qzdoom/docs/rh-log.txt
Randy Heit 6cd1e2ce6a - Fixed: CopyPlayer() in p_saveg.cpp should use normal assignment, not
memcpy to copy the player structures.
- Fixed compilation with MinGW again and removed most of the new warnings.

And following is the log that I forgot to paste in for the previous commit:

- Changed the memory management for FString. Instead of using a garbage
  collected heap, it now uses normal heap calls and reference counting to
  implement lazy copying. You may now use bitwise operators to move
  (but not copy!) FStrings around in memory. This means that the
  CopyForTArray template function is gone, since TArrays can now freely
  move their contents around without bothering with their specifics.
  
  There is one important caveat, however. It is not acceptable to blindly 0
  an FString's contents. This necessitated the creation of a proper
  constructor for player_s so that it can be reset without using memset. I
  did a quick scan of all memsets in the source and didn't see anything else
  with a similar problem, but it's possible I missed something.
- Fixed: Build tiles were never deallocated.
- Fixed: Using Build's palette.dat only got half the palette right.


SVN r117 (trunk)
2006-05-16 04:19:20 +00:00

12923 lines
672 KiB
Text
Raw Blame History

May 15, 2006
- Fixed: CopyPlayer() in p_saveg.cpp should use normal assignment, not
memcpy to copy the player structures.
- Fixed compilation with MinGW again and removed most of the new warnings.
- Changed the memory management for FString. Instead of using a garbage
collected heap, it now uses normal heap calls and reference counting to
implement lazy copying. You may now use bitwise operators to move
(but not copy!) FStrings around in memory. This means that the
CopyForTArray template function is gone, since TArrays can now freely
move their contents around without bothering with their specifics.
There is one important caveat, however. It is not acceptable to blindly 0
an FString's contents. This necessitated the creation of a proper
constructor for player_s so that it can be reset without using memset. I
did a quick scan of all memsets in the source and didn't see anything else
with a similar problem, but it's possible I missed something.
- Fixed: Build tiles were never deallocated.
- Fixed: Using Build's palette.dat only got half the palette right.
May 14, 2006 (Changes by Graf Zahl)
- Added a show_obituaries option to disable obituaries without disabling
other more important message types which have lower priority for some
reason.
- Added a menu option for show_messages after accidentally switching it
off far too often and wondering why no messages appear.
- Added crouching DoomPlayer sprites submitted by Enjay.
- Fixed DF_NO_CROUCH was not checked.
- Fixed: The intermission script parser had some of its cases in the
keyword parser incorrectly sorted.
- Fixed: atterm was still defined to take a STACK_ARGS function argument.
- Added an AltFlash state for weapons.
- Turned FloatSpeed into an actor property and changed the value to 5
for all floating Strife actors, as a comment in the source indicated.
- Added GZDoom's code for Vavoom slope things because I wanted to test
something with a map from Silent Steel.
- Added nocrouch and allowcrouch MAPINFO commands and a DF_NO_CROUCH
dmflag.
- Added GZDoom's crouching code after cleaning it up so that adding
crouching sprites will be easier.
May 13, 2006 (Changes by Graf Zahl)
- Fixed: P_StartScript was missing a NULL pointer check for the error
message. When trying to puke a script outside a map it crashed.
- Fixed: The random number generator for large numbers must mask out the
sign bit before performing a modulo.
- Now that the conversation states are pointers there is no need to make
AActor::ConversationAnimation virtual. No class overrides this method
anymore.
- Replaced AMacil1::TakeSpecialDamage with MF5_NODAMAGE.
- Fixed: AMacil2::TakeSpecialDamage and AOracle::TakeSpecialDamage didn't
check whether inflictor was NULL and crashed when used with 'kill monsters'.
- Fixed: Some Strife decorations didn't loop their animation
- Changed: The decision whether blood splatter sprites are spawned is no
longer determined by game. Instead there's a new flag, MF5_BLOODSPLATTER
which is deciding what to do. To keep backwards compatibility this flag
is unset for projectiles in Doom and Strife and set for them in Heretic
and Hexen. The same applies to DECORATE but of course the flag can be
manipulated here.
- BLODxx sprites are now globally renamed to BLUDxx when not playing Doom.
This allows using the same states in every game, including the
Raven-specific blood actors.
- Gave the bullet puff and the axe blood masses of 5 so that the make small
splashes.
- Added A_Light(value) code pointer for DECORATE to generalize the weapon
light effect.
- Added 'noskillmenu' option to MAPINFO episode definitions. This is for
WADs that want to implement a skill selection level.
- Added APROP_ChaseGoal and APROP_Frightened actor properties for ACS.
- Added MF5_CHASEGOAL flag that makes monsters to go after their goal even
if they have a valid target.
- Fixed some issues with the changes to P_NewChaseDir I made to include
MBF's dropoff logic.
- Added a PowerFrightener powerup class. It seemed like such a waste to
have this cool feature but no means to use it in a decent fashion.
- Fixed: S_Init and S_ParseSndInfo should call atterm only once but not
each time they are called.
May 11, 2006
- Merged a lot of these static destructor-only structs into regular
functions added to the exit chain with atterm so that they can be called
in a deterministic order and not whatever order the linker decides to put
them in.
- Fixed: DCajunMaster did not free its getspawned.
- Fixed: P_FreeLevelData() did not free ACS scripts.
- Fixed: Level snapshots were not freed at exit.
- Fixed: The save/load menu list was not freed at exit.
- Fixed: FCompressedMemFile needs a destructor to free the m_ImplodedBuffer.
- Fixed: G_DoLoadGame() did not free the engine string.
- Fixed: M_ReadSaveStrings() did not free the engine string.
- Fixed: Processing DEM_SAVEGAME did not free the pathname string.
- Added a check for truncated flats to FFlatTexture::MakeTexture() because
Heretic's F_SKY1 is only four bytes long.
- Added a dump of the offending state to the "Cannot find state..." diagnostic.
- Fixed: FCompressedFile did not initialize m_Mode in its default constructor.
- Fixed: Heretic and Hexen status bars did not initialize ArtiRefresh.
- Fixed: PNGHandle destructor should use delete[] to free TextChunks.
May 11, 2006 (Changes by Graf Zahl)
- Converted the stealth monsters to DECORATE.
- Added string replacement option to obituary strings.
- Changed lock and pickup message handling so that it is either a real
string or a LANGUAGE identifier. The only reason I did the mixed format
in the first place were Hexen's lock messages but they have been
replaced by unique strings in the mean time so the feature isn't needed
any more.
- Added a flags parameter to TranslucentLine.
- Extended the second arg of Line_SetIdentification to set not only
ML_ZONEBOUNDARY but all 8 bits of the third byte in the flag word.
This allows a relatively simple means of setting all the new flags
directly.
- Moved ML_ZONEBOUNDARY to doomdata.h so that it is in the same place as the
other line flags.
- Fixed: Strife's teleport swirl didn't loop its animation.
- Fixed: Strife's rat is not supposed to be shootable.
- Fixed: Strife's MiniMissile pickup amount was still incorrect.
- Moved Strife's random dialogs into the string table. Now it should also be
possible to define dialogs for other actors as well.
May 10, 2006
- Fixed: When revisiting a map in a hub, the player could spawn at the wrong
height if the floor had moved while they were there before. This was because
the player was spawned on the original copy of the map before the changes to
it were dearchived, so they didn't know about the new floor height.
- Fixed: Calling BaseFileSearch() and letting it fill in the file's extension
didn't work because the space for the path was deallocated before it
returned.
- Guess we're not leak-free yet. Try travelling around in a hub and see that
it leaks. I don't have time to track it down right now.
- Yay! We now seem to be free of memory leaks! The next step will be to
merge a lot of these static destructor-only structs into regular
functions added to the exit chain with atterm so that they can be called
in a deterministic order and not whatever order the linker decides to put
them in. (Interestingly, the amount of memory used when repeatedly
executing the same map command at the console varies up and down, but it
now stays relatively stable rather than increasing unbounded.)
- Fixed: The list of resolutions in the video modes menu was not freed
at exit.
- Fixed: mus_playing.name was not freed at exit.
- Fixed: SN_StopAllSequences() should be called at the start of
P_FreeLevelData(), not just before the call to P_SetupLevel() in
G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can
call P_FreeLevelData() to free more memory too.
- Fixed: StatusBar was not freed at exit.
- Fixed: spritesorter was not freed at exit.
- Fixed: Bad things happened if FString's data pool was destroyed before
all C_RemoveTabCommand() calls were made.
- Added an overload for FArchive << FString.
- Fixed: The players' log text was not freed at exit.
- Fixed: Bot information was not freed at exit.
- Fixed: doomcom was not freed at exit. But since it's always created,
there's no reason why it needs to be allocated from the heap. My guess
is that in the DOS days, the external packet driver was responsible for
allocating doomcom and passed its location with the -net parameter.
- Fixed: FBlockNodes were not freed at exit.
- Fixed: Openings were not freed at exit.
- Fixed: Drawsegs were not freed at exit.
- Fixed: Vissprites were not freed at exit.
- Fixed: Console command history was not freed at exit.
- Fixed: Visplanes were not freed at exit.
- Fixed: Call P_FreeLevelData() at exit.
- Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at
exit.
- Fixed: Sound sequences were not freed at exit.
- Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array
when loading.
- Fixed mvlineasm1 and mvlineasm4 so that they can be used with textures
taller than 256 pixels. There was a very slight performance hit for this,
but I was able to tweak mvlineasm4 to make it approximately as fast as
before. Interestingly, maskwallscan manages to be nearly as fast as
wallscan despite having to check every pixel for transparency. I'm
tempted to dump all the old masked rendering code and use
(trans)maskwallscan for everything for the sake of simplicity: Only
two functions to maintain for each render style, and much less
complicated supporting code. Currently, I need five different functions
for each rendering style: One traditional column-at-a-time style like
Doom did it originally, two for rt_draw4cols, and two for transmaskwallscan.
