed: Polyobject detection in the internal node builder did not work
anymore due to some code rearrangement for UDMF map loading. To keep
it compatible between all map formats the THINGS lump of binary format
maps must be loaded before building the nodes. This also means that
the spawning itself can be done in the same function for all map types
(except Build) now.
- Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse
which is more what would be expected from this option.
- Fixed: Weapons and ammo items that were modified by Dehacked gave full
ammo when being dropped by monsters. To properly handle this the
handling of spawning Dehacked modified pickups was changed to use
the DECORATE replacement feature instead of hacking the spawn state
of the original item and calling a spawn function from there.
SVN r1001 (trunk)
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
SVN r995 (trunk)
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
SVN r994 (trunk)
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
SVN r991 (trunk)
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
SVN r989 (trunk)
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
SVN r987 (trunk)
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
SVN r986 (trunk)
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
SVN r983 (trunk)
so that using the same flag multiple times will not have unexpected results.
- sbarinfo update #21
* Added: sigil image type to correctly draw the sigil's icon.
* Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
* Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
* Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
* Fixed: The ouch state was mostly broken.
SVN r981 (trunk)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
SVN r980 (trunk)
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
SVN r975 (trunk)
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
SVN r974 (trunk)
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
SVN r973 (trunk)
be used to prevent them from dropping through 3DMIDTEX textures.
- Fixed: AMageStaffFX2::IsOkayToAttack overwrote the projectile's angle variable.
SVN r970 (trunk)
This seems to fix crashes on GCC 64-bit builds when saving games. Not sure
if it was a GCC bug or my bug, since it worked fine with VC++, but since the
code that calculates the index only returns a DWORD, storing it as a size_t
was rather pointless.
SVN r969 (trunk)
definitions take precedence.
- Added base translation tables for UDMF compatibility maps which only should
handle the native line and sector types of each game.
- Turned the inactive SILENT_INSTANT_FLOORS define into a compatibility option
so that it can be (un)set in a map definition and the menu.
SVN r966 (trunk)
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
SVN r964 (trunk)
mode, it doesn't immediately kill the note. This doesn't appear to match what TiMidity
does, but I think it sounds better to turn the loop off and let the note end naturally
instead of abruptly shutting it off.
SVN r960 (trunk)
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
SVN r959 (trunk)
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Added support for quoted strings to the TiMidity config parser.
SVN r957 (trunk)
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
SVN r956 (trunk)
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
SVN r954 (trunk)
there were no designated characters to strip at the end of it.
- Added support for Shoutcast/Icecast playlists.
- Added an error message when a playlist could not be opened.
- Added support for PLS format playlists, in addition to M3U.
- Changed FPlayList to use an array of FStrings.
- Fixed: Playlists required every song to be specified by an absolute path.
SVN r951 (trunk)
waveforms, and three of them are non-negative. This can cause a tendency
for the resulting output waveform to go into very high ranges depending on
the timbres used, and Heretic's exemplify this problem.
- Reduced the OPL volume level slightly.
- Fixed: The waveform view from snd_drawoutput was upside-down.
SVN r949 (trunk)
EMIDI specs: Track designations and exclusions should be ignored past
the initial beat, and EMIDI program change and volume events should be
ignored unless they were used in the initial beat.
SVN r944 (trunk)
could also be because the user selected PCM-Float output, but the driver
doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*).
SVN r943 (trunk)
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
SVN r939 (trunk)
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
SVN r937 (trunk)
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)