(Right now, I have cheated, and just done the ones that can be used
by walls for transmaskwallscan, so the actual number of different functions
isn't quite so high.) For small textures, such as font characters and
far-away sprites, I'm sure maskwallscan is faster than the current code.
For large textures, it's probably still competitive even if it isn't faster.
But considering how similar wallscan and maskwallscan perform, the
difference is probably pretty minimal, and maskwallscan still might come
out ahead due to its simpler overhead.
May 10, 2006 (Changes by Graf Zahl)
- Fixed: PClass::CreateNew didn't check whether the class had valid
defaults and tried to copy data from a NULL pointer.
- Fixed: FireThing and BrassTorch were misspelled in hexendecorations.txt
- Changed A_ChangeFlag so that it doesn't need to alter the flag
string. With strings being passed as names this is unsafe.
- Removed unused parameter types from the function parameter parser for
DECORATE.
- Changed: All actor name parameters in DECORATE are now passed as
FNames, not as strings.
- Fixed: The MAPINFO parser stored the RedirectType as a type pointer.
But at this point DECORATE hasn't been read yet so this was limited to
the internal classes.
- Fixed: TXT_NEED_IDCARD wasn't terminated with a ';'.
- Fixed: Strife's DeadRebel was missing its DoomEdNum.
- With names as type identifiers it is no longer necessary to remap
the monster types to internal constants in A_BossDeath.
- Fixed: A_BossDeath got the string from a name - just to get a name from
the string. Using the name directly is sufficient.
May 9, 2006
- Redid ClearLcoks() fix that I accidentally removed.
- Added a new setting for am_rotate: 2 will enable rotation only for the
overlay map while leaving the regular map unrotated.
- Added a new setting for am_overlay: 2 will disable the normal automap and
show only the overlayed version.
- Fixed?: WallSpriteColumn apparently needs to set dc_texturefrac. At least
Valgrind seems to say so.
- Fixed: The FWadCollection destructor needs to use free to free the LumpInfo
and Wads arrays.
- Fixed: The ColorMapKiller needs to use the delete[] form of delete.
- Fixed: FConfigFile::ClearCurrentSection() should be calling the delete[] form
of delete to free the entry.
- Fixed: FPatchTexture::MakeTexture() does not need to blindly recreate the
Spans if they already exist.
- Fixed: The FMultiPatchTexture destructor did not call its Unload() method.
- Restored the original padding calculation to FMultiPatchTexture::MakeTexture().
I believe the Valgrind errors were caused by accessing off the end of the
screen buffer, not from accessing off the end of a texture.
- Backported the classnames-are-names changes from the FP code.
- Backported the improved hierarchical dumpclasses command from the FP code.
- Updated Jim's Makefile.linux.
- Added support for wrapping midtextures vertically.
- Since zdoom.wad is now zdoom.pk3, the default mapinfos can use full pathnames.
So now they do.
- Fixed: The DSimpleCanvas constructor used a pitch too narrow on screens wider
than 640 pixels when using a non-AMD processor and the processor's L1 cache
line size could not be determined. I think this should fix the issue of
weirdly rendered 8 pixel wide borders on the left and right of the screen that
some people experienced.
- Fixed: The secnodes were never freed.
May 9, 2006 (Changes by Graf Zahl)
- Fixed a few Strife ammo amount values.
- Fixed the ClearLocks function so it doesn't crash when called before the
ActorInfos have been created.
- Fixed: The FSpecialFont constructor created the name string twice.
- Fixed: The animated door parser was still leaking memory when it encountered
an invalid animation due to missing textures.
- Fixed: The music volume list wasn't freed.
- Fixed: The image for WADs that were loaded from inside Zips was never freed.
- Changed FDoorAnimation deletion so that the array takes care of it. The
original destructor approach would have necessitated a lot more supporting
code to work as intended.
- Fixed: Skin definitions were never freed.
- Fixed: Names in terrain definitions were never freed. Replacing them with
FNames would have been a good idea anyway.
- Fixed: The lock definitions were never freed.
- Fixed: FDoorAnimation was missing a destructor.
- Fixed: animation and switch definitions were never freed.
- Replaced all other places where FindType was used with FNames with
IFindType.
- Fixed: If you want to use a name as the missile parameter for the basic
attack functions the type search in DoAttack must be case insensitive.
- Fixed: APowerup::DoEffect must do more thorough checks before resetting
the fixed colormap.
May 8, 2006
- Fixed: The names in the Depths array in m_options.cpp were never freed.
- Fixed: FDoomEdMap needed a destructor.
- Fixed: Decal animators were never freed.
- Fixed: Colormaps were never freed.
- Fixed: Memory allocated in R_InitTranslationTables() was never freed.
- Fixed: R_InitParticles() allocated way more memory than it needed to. (And the
particle memory was never freed, either.)
- Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata.
- Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char *
before deleting it, because that's the way it was allocated.
- Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt.
Skip_super resets the dropitem list, so having it after "DropItem None" is
pointless.
- Fixed: Decorate DropItem information was never freed.
- Fixed: FinishStates() allocated even 0-entry state arrays.
- Fixed: Default actor instances were never freed.
- Fixed: FRandomSoundList never freed its sound list.
- Fixed: Level and cluster strings read from MAPINFO were never freed.
- Fixed: Episode names were never freed.
- Fixed: InverseColormap and GoldColormap were never freed. Since they're always
allocated, they can just be arrays rather than pointers.
- Fixed: FFont destructor never freed any of the character data or the font's name.
- Fixed: Fonts were not freed at exit.
- Fixed: FStringTable::LoadLanguage() did not call SC_Close().
- Fixed: When using the -iwad parameter, IdentifyVersion() did not release the
buffer it created to hold the parameter's path.
- Blends created with the ACS fade commands now degrade to transparent overlays
when the menu is visible, so they can no longer obscure the menu.
May 7, 2006 (Changes by Graf Zahl)
- Added a misc/secret sound definition for Heretic.
- Fixed: Powered up weapons were not properly deselected when the level ended
and their ready state was different from the main weapon's.
- Made some improvements to A_CountdownArg.
- Removed the 'Yes', 'No' and 'Greetings' state assignment commands. They haven't
been documented and thus haven't been used at all so far. Therefore they don't
need to be handled considering that they will go away anyway.
- Changed the DECORATE state parser so that Stop can also be specified right after
a label, in addition to goto.
May 6, 2006
- The game is now free of leaks up to the point just after the wads are loaded.
- Fixed: Although TypeInfos are now deleted at exit, their FlatPointers or ActorInfo
data was not freed. I chose not to use a destructor to handle this, because then it
would no longer be a POD type that can be statically initialized.
- Fixed: Aliases were not deleted at exit.
- Fixed: FWadCollection did not free its hash tables, lump info, full names, or the
list of open files when destroyed.
- Updated Italian strings that someone kindly e-mailed to me.
- The CRT no longer detects any memory leaks when I run to the IWAD picker and quit.
- Fixed: The memory used to hold the path to zdoom.wad/.pk3 was not freed if
the IWAD picker was cancelled.
- Fixed: Some implementations of cvar->GetGenericRep (CVAR_String) returned a
statically allocated string and others returned a dynamically allocated string.
To be consistant, they should all be static.
- Fixed: DObject also has three static TArrays that should not be explicitly
initialized: Objects, FreeIndices, and ToDestroy.
- Added a new do-nothing constructor for TArray that can be used for BSS objects
that are manipulated before startup. Specifically, this was added because
C_AddTabCommand() is called before main, but the TabCommands constructor is
called after the array already has over 100 entries in it, orphaning everything
that was already inserted. And since the code is much nicer-looking now, I didn't
want to revert to the old non-TArray version.
This could also have been used to fix FName, but I consider the current
implementation to be better than the old one, so I'm leaving it as-is.
May 6, 2006 (Changes by Graf Zahl)
- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE.
- Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the
string table.
- Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST.
There is no need to keep two flags around with virtually the same meaning.
- Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency.
It looks much better now than the cheap code pointer based blinking it used before.
- Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages
to the string table.
- Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the
string table.
- Moved the messages for killing spectres to the string table.
- Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get
the messages it prints from the string table instead of the quest item's tag
string.
May 5, 2006 (Changes by Graf Zahl)
- Removed the hopelessly outdated thingdef_doc.txt file from the repository.
- Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE.
- Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for
valid double bindings.
- Converted a_merchants.cpp to DECORATE.
- Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which
can be shot but take no damage from getting hurt.
- Converted a_beggars.cpp to DECORATE.
- Added an Inventory.GiveQuest property. This makes it possible to define all of
Strife's original items that also give a quest item in DECORATE but it is also
useful to define items like the ones in Day of the Acolyte without ugly workarounds.
- Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is
possible to define many of Strife's items.
- Added a FastSpeed property to DECORATE so that projectiles can finally be
assigned a higher speed for fast mode.
- Added a ACS_LockedExecuteDoor special. It is basically the same as the existing
ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This
cannot be integrated into ACS_LockedExecute because all its arguments are already
in use.
- Added a fully customizable A_CustomMeleeAttack function for DECORATE.
May 5, 2006
- Fixed: Scanned IWAD paths were not freed if you exited without selecting one.
- Fixed: Dynamically allocated cvars were not freed on exit.
- Fixed: FConfigFile's destructor did not free space used for Values.
- Added "DropItem None" as a way for inherited actors to avoid dropping items if
their superclass normally does. This is only needed if somebody dehacks
DeadZombieMan or DeadShotgunGuy.
- Moved Doom's dead body actors into DECORATE so that I can finish and verify the
implementation of "States { StateLabel: goto SomeOtherLabel }" constructs. The
alternate method of overriding inherited states is now deprecated, since it's
incompatible with the coming custom state labels.
- Changed TAG_MORE to pass a va_list pointer instead of a va_list because it's a
non-POD type when targeting several non-ix86 targets with GCC. Hopefully this works.
(Guess it didn't. Boohoo.)
May 4, 2006
- Rewrote FName to use only POD types for its static data so that it can be used
without any explicit constructors being called.
- Fixed: ZTwinedTorchUnlit, ZWallTorchUnlit, ZFireBullUnlit, and ZCauldronUnlit
were missing game filters.
May 4, 2006 (Changes by Graf Zahl)
- Added Poisondamage property for DECORATE. I first did this for one of the first
DECORATE updates but the code seems to have gotten lost.
- Converted A_Puzzleitems.cpp and parts of A_HexenSpecialdecs.cpp to DECORATE.
- Converted A_Hexendecorations.cpp to DECORATE.
- Changed the lower decal spawning code to transfer the main decal's color if
the lower decal's default color is the same as the main decal's.
- Changed the decal stretcher back to use the specified size parameters as a
scaling factor and not a destination size because this is more consistent with
the rest of the decal code. Also adjusted the blood smear definition in DECALDEF
and the description in the Wiki for this.
- Added Jim's most recent fixes.
May 3, 2006
- Fixed: Conversion of c_bind.cpp to FString was incomplete.
- Fixed some functions that were declared as taking size_t's but defined as taking
unsigned ints.
- Added a dummy object to delete sound environments on exit.
- Fixed: FWarpTexture did not delete its Spans when destroyed.
- Changed wadclusterinfos and wadlevelinfos arrays into TArrays.
- Added the TypeInfo::AutoTypeInfoPtr for TypeInfo::m_RuntimeActors so they can
be automatically deleted.
- Changed TypeInfo::m_Types into a TArray so it will be automatically deleted
on exit.
- Fixed: TArray::Resize() did not deconstruct entries when shrinking the array.
- Changed TArray::Push() so that it calls Grow() instead of duplicating the growth
calculations itself.
- Calling TArray::Grow() for a small amount when the array is short should grow it
a bit more than it was doing.
- Removed generational garbage collection from the string pool because it didn't
actually work.
- Turned the list of TabCommands into a TArray because I saw lots of console
commands in the memory leak report at exit. Then I realized those were actually
key bindings, so I changed the Bindings and DoubleBindings arrays into FString
arrays.
- Fixed: FStringCVar was missing a destructor.
- Added TArray::Insert().
- Fixed: TArray::Delete() used memmove().
- Renamed Malloc(), Realloc(), and Calloc() to M_Malloc(), M_Realloc(), and
M_Calloc() so that the debug versions can be defined as macros.
- Enabled the CRT's memory leak detection in WinMain().
- Moved contents of PO_DeInit() into P_FreeLevelData().
- Removed "PolyBlockMap = NULL;" from P_SetupLevel(), because the P_FreeLevelData()
call it makes next does the exact same thing, but also freeing it if needed.
- Fixed: Unneeded memcpy in UnpackUserCmd() when ucmd and basis are the same
- Removed -bpal parameter. Blood's blood.pal is loaded from blood.rff, and
its tiles are loaded from the same directory.
- RFF files now load their entire directories into the lumplist.
- Added char * and const char * type coversions for FString, so FStrings can be
freely passed to functions expecting C strings. (Except varargs functions,
which still require manually fetching the C string out of it.)
- Renamed the name class to FName.
- Renamed the string class to FString to emphasize that it is not std::string.
May 3, 2006 (Changes by Graf Zahl)
- Converted A_Speedboots.cpp, A_HexenArmor.cpp and A_Hexenkeys.cpp to DECORATE
- Fixed a few memory allocation issues pointed out by Jim's Valgrind dump.
- Removed doom.x, heretic.x and strife.x from the SVN repository. These
are generated files.
- Fixed: A_PainDie has to check whether a valid target exists before
calling IsFriend.
- Fixed: FDecalLib::FindAnimator needs a signed counter to work properly.
May 1, 2006 (Changes by Graf Zahl)
- Added support for game specific pickup messages, if only to be able
to define Raven's invulnerability item in DECORATE.
- Removed A_TreeDeath because it is no longer used.
- Fixed: When picking up a PowerupGiver for an active powerup the
blend color and the duration were transferred to a temorary item
and never took effect. They have to be trnasferred to the newly created
powerup item before trying to give it to the player, not afterward.
- Made the colormap of the InvulnerabilitySphere item specific.
The base power class still needs to have its color adjusted
per game though and since Raven's invulnerability item is used in both
Hexen and Heretic it can't define its own colormap/blend.
- Separated the invulnerability colormaps from the game being played
and made them item specific. They can also be specified as regular
blend colors in DECORATE now.
- Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp,
a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE.
- Changed the Soulsphere to be a real health item with the Dehacked
modifications made in d_dehacked.cpp as for most other items which
need to be adjusted.
- Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER
dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods
from AInvulnerabilitySphere and ABlurSphere.
- Converted a_splashes.cpp to DECORATE.
- Converted most of a_debris.cpp to DECORATE.
May 1, 2006
- Made loading of Build's palette.dat automatic if it's found inside a loaded
group file, but the -bpal parameter remains for now.
- Made loading of Build art tiles automatic if they are found inside a group
file. Removed the corresponding command-line parameter.
- Added support for Ken Silverman's group files.
April 30, 2006 (Changes by Graf Zahl)
- Removed the DCorpseQueue class. It was no longer used and since
the savegames it might have been used in have become incompatible
a long time ago there is no reason to keep it around anymore.
- Fixed: level.maptime must be set to 0 every time a level is loaded.
- Converted a_doomarmor.cpp and a_doomkeys.cpp to DECORATE.
- Replaced all need key messages that weren't already in LANGUAGE with
a LANGUAGE identifier. Also made the messages for Hexen's keys unique
strings instead of constructing them at run time.
- Added: Pickup messages can now handle embedded localized strings - like
the need key messages
- Converted a_hereticdecorations.cpp as well.
- Time to put the capabilities of Zip files to good use:
Converted a_doomdecorations.cpp into a DECORATE lump to test my changes.
(The EXE got 24 kb shorter by that - much more than I expected...)
- Added a 'game' property to DECORATE so that game specific IDs can be
defined.
- Added an #include directive to the DECORATE parser.
- Also removed ABreakableDecoration. Using AActor and the metadata
for the death and burn height gives the same results with less code.
- Removed the ADecoration class. It just inherited from AActor without
adding any functionality of its own.
- Added functions to sc_man to save and restore the full script state.
This allows recursive use of the script parser.
- Changed SC_Open to check for full names in a ZIP first.
- Fixed: Ammo2 no longer gets displayed when it is identical to Ammo1.
- Re-enabled the death camera due to public demand but made it switchable
by a CVAR.
April 29, 2006 (Changes by Graf Zahl)
- ZDoom now loads zdoom.pk3 instead of zdoom.wad.
- Fixed: StreamSong::SetVolume should check the m_stream pointer. This can
happen when a TimiditySong doesn't use FMOD and outputs the sound itself.
- Fixed: 'use' sector actions were using the incorrect sector on several
occasions.
- Added a wi_noautostartmap CVAR and a noautostartmap intermission option
that force the user to manually end the 'entering level' page.
April 23, 2006 (Changes by Graf Zahl)
- Added a clipmidtextures level flag which exposes the ML_CLIP_MIDTEX
feature globally per level. Also moved the setting of this flag for Strife
into MAPINFO.
- Added MBF's logic to move monsters away from a dropoff but changed it
so that it doesn't require a general change in the movement code.
- Added: The Trace function needs a compatibility option to exclude
two-sided lines with both sides in the same sector from being checked.
Originally this wasn't done and some WADs (e.g. Alien Vendetta MAP15)
need the original behavior to work.
April 22, 2006 (Changes by Graf Zahl)
- Removed ABossEye::Serialize because it didn't do anything.
- Fixed the issues with .96x's railgun code and added it to the current
version.
- Fixed: Setting of the friendly Minotaur's angle was inconsistent and
could cause it to move backwards in a f<>w situation.
- Fixed: The minotaur did checks for type by checking for the MF_FRIENDLY
flag, not by checking for the actor class. That made it impossible to
spawn friendly 'normal' minotaurs.
- Moved a few virtual methods which are only applicable to the friendly
minotaur to AMinotaurFriend.
- Fixed: The friendly minotaur checked the master's health instead of
the target's when deciding whether to switch targets. Replaced with
MF4_NOTARGETSWITCH.
- Fixed: maybedrawnow must not draw the console unless the background
texture has been set up.
- Fixed: V_InitCustomFonts initialized lastlump to -1 instead of 0.
- Fixed: CreateTexture never checked whether it could read from the
texture lump. Since the minimum valid length is 13 bytes for a
1x1 pixel patch everything below that will now return with an error.
- Fixed a few occurences of mismatched free's for new'd memory.
April 21, 2006 (Changes by Graf Zahl)
- Fixed: To prevent the pointer cleanup code from crashing numsectors has
to be set to 0 when the sectors array is deleted.
- Added Zloba's fix for Linux's I_FindFirst.
April 20, 2006 (Changes by Graf Zahl)
- Fixed: Doom's status bar assumed that STBAR was always in Doom patch format.
- Added MF3_DONTSPLASH to the newly created sound sequence things.
- Fixed: makewad.c used C++ syntax.
- Fixed: Strife's ending check included destroying the computer - an event
that happens before the branch in the story.
- Fixed: The overloaded FRandom::Random2 function with mask parameter didn't
use its parameter.
- Added Jim's latest makefile.linux
April 20, 2006
- Fixed: Crash when opening the player setup menu when you're so dead that
your head has popped off your body.
- Fixed: When item respawning is on and you play on skill 1 or 5, picking
up ammo would permanently double the amount of ammo received from that
item the next time it gets picked up.
- Added a check to PlayerIsGone() for players who have already had their
actors destroyed before calling it.
- Fixed: G_CheckDemoStatus() only restored your name, autoaim, and color
settings after playing back a demo.
- Added DEM_SPRAY net command so that sprayed decals work in multiplayer
and demos.
- Changed DEM_GIVECHEAT to use a word for specifying the item quantity.
This is useful mainly for giving yourself more than 255 health at a time.
- Fixed: DEM_SUMMONFRIEND was not handled by Net_SkipCommand().
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Moved the TArray serializer into farchive.h so that tarray.h doesn't need
farchive.h at all because GCC was much pickier than VC. Because of this,
I don't need the FArchive change I made yesterday that hid FArchive's
TArray uses behind pointers.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
April 19, 2006
- Added a serializer for TArray. This required I make a couple changes to
FArchive in order to avoid circular references between farchive.h and
tarray.h.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
April 19, 2006 (Changes by Graf Zahl)
- Fixed: Hexen's ammo display in the status bar cannot be refreshed
partially because the background patch has to be drawn always to
overwrite the old display.
- Fixed: Giving a health item to a non-player caused a crash.
- Added a compatibility option to limit deh.MaxHealth to the health bonus.
Originally this value wasn't used for health packs. Doing this was a bug
in Boom but since there's quite a few maps out there which require
Boom's altered behavior it has to be compatibility optioned.
- Fixed: The health bonus's max health must be defined by deh.MaxHealth,
not deh.MaxSoulsphere. To achieve this deh.MaxHealth's handling had to
be altered because it has to default to 100.
- Fixed: ZDBSP created incorrect side references with compressed sidedefs
and both sidedefs of a linedef being the same. This only affects the
external tool because the internal node builder is run after uncompressing
the sidedefs.
- Added Jim's latest makefile.linux.
- Added a consistency check to the PNAMES loader because one crash log
indicated that it crashed due to a corrupt PNAMES lump.
- Brought back the sector based sound target handling as a compatibility
option. This radical change just broke far too many maps that depend
on the original behavior. Strife's special AI functions are excluded
though because they work better with the new method.
- Fixed: Hexen had no default sound sequence for doors and passed a NULL
pointer to SN_StartSequence in DoorSound.
April 18, 2006 (Changes by Graf Zahl)
- Fixed A_CHolyAttack used linetarget to set the spirits' target actor.
But it assumed that this variable was still valid from shooting the
weapon. Not only is that not guaranteed. When used by the ClericBoss
it is an unwanted effect because the linetarget is most likely the
last thing the player fired at which normally is the ClericBoss itself.
A_CHolyAttack now sets tracer to the intended target instead of
relying on linetarget being preserved.
- Fixed: Strife's grenades only bounce twice off the floor. They also
bounce off all actors and immediately explode when hitting liquids.
- Fixed: Strife's flame thrower gives 100 ammo as a pickup item but only
40 when given in a dialog.
- Moved the sky change script starts for the Programmer into MAPINFO as
special death actions.
- Changed the sky in MAP09 of Strife to the blue sky to make it more
consistent. Now the sky change occurs when the player wakes up after
fighting the programmer.
April 18, 2006
- Fixed: FBaseStatusBar::DrBNumber() should behave like Doom's
STlib_drawNum(), and FDoomStatusBarTexture::DrawToBar() should add
the textures left offset to the x coordinate before drawing.
These fix Twice Risen's status bar.
- Changed: VPrintf now uses string.VFormat(), instead of vsprintf().
April 17, 2006 (Changes by Graf Zahl)
- Fixed: The Oracle Pass is an item, not a key. Strictly speaking the
same applies to the Prison pass but having that as a key masks
some bad design in Strife so it is better to leave it a key.
- Fixed: The spectral lightning spot used a weird combination of flags
that made it act quite unexpectedly. After removing all flags except
MF_NOBLOCKMAP it seems to do what it is supposed to do. I also had
to add a new flag, MF5_NODROPOFF to prevent the spot from moving over
tall ledges.
- Fixed: When giving an autoactivatable item to the player a copy is
created to allow respawning. But when the item had been successully
used the original was destroyed, not the copy.
- Fixed: dssiglup was misspelled as dssglup in SNDINFO so the Sigil's
charging sound never played.
- Fixed: The sigil doesn't use the generic weapon pickup sound. It should
use weapons/sigilcharge.
- Fixed: P_Move never checked whether a monster has the MF2_PUSHWALL flag.
As a result everything using A_Chase was able to activate pushable
walls and not just the monsters which are allowed to activate them.
- Fixed: P_Move must split the move if the step size is larger than the
radius.
- Fixed: tmfloorpic was set in P_LineOpening. But this is not guaranteed
to set the correct picture because the end result depends on the line
ordering and not the sector heights. It must be set in PIT_CheckLine.
- Fixed: Due to the previously missing ceilingsector variable bouncing
missiles could use the incorrect sector when hitting an edge between
ceilings of different height.
- Fixed: Missiles exploding on the edge of a ceiling neighboring to a
sky vanished instead of exploding if the missile's center was in the
sky sector. To do this I added ceilingsector and ceilingpic variables
to AActor, similar to the already existing floorsector and floorpic.
- Fixed: ZDoom now looks for ZDoom.wad in the program directory first.
April 16, 2006
- Fixed: After respawning in a singleplayer demo, demo playback went out
of sync becase the RNG seed was being altered during recording but not
during playback. This was caused by an inappropriate fix for a similar
problem: -record calls G_InitNew() before it actually starts recording
the demo, but -playdemo calls G_InitNew() after it starts playback. So
the rngseed stored in the demo was already altered. The correct thing
to do is not to prevent the rngseed from changing during playback but
to move the call to G_InitNew() after the call to G_BeginRecording().
- Fixed: After respawning in a demo, demo playback was prematurely
terminated.
April 16, 2006 (Changes by Graf Zahl)
- Increased the limit for the sound DoorCloseLight in Hexen to 4 because
it got cut off in the polyobject crusher in MAP01.
- Fixed: A player that has no body (as in the head popped off in Heretic
and Hexen) must not be resurrected.
- Fixed: Repeatable switches that are being activated while the switch
animation was still running didn't react properly.
- Fixed: Not all paths in P_LoadSegs freed the vertchanged array.
- Fixed: With infinitely tall actors on P_CheckPosition must not
check for stepping on things.
- Fixed: R_FakeFlat used the control sector's floor light level for
ceilings of deep water areas.
- Fixed: Dormant floating monsters still adjusted their height to their
target.
- Fixed: Invisible special things should never create terrain splashes.
- Changed: The Demon no longer reduces the actual state durations for
fast mode. Now this is done by AActor::SetState and controlled by
actor flags.
- Fixed: Friendly monsters are now completely excluded fron being counted
as kills.
April 15, 2006 (Changes by Graf Zahl)
- Changed -warp for ExMy to use atoi to parse the parameters. This is
more robust than reading the characters directly.
- Expanded thing and line args to 32 bit.
- Extended Makewad so it can write Zip files in addition to WAD files.
April 14, 2006 (Changes by Graf Zahl)
- Moved SC_CheckFloat into sc_man.cpp.
- Fixed several issues with the DECORATE parser:
* Floating point parameters couldn't be parsed correctly
* Some code pointers used parameters incorrectly.
* Parameters with default value 1 didn't work as expected
- Added GZDoom's HI_START/HI_END lump namespace. Even though it doesn't do
anything (yet) suppporting it allows to make WADs that use hires texture
replacements but are able to run with ZDoom as well.
- Added GZDoom's Zip-support but changed it so that lumps are sorted
alphabetically.
- Added the missing file 'flac/private/float.h' to the repository.
- Added: For Zip-support the sound code has to be able to load music data
from memory, not just from files.
- Re-added I_SetMusicVolume to optionally reduce the music volume in Strife
conversations.
- Fixed: The total game time must not be restored when loading a snapshot
during a hub transition.
April 13, 2006
- Fix farchive.cpp swappers for GCC again. Now that they use entirely integer
math, they should work with all GCC versions.
- Update FLAC readers to #define FLAC__NO_DLL to match the new FLAC builds.
April 13, 2006 (Changes by Graf Zahl)
- Made weapons/bowhit unlimited. With a limit of 2 it won't be played
consistently.
- Fixed: 'Give' worked for dead players.
- Added checks for sectors without lines to all Find* functions in p_sector.cpp
- Fixed: Dehacked patches weren't loaded when not playing Doom.
- Fixed: Thing_Remove must not remove living players from the map.
- Fixed: Using $MAP in SNDINFO overrode music definitions in MAPINFO. This
made it impossible to define music in MAPINFO for Hexen.
- Fixed: Resurrecting a morphed player must first restore the unmorphed
version.
- Fixed: Resurrect must set the player's weapon to a valid state.
- Fixed: The decal stretcher is supposed to stretch the decal to a specifiable
size but it used that size as a scaling factor instead. The old code allowed
a maximum scaling factor of 4 which masked this bug to a large extent but
with the increased precision the blood smears were stretched to abnormal
proportions.
- Fixed: A non-spectral attack set any spectral target to its missile state.
This is not supposed to happen.
- Fixed: The Prison Key was misspelled in the pickup message.
- Added missing lock messages for Strife.
- Fixed some ammo pickup values for Strife.
- Added the missing messages when killing a spectre in Strife.
- Fixed: DImpactDecal's default constructor called ChangeStatNum which caused
a crash. Now it calls DBaseDecal's constructor that allows changing the
statnum.
- Added additive translucency to the Ironlich's projectiles.
- Added a check for AInventory to PickConversationReply before giving an item
to the player. This could crash if non-inventory items were given.
- Added a few console commands useful for map testing:
* 'monster' lists all monsters and their position.
* 'items' does the same for items.
* 'changesky' changes the sky texture. Useful for trying out different skies.
* 'linetarget' prints some information about the monster the player is aiming
at.
April 12, 2006
- Fixed: Using printinv before starting a game crashed.
- Fixed: DMover::MovePlane() would not stop moving the plane when it exactly
reached its target height unless it was a floor moving down.
- Fixed: Actors that can't attack should not be valid haters for Thing_Hate.
- Fixed: AArtiBlastRadius::BlastActor() should not set MF2_SLIDE for missiles.
- Fixed: sdl/i_input.cpp should check !iscntrl() before generating EV_GUI_Char
messages.
- Added Jim's Makefile.linux.
- Changed: Decal scales now use full precision fixed point numbers.
- Changed: Keeping impact decals in their own statlist is enough to keep track
of them for when one needs to be destroyed. There's no need to maintain a
separate list for them.
- Fixed: Decal actors did not spread their decals across neighboring walls.
- Fixed: Decal groups did not initialize their IDs and could not be reliably
used with the decal actor.
- Fixed: Decals on moving polyobjects were not interpolated. R_RenderDecal()
now uses the decal's LeftDistance to calculate its visible location, so it
always stays in sync with the wall's vertices. This also lets me dump some
code from the polyobjects that maintained the decals' (x, y) coordinates.
Also, the decals' x and y information is redundant and can be removed.
Doing this revealed a bug with slider decals and horizontal sliding:
That is, it didn't work at all. I have opted to simply remove the horizontal
sliding support so that I don't have to worry about what happens when a
decal slides across the edge of a wall.
- Fixed: DBaseDecal::LeftDistance was calculated as a 30.2 fixed point number.
It should be 2.30 fixed point.
April 12, 2006 (Changes by Graf Zahl)
- Fixed: SAVEVER was still 231 although MINSAVEVER was 232.
- Fixed: Decal spreading used an incorrect z-coordinate. It has to use
the one originally passed to DImpactDecal::StaticCreate.
April 11, 2006
- Fixed: GCC misoptimized the SWAP macros in farchive.cpp.
- Fixed: Compiling with mingw once again works.
- Fixed: ACS improperly calculated the address of local variables when
returning from one function to another function when the function that
was called was used as part of an expression.
- Fixed: Using Thing_Hate with arg0 (hater) set to 0 from an open script
could crash.
- Fixed: Some items along ledges in Hexen's MAP32 (Orchard of Lamentations)
appeared at the bottom of the ledge (and consequently inside it) instead
of on top of it because the items were placed directly on the lines.
AActor::LinkToWorldForMapThing() needs to use the original R_PointOnLineSide()
code to handle situations like this. Previously, it just used the original
code for straight horizontal/vertical lines and used the new code for
diagonal lines.
- Fixed: FWadCollection::MergeLumps() used in incorrect realloc.
- Fixed: FPlayList::NextLine() did not properly handle blank lines in the
playlist.
- Changed: Decals now use lightweight thinkers instead of actors. (76 bytes
versus 396, so you save 320k if you have 1024 decals present.)
- Fixed: Wads added with pullin were loaded immediately after the IWAD.
Exec files are now processed immediately before -file but after autoloading
wads in D_DoomMain().
- Fixed: sdl/i_system.h unconditionally defined SHARE_DIR, preventing
redefinition from the command line.
- Fixed: The standard way to include SDL.h is <SDL.h>, not <SDL/SDL.h>.
- Fixed: Returned FActiveInterpolation::HashKey()'s return type to size_t,
avoiding a pointer truncation warning.
April 11, 2006 (Changes by Graf Zahl)
- Fixed: Strife's dialogs don't give weapons to the player he already has.
- Fixed: The INDIANA cheat in Hexen gives 25 of each item, not just 1.
- Fixed: The stair builder's compatibility mode must do a linear search
for sectors. Searching the hash chain doesn't work here.
- Fixed: Any monster with a TakeSpecialDamage method should call the
super class's method instead of simply returning the damage amount.
- Fixed: Hexen's mash monsters cannot be frozen. No matter how you kill
them they just vanish. This means they need the NOICEDEATH flag.
- Fixed: Morphing a monster must also copy its translucency settings.
- Fixed: The first Macil must react to weapon fire, even though he
doesn't get hurt by it.
- Fixed: Anything with a raise state needs the MF_CORPSE flag when dying
because otherwise it can't be revived.
- Fixed: Player names in Heretic, Hexen nand Strife could only be 13
characters because the input routine did an unnecessary font size check.
- Added: After saving the game the savegame should be checked
and in case of an error an appropriate message be output.
- Fixed: The pig player had an initial health of 100, not 30.
- Fixed: Morphing a player removes the armor after transferring the
inventory to the morphed version - but it tried to remove it from the
unmorphed player instead.
- Fixed: Heretic uses Backspace to activate the Tome of Power by default.
- Fixed: 'Use all' should not try to use puzzle items.
- Made FileReader's methods virtual. Right now this isn't important
but when ZIP support will be added it is needed. Also added a
MemoryReader class that derives from FileReader.
- Added a pointer check to DI_Acquire and DI_Unacquire. GZDoom definitely
had problems with that so it might be a good idea to always check these
pointers.
- Added an engine signature to the savegame. The inability to distinguish
between ZDoom and GZDoom savegames constantly forced me to use some ugly
tricks which broke the versioning system. This may also be useful for
other derivates that have to save additional data in a savegame.
- Due to the savegame version bump I removed all compatibility code.
- I had to bump the minimum savegame version because I got some strange
effects with old savegames. On the positive side, this allows me to
do a few more radical changes to the savegame code. ;)
- Fixed: CanvasTextures weren't saved in a savegame.
- Fixed: Multiple warp commands for the same texture were cumulative.
- Changed FPatchTexture::MakeTexture and FIMGZTexture::MakeTexture so they
don't re-initialize the texture's size information repeatedly. This can
cause problems if code was added that manipulates these values after loading
the textures.
- Changed FPatchTexture::GetDimensions to use ReopenLumpNum instead of
OpenLumpNum. Once ZIP handling is added the current code won't work anymore
without adding a highly expensive copy operator to FWadLump.
- Added Transfer_WallLight special. This is similar to Transfer_Floor/Ceilinglight
but affects walls instead.
- Fixed: P_TestActivateLine must check whether a valid actor is trying
to activate the line.
- Added a check for MF2_NOTELEPORT to the special activation check for
Booms generic triggers. This excludes most items from activating these
lines that are not supposed to do that.
- Added a sv_dropstyle CVAR so that the way items are dropped is no longer
dependent on the game being played.
- Added MF4_FRIGHTENED flag from .96x.
- Added a CVAR that disables the automap background graphic in Heretic
and Hexen.
- Added more color options to the automap, including the option to show
secrets.
- Added menu option for the monster movement interpolation CVAR.
- Fixed: Strife's grenades don't make bouncing sounds.
- Fixed: Strife's grenades lose 50% of their momentum when bouncing,
not 30% like in Hexen.
- Fixed: HexenHack must be reset for each MAPINFO lump being parsed.
- Turned monster falling damage into a level flag so that it can be
used in all games, not just Hexen.
- Added the map's lump name to the savegame information. This is useful
for those who remember maps by their lump name and not the description.
- Added a total game time counter and made the total time display on
the intermission screen operrable. Also added an optional total time
display for the automap.
- Added support for full hub intermission statistics. To make this work
properly level.time is now being reset after changing hubs.
- Added GZDoom's local SNDINFO/SNDSEQ code. This was supposed to be in
.96x but that was cancelled before I had the chance.
- Made DCanvas::FlatFill virtual so it can be overridden by other
types of canvases (e.g. OpenGL.)
- Fixed: CR_UNTRANSLATED was uninitialized for FON2 fonts
- Fixed: Hexen uses a view height of 48, not 41.
- Changed: Multiplayer weapons will be spawned in coop games now
unless the player explicitly disables this. There are many WADs
out there that need the additional weapons in coop games.
- Added code that remaps MF_NOSECTOR to RF_INVISIBLE for all items
touched by Dehacked and for ABossEye. MF_NOSECTOR makes any
item completely deaf so it is very dangerous to use with monsters
or other things that depend on their sound target.
- Fixed: The Dehacked code cleared one of the translation flags.
- Fixed: The dehacked parser must set EnglishStrings to NULL after
freeing the memory.
- Copied a fix for restoring the weapon slots from 2.1.0.
- Fixed: APathFollower::Interpolate needs some NULL pointer checks.
- Added MF2_NOTELEPORT to ABlood and AIceChunk. Teleporting blood can
seriously mess up one-time teleporters - plus it looks just weird.
- Fixed: It was possible to use things through closed walls when the wall
was further away than 64 map units.
- Added a check for MF3_BLOODLESSIMPACT to P_LineAttack so that bloodless
hitscan attacks can be created.
- Added a check to P_CheckSlopeWalk that prevents sliding when hanging over
a sloped dropoff.
- Fixed: The line id hash chains used signed shorts to link their elements.
This completely broke line manipulation for linedef indices >= 32768.
- Fixed: Changed PL_SKYFLAT from 0x8000 to 0x10000 because otherwise it
doesn't work with linedef indices >= 32768. Also expanded sector_t::sky
from WORD to int to make this work.
- Added the flag parser fix from GZDoom. It was still incorrect.
- Added an escape flag to sc_man. This was necessary to parse the frame names
correctly which can contain backslashes so they must be excluded from
converting \" to ".
- Fixed: The 'ELVIS' cheat code wasn't terminated with 255.
- Fixed: When an object without any death state dies it has to be destroyed.
- Added 'nofog' parameter to Thing_Move
- Added a check for Teleport_ZombieChanger to P_TranslateTeleportThings.
- Fixed: Dumpmap crashed when the loaded map has GL nodes because it tried
to access the linedef of a miniseg. Needless to say, the BSP that is
written in this case is completely broken but at least it doesn't crash
anymore.
- Fixed: z-momentum application in P_ZMovement was incompatible with
the original method. Unless MF2_FLOATBOB is set it must be done before
applying gravity to momz.
- Fixed: AActor::Massacre caused an infinite loop when it wasn't able to
hurt the actor.
- Fixed: Due to movement interpolation the viewsector could be incorrect
if the actual camera's position and the interpolated position were not
in the same sector.
- Fixed: Assigning an empty string to a 'string' object NULLed
the Chars pointer. This cannot be done because it makes the
string object invalid.
- Fixed: Default intermission handling for E1-E3 should only happen when
playing Doom 1 and Heretic.
- Fixed: 'Give all' cheat must not try to give an item of type 'All'.
- Fixed: In rare circumstances DBoundingBox::AddToBox could produce
incorrect results.
- Fixed: The node builder still used NO_INDEX for initializing non-existent
sidedefs.
- Added MaxStepHeight and MaxDropoffHeight actor properties to DECORATE.
- Added new code pointers from GZDoom: A_FireAssaultGun, A_FadeIn and
the target inventory functions. Also added changes to several other
code pointers.
- Fixed: The FlameThrowerParts were missing the IF_INVBAR flag.
- Added a third parameter to A_BFGSpray to customize the amount of damage.
- Added A_DualPainAttack code pointer submitted by Justin for GZDoom.
- Fixed: AFatShot must have a height of 8, not 32.
- Fixed: AFighterPLayer::DoHealingRadius initialized the armor item
incorrectly so it was ineffective.
- Fixed: Strife's Brass Key needs a DoomEdNum of 39.
- Removed all the obsolete code and variables from the keys. With the
LOCKDEFS lump the original key numbers were deleted anyway and the
NeedKey messages are taken from the lump now.
April 10, 2006 (Changes by Graf Zahl)
- Fixed: The Teleporter Beacon was missing the pickup message.
- Made the IronLich's projectiles bright. Using them in non-bright state
in dark sectors looks truly odd.
- Fixed: Using bot_observer cleared the FRIENDLY flag off the player.
- Fixed: Changed some decals from DecalScorch to DecalScorchLower.
- Fixed: Added the missing intermission lumps and LOCKDEFS to zdoom.wad
- Changed the damage formula for Strife's dagger. This change has already
been added to the 2.1.0 source but not to the current version.
- Added a call to P_HitFriend to A_SentinelRefire to prevent it from shooting
at friends.
- Fixed: The Inquisitor's grenades should not teleport.
- Fixed: The Inquisitor isn't supposed to be thrust by damage so its mass
has to be increased.
- Fixed: Strife's Inquisitor can be hurt by radius damage as long as this
damage comes from a non-Inquisitor.
- Fixed: AArtiDarkServant::Use must always report successful use of the item.
This function cannot fail. It either spawns a Minotaur or a new artifact
but never nothing at all.
- Fixed: Hexen's temp flames have two spawn IDs each. Since ZDoom doesn't
support multiple spawn IDs per item I added copies of these objects
to assign the second set od IDs.
- Fixed: Hexen's wall torch was missing the MF4_FIXMAPTHINGPOS flag.
- Fixed: A_CStaffCheckBlink must call A_WeaponReady because otherwise the
weapon bobbing becomes slightly erratic.
- Fixed: AGoldWandPuff2 had incorrect values set for flags2.
- Clamped the vertical speed of Heretic's Mace's balls. When shot at a high
vertical angle their movement becomes erratic.
- Fixed: Doom's corpses must clear the MF3_ISMONSTER flag inherited from
their monster parents.
April 9, 2006
- Fixed: The strupr() implementation in w_wad.cpp relied on compiler-dependant
behavior.
- Fixed fix: ParseActorProperties() still wasn't sending + or - to
ActorFlagSetOrReset().
- Fixed: [GZ] An item without use state won't be removed when being picked up.
The call to GoAwayAndDie is missing.
- Fixed: [GZ] A_GiveInventory sets the amount to give to a value passed to
this function. This is ok for everything except Health items. They should
give their original amount multiplied with the passed parameter.
April 3, 2006
- Fixed: Potential buffer overrun when launching timidity.
March 13, 2006
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
March 12, 2006
- Fixed: A_SpawnItem() should use CopyFriendliness().
- Fixed: AExplosiveBarrel should have MF2_MCROSS set.
- Fixed: Passing 0 numrays to A_BFGSpray should default to 40.
- Fixed: New A_JumpIfCloser() function.
- Future-proofing: thingdef.cpp/FindState() allows the 2.1 names for
SwitchingDecorations.
- Fixed: ASwitchingDecoration declared itself as deriving from AActor instead of
ASwitchableDecoration.
March 9, 2006
- Fixed: AWeaponHolder::Serialize() did not call its supermethod.
March 1, 2006
- Rewrote MusicVolumes handling so it's a list and not an array.
- Removed I_SetMusicVolume(). It isn't used.
- Moved P_IsFriend(), P_IsHostile(), and P_GetSpecies() into AActor.
February 18, 2006
- Various fixes for compilation with GCC/Linux.
- Various fixes from Graf Zahl: Wrong blood color with P_BloodSplatter2() and
P_RipperBlood(). Wrong MF3_BLOODLESSIMPACT check in PIT_CheckThing().
P_BloodSplatter() used R_PointToAngle(). A_CPosRefire() did not check for
hitting a friend. A_CentaurDefend() did not clear the reflective flag.
DHUDMessage::ResetText() did not check for con_scaletext==2. Wrong Raven
scroller speeds for COMPATF_RAVENSCROLL off. P_Init() should call
P_InitKeyMessages(). Missing decorate decal code from decallib.cpp. New
FFontChar1 code only made it into 2.1.0 and not 2.0.x. Missing copy
constructor for FMusicVolume.
- Fixed: ACustomInventory::TryPickup() failed to call the superclass
implementation of the function.
- Fixed: Friendly pain elementals killed by a player shot friendly lost souls
that attacked the player. Now those lost souls aren't friendly.
February 6, 2006
- Fixed: Except for A_Explode512, all of Strife's A_Explode functions also call
P_RecursiveSound.
- SpectralLightningSpot's RenderStyle is now STYLE_Translucent. It isn't really
part of the lightning itself, so it should probably not be additive.
- Fixed: Macil2 and the Oracle are invulnerable to the first stage Sigil, and
the first Macil should be completely unkillable.
- Fixed: The FlameThrowerParts' spawn state was unset, and it used a generic
pickup message.
- Fixed: Strife step heights vary depending on the type of actor: If it bleeds
it can go up 16 unit steps, if it's a missile it can go up 4 unit steps, and
everything else can go up 24 unit steps. And everything can stand over a 32
unit dropoff. MaxStepHeight and MaxDropOffHeight are now actor properties.
- Fixed: Strife floating monsters are not blocked by monster blocking lines, so
they all need to have MF3_NOBLOCKMONST set.
- Fixed: APowerCoupling::Die() should destroy the unbroken coupling.
- Fixed: AActor::TakeSpecialDamage() should allow damage if the actor has
no death state at all. (Taken from GZDoom)
- Fixed: Killing something that drops an alarm with the second-stage mauler
would not show the alarm text if it was directly hit by the main torpedo.
Added a third argument to P_SpawnSubMissile() that indicates what the
new missile's "target" should be, so if the missile dies right away, it
has the correct target information.
- Fixed: Added Graf Zahl's fix for manually closing animated doors with
something inside them.
- Fixed: The A key should be bound to +jump by default in Strife.
- Fixed: F_BunnyScroll() should fill the widescreen border with black, not
the FinaleFlat.
- Fixed: Strife linetype 52 can be used to advance to the next map by setting
its tag to 0. It should also be flagged repeatable.
- Fixed: A_Look2() is supposed to randomly choose self->SpawnState + 3 if
MF4_STANDSTILL is unset, not + 4.
- A_AcolyteDie() now resets the acolyte's RenderStyle to turn off any shadow
effects they may have.
January 24, 2006 -- First changes of 2006! 1.5 months later! :(
- Added a new level.maptime variable that keeps track of the time you've been
on a single level and is unaffected by hubs.
- Fixed: ASoulsphere::Use() could reduce your health.
- Fixed: cht_Suicide() did not clear the MF2_INVULNERABLE flag.
- Increased the sidedef limit to 2^32-1.
- Fixed: Stacked sectors inside a skybox would be drawn from the player's
origin instead of the skybox's origin, which would easily lead to infinite
recursion because the engine would try to render the skybox again instead
of the other side of the stack. In order to avoid any other infinite
recursion problems, the maximum number of skybox visplanes per scene has now
been capped at 100.
- Changed the inventory flag IF_CHEATNOTWEAPON to the weapon flag
WIF_CHEATNOTWEAPON.
December 11, 2005
- Started integrating changes from 96x into 2.0.99.
December 10, 2005
- Fixed: GetFinaleText() did not null-terminate the string it retrieved.
- Fixed: When changing levels, sky1pos and sky2pos were not reset to 0.
- Removed the check for 26,26 at offset 33 in SPC files because somebody found
a file that had them as 0,0 instead, and some players played it fine.
- Fixed: Before resorting to "Person", the dialogue code should use the actor's
tag name as a default name.
- Increased the Entity's alpha value to 50% to make it more visible.
- Fixed: F_StartSlideshow() needs to reset any blending.
- When a Macil speech ends, the level's original music is now restored.
- Fixed: The music for Strife's slideshows is D_DARK and not D_SLIDE. Go figure.
December 4, 2005
- Removed the ancient and unused Fixed(Mul|Div)_(ASM|C) functions.
- Discovered the GCC outputs nice code for MulScale and friends, so I removed
the assembly for those routines in gccinlines.h. Alas, the same cannot be said
of DivScale's variants.
- Removed the assembly code for BigShort and BigLong and replaced it with
compiler intrinsics provided by VC++.
December 1, 2005
- Backported miscellaneous sc_man.cpp fixes from 2.1.0.
- Fixed: P_BobWeapon() checked flags instead of WeaponFlags for WIF_DONTBOB.
- R_ProjectSprite() now checks for NULL things passed to it.
- Fixed: The game crashed if a slope thing of type 9500 or 9501 was placed
directly on its target line. Now you get a warning in the console instead.
- Returned Berserk's behavior to giving you 100 health instead of 100% health.
- Changed: When no screenshot_dir is specified, the game now tries to save
screenshots to the program directory instead of the current directory. If
you really want screenshots to be saved to the current directory, you can
do so by setting screenshot_dir to "."
- Fixed: StringFormat::VWorker cleared the zero flag for numbers. (I know I
tested this, so I'm not sure when it went wrong.)
- Fixed: The game did not check if actors had pain states before putting them
in their pain states.
- Fixed: The shazam cheat could not deactivate the Tome of Power, nor did it
display any text informing you of its action.
- Added additional decals from Graf Zahl's DECALDEF.
- Updated the obituaries in english-us.txt for Heretic to reflect the published
names of various Heretic monsters.
- Fixed: There is no reason why the Heretic and Hexen status bars should clamp
the displayed health to a maximum of 100.
- Fixed: P_PlayerInSpecialSector() duplicated the damage done by
P_PlayerOnSpecialFlat().
- Fixed: The actor serializer was off by one when checking the number of
conversation nodes in a script.
- Fixed: In Strife dialogues, yes texts are printed even when it jumps
immediately to another dialogue node. I think this is bad design, and the
yes text should be part of the normal dialogue, but the person in the
east room of MAP27 abuses this, so I need to support it too. This also means
the notify text is no longer hidden when the menu is up. (Maybe they
mistakenly made it jump, and you were really supposed to try talking to him
again when he tells you the master doesn't like visitors.)
- Fixed: Anybody in Strife who does not have their name provided in their
dialogue script should use the default name "Person".
- Fixed: P_RecursiveSound() did not consider closed split doors as closed.
- Fixed: MummyFX1 and Whirlwind should have the MF2_SEEKERMISSILE flag set.
- Fixed: A_VileChase() did not clear the MF3_CRASHED flag.
- Fixed: P_SpawnPlayer() should always attach the StatusBar if the
consoleplayer is spawning.
- Fixed: HateTarget did not take damage due to its lack of a death state.
- Fixed: CheckInventory(), TakeInventory(), and GiveInventory need NULL type
checks.
- Fixed: SC_GetString() did not understand escaped quote characters in strings.
- Fixed: There were synchronization issues while drawing the console. Calls to
DrawTexture() can trigger input events to be processed, which can cause the
contents of the console to change WHILE THE CONSOLE IS BEING DRAWN. So now
any changes that would alter the contents of the console text buffer are
deferred until after the buffer is drawn, and a copy of the command line is
drawn instead of the real command line.
November 22, 2005
- Fixed: Dssswtchx and dspistol are obviously wrong choices for Strife menu
sounds. I don't think it uses anything for those sounds, but I picked analogs
for them anyway.
- Fixed: Merchants ignored attacks from "silent" weapons.
- Fixed: Strife humans did not play their "yeargh!" sound for their zap deaths.
- Added a new Travelled() method for inventory items. This is called each time
an item travels to a new map and gives it a chance to perform any needed
reinitialization. Specficially, PowerTargeter needs it to set the player's
psprites again.
- Fixed: Dropping coins should do so in increments of 50 if you have enough, not
increments of 1.
- Added IF_UNDROPPABLE to HealthTraining and GunTraining. Because HealthTraining
also gives GunTraining when picked up, you could cheat by dropping the
HealthTraining item and picking it up to get as many GunTraining upgrades as
you wanted. GunTraining doesn't really need to be undroppable; the flag is just
there for it for the sake of symmetry.
- Fixed: It looks like just about everything in Strife should have MF2_FLOORCLIP
set. Strife probably applied floorclip to everything without MF_NOGRAVITY set.
- Fixed: The perfectly vertical missile movement fix was backwards with regards
to damage values.
- Fixed: AddCommandString() scanned past terminating '\0's in unclosed
strings while searching for semicolons that break commands. Thus, if the
previous command added had a semicolon in just the right place, it could
try to add it again.
- Fixed: The fly cheat did not check to make sure you had a body.
November 18, 2005
- Fixed: You could create a chain reaction where merchants would continually
enter their pain state because there was a delay between the time when they
alerted and the time they alerted others.
- Fixed: If the Inquisitor died while flying, it would continue to play the
flying sound.
- Fixed: The LEGO cheat didn't check if the Sigil was successfully added and
would set the player to the NULL weapon if it wasn't (which happens with
the shareware).
- Fixed: Macil was alerted by water splashing.
- Reworded some of the compatibility options menu items so they fit on
the screen when playing Strife.
- Fixed: The Oracle's Death checked the wrong quest item to determine if
you had already killed Macil.
November 17, 2005
- Fixed: Various Strife actors had MF_COUNTKILL that didn't need it:
Beggar, KneelingGuy, Macil1, RatBuddy, and AcolyteToBe.
- Fixed: PowerMask and PowerShadow both need the IF_HUBPOWER flag.
- Fixed: The Strife quest log should be initialized with the text "Find
help".
November 14, 2005
- Fixed: ClientObituary() crashed if the killing player didn't have a
weapon.
- Fixed: The Touch functions assumed the toucher was a valid player and
crashed if it wasn't.
- Fixed: APlayerPawn::Die() assumed the actor was always associated with
a player and crashed if it wasn't and you had weapon dropping turned on.
- Fixed: There were two pfile variables defined in R_InitTextures().
November 13, 2005
- Fixed: The user-configurable BOOM startup strings were always printed,
even if they were empty.
November 8, 2005
- Fixed: APowerStrength::GetBlend()'s equation did not match Doom's.
- Fixed: If you have weapon sprites in a wad and try to use a frame from
that sprite that does not exist, the game accesses might crash. Fixing
this involves two things: Make the range checks in R_DrawPSprite()
unconditional, so they exist in both debug and release builds. Also add
a check for the Null texture to catch "holes" in the available frames.
- Fixed: Setmodeneeded is always true before starting a game, because it
only gets cleared when the StatusBar is around. The most obvious
manifestation of this problem is that you cannot move left and right
in the video modes menu before starting a game.
- Fixed: The "give all" cheat did not give a backpack, and the non-console
equivalents always gave you a backpack, even if you weren't playing Doom.
- Fixed: The "give armor" cheat gave you armor with a SavePercent of .5 in
Heretic. This would be correct for the others games, but not for Heretic,
where .5 is what the lesser armor provides.
November 7, 2005
- New: Games saved for different PWADs but the same IWAD now show up in
orange on the save/load menu.
- Fixed: R_RenderViewToCanvas() did nothing if viewactive was false. Thus,
savegame screenshots would be garbage if you saved while looking at the
automap.
- To avoid potential conflicts with the Windows headers, the LONG and SHORT
routines were renamed to LittleLong and LittleShort. BELONG and BESHORT
were also renamed to BigLong and BigShort to match.
- Fixed: S_ChangeMusic() had a cast from 'const char *' to 'char *' that was
missed by VC++ 7.1 and GCC, but not the latest VC++ 2005 beta.
- Fixed: Although bit 27 of the actor's flag is now used for something
different than in Doom, it's okay to specify it by number in a Dehacked
patch, because it's used to set the color translation. When the translation
is set, it will be 0'ed then.
- Fixed: FActorInfo::ApplyDefaults() should initialize datastr to NULL.
- Fixed: TArray::Delete's parameter should be unsigned.
- Fixed: The fix for rotating polyobjects broke polyobject doors.
- Fixed: Using the IDBEHOLDS cheat did not give you full health.
- Backported the fix for scrolling Heretic/Hexen/Strife specials from 2.1.0.
- Increased KneelingGuy's height to 17 so that you cannot step on top of the
projector without jumping.
- Added a confirmation screen for the menu choices that reset your options.
- Added a new automap menu underneath the display options menu. Moved all the
automap options into it and added a few new ones.
November 2, 2005
- Fixed: WIF_NOAUTOFIRE did not actually do anything.
- Added zloba's save/load console commands.
- Adjusted Static_Init:Init_Color so that you don't have to specify both
fog and color with it.
- Fixed: A_GenWizard() and A_SpawnBishop() did not decrement total_monsters if
the monster spawned inside something and needed to be destroyed.
- Fixed: Hexen monsters also move faster in nightmare mode.
- Added a map color customization menu.
- Renamed the "Standard map colors" option to "Use traditional Doom map colors".
- Fixed: Switching the MIDI device after a one-shot song had finished would
try to restart the song.
- Removed the BufferReturnEvent from music_midi_stream.cpp, since it was
unused.
October 26, 2005
- Merged in Chris's Linux patch.
- Fixed: Redefining a decal that had already been assigned to an actor would
not update the actor's reference to the decal.
- Fixed: CheckForPushSpecial() could pass a NULL actor to P_ActivateLine() if
a missile did not have an "owner."
- Fixed: snd_reset assumed GSnd was valid, but it wouldn't be if you passed
-nosound on the command line.
- Fixed: When a doll-spawned minotaur in Hexen died, it checked to see if any
other minotaur were still up for that player. It assumed there were no free-
standing minotaurs and crashed if there were.
October 24, 2005
- Added armor->BecomeItem() calls to ABasicArmorPickup::Use() and
ABasicArmorBonus::Use(). AActor::AddInventory() no longer calls BecomeItem()
itself.
October 22, 2005
- Fixed: FloorAndCeiling_LowerRaise would move one or the other but not both.
- Fixed: PIT_RadiusAttack() calculated negative distances for things exploding
directly above other things.
- Fixed: Ripper missiles ignored MF3_BLOODLESSIMPACT and always sprayed blood
onto the walls.
- Fixed: Firing a missile into a wall while standing right next to the wall
would not cause any specials to activate on that wall.
October 18, 2005
- Changed: DThinker::DestroyThinkersInList() performed a pointer cleanup after
destroying each and every thinker. The better thing to do is clean up in the
functions that call it: DestroyAllThinkers() and DestroyMostThinkers().
October 17, 2005
- Fixed: BloodySkull and IceChunkHead are supposed to subclass PlayerChunk, not
PlayerPawn.
- Fixed: Behaviors for Generic_Floor change types 2 and 3 were swapped.
- Fixed: Non-320x200 INTERPICs once again display properly.
- Changed drawing operations in F_BunnyScroller() so that non-320x200 background
images should work.
- Fixed: The m_Dist member of DPolyAction was declared signed when it should have
been unsigned.
- Fixed: SetScriptState() in p_acs.cpp did not check to make sure the ACS thinker
actually existed.
- Fixed: Crashing when travelling between maps in a hub. For some reason the list
of pointers for AActor used 12-byte-wide pointers-to-members. Every other class
(including those that derive from AActor) use 4-byte-wide values. This left
DObject::PointerSubstitution() and DObject::DestroyScan() able to identify only
the first pointer declared in AActor. Rather than try to figure out why
pointers-to-members of AActor are weird, I decided to revert to my original
implementation: An array of offsets into the class. GCC complained about this,
which is why I switched to a pointers-to-members implementation. But I found a
way to make GCC compile it without warning, so yay!
And since I was working with this code anyway, I decided to make a change that-
is hopefully a speed optimization. Rather than walking up the chain of TypeInfos
every time an object's pointers need to be checked, I now do this once and build
an array of every pointer in a class instance (as opposed to just those pointers
defined for that class and not any of its superclasses). This should mean fewer
scattered memory accesses and hence, better cache utilization.
(Question: Why did this problem show up in 2.0.97 and not 2.0.96? The only
relevant change to the code was a macro to make the array const for VC++ but not
for GCC, because some GCC optimizations tried to write to it at runtime despite
its constness.)
September 26, 2005
- Released this old code as 2.0.97.
- Backported the text-based LANGUAGE and IMF code from 2.1.0.
- Updated to zlib 1.2.3.
February 21, 2005
- Provided alternate versions of the TArray-related friend template functions for
the string and name classes. I have no idea which compiler is right, but VC++ is
certainly nicer about it.
February 19, 2005
- Fixed: In C mode, SC_GetString() would not consider '-' to be a token.
- Added a global name table.
February 18, 2005
- Added lots of explicit casts and changed some types to turn off 64-bit compatibility
warnings.
- Added a string class I've been playing with for a while now and made some
adjustments to TArray so that it can work with non-basic types.
February 11, 2005
- Removed the MOD_FIRE hack in PIT_RadiusAttack and replaced it with a new thrustless
flag to P_RadiusAttack.
- Removed the multiplayer check from AInventory::ShouldRespawn(). Now the dmflag is
always respected, even without alwaysapplydmflags.
- Added a check for a NULL StatusBar to PlayerIsGone() in d_net.cpp.
- Fixed: ADehackedPickup::TryPickup() set the MF_DROPPED flag. This flag is now set
by default, so it should clear it instead. This kept hacked weapons from staying
and respawning, because the RealPickup it tests against was always flagged as
dropped.
- Fixed: The MagePlayer used A_Scream instead of A_PlayerScream when he died.
- Fixed: The Heresiarch spawned new balls above its head after it killed its target
and re-entered its SpawnState.
- Fixed: Using chasecam while spying on another player would not show that player.
- Rewrote the spy code to not need displayplayer.
- Switched to the combination of DirectDrawCreate/QueryInterface to obtain an
IDirectDraw2 interface. That should be slightly more compatible, since
DirectDrawCreate can create an IDirectDraw interface even if it isn't properly
registered.
February 10, 2005
- Fixed: The screen fading ACS commands did not work when viewing through a camera
because FBaseStatusBar::BlendView() did not think there was a player to get those
values from. Now, the blend comes from either the player viewing from or the
console player if the current view is not from a player.
- Fixed: Returning to a previously visited level in a hub with fewer players than you
had when you left the level would result in "zombie" bodies from the former players.
The fix is in G_UnSnapshotLevel(): After restoring the level, any actors that point
to a player who is no longer in the game are destroyed.
- Fixed: P_ExplodeMissile() should zero the projectile's speed before putting it into
its DeathState, not after. Strife's flamethrower needs it like this, and I'm not
sure when or why it was moved to happen after the state change.
- Fixed: R_DrawSkyBoxes() needs to save and restory viewx and viewy as well as viewz
for drawing masked items.
- Fixed: P_MorphPlayer() did not properly transfer ownership of inventory items, so
when it destroyed the player's armor, it also unlinked anything after the armor in
the player's inventory.
- Fixed: The Hexen players should call A_FireScream() on the first frame of their
fire death, not the first shared frame of their fire death.
- Attached obituaries to the projectiles used by Doom's projectile weapons, so they
can have obituaries again. This is just something I put off finishing when I changed
from a means-of-death system to a damage type system.
- Fixed: Pain Elementals did not transfer their friendly flag to the Lost Souls
they spawn. And since I've got the same code doing this sort of thing in several
places, I replaced them all with a call to the new method AActor::CopyFriendliness.
- Fixed: Bots are idiots after co-op level changes because the CajunMaster forgets
about them and so doesn't tell them to do anything different from what they were
when the level change happened.
- Fixed: G_FinishTravel() needs to retrieve the next player before changing the
current one's statnum.
- Made some fixes to SDLVideo's Lock() and and Update() synchronization.
- Fixed: DSimpleCanvas::Lock() and ::Unlock() did not properly use the lock count.
- Fixed: In Strife, the fastCrushAndRaise ceilings (line types 6 and 77) are twice
as fast as their Doom counterparts.
- Fixed: Strife auto-uses the best ammo first, not the worst. I got confused because
in Strife ARM1 is the best armor, but in Doom it's ARM2 that is best.
- Fixed: Strife does not double ammo at it's highest skill level.
- New: Using Degnin Ore will drop it, similar to the Teleporter Beacon.
- Fixed: In nightmare skill, every actor is spawned with a reactiontime of 0. This
make's Strife's HE Grenades explode immediately, because they use their reactiontime
as a countdown timer. The solution: Only set the reactiontime to 0 for monsters.
(Strife may not do this at all. I'm not sure.)
February 9, 2005
- New feature: Missiles with negative damage now give you health.
- Changed P_GiveBody so that it works with any actor, not just players.
- Fixed: Picking up a BasicArmorPickup without any existing BasicArmor gave you
a new BasicArmor without calling BecomeItem to unlink it from the world. Since
there are probably other areas where this happens, and it's kind of easy to forget
- Added a division-by-0 check to the very end of P_HitSlideLine for the very rare
cases when inter3 ends up being 0.
- Clamped the upmove speed in P_PlayerThink() to avoid super fast speeds from
joystick users.
- Fixed: A_SorcererRaise() did not transfer friendliness info to the new D'Sparil.
- Added: Trying to use actors that have the UsePuzzleItem special now works just
like trying to use a wall with the same special: You use the item if you have it,
and you say "hmm" if you don't.
- Fixed: APuzzleItem::Use() should not remove the item from the inventory but let
the caller do it instead.
- Fixed: P_TranslateLineDef() should clear the ML_MONSTERSCANACTIVATE flag on lines
with ML_SECRET set. Otherwise, monsters can open otherwise secret doors in Doom
format maps.
- Renamed the Porkalator's missile sprite from EGGM to PRKM, so it doesn't have the
same name as the Morph Ovum's missile.
- Fixed: The warp cheat was always applied to the local player and not the player who
used it.
- TypeInfo::CreateDerivedClass() now initializes OwnedStates and NumOwnedStates for
actors.
- Fixed: PrepWall and PrepLWall clamped the final texture column so that it was not
visible unless it was fully visible.
- Fixed writing of RDosPlay raw songs. It was a very very very stupid mistake: I had
the order of the register and data bytes reversed. Now it works fine, and since it
took me a while to figure out the problem, ZDoom can now play raw OPL songs.
February 7, 2005
- Added the writeopl command to write a song in RDosPlay raw OPL format. It's usage is:
writeopl [songname] <filename>
If the currently playing song is a MUS song being played through the OPL emulation,
then you just need to specify the filename. Otherwise, you need to provide the
songname (such as D_E1M1) as well. Unfortunately, the result is unplayable with
AdPlug, so I must be doing something wrong.
February 4, 2005
- Merged in Graf Zahl's Caverns of Darkness patch.
- Fixed: Using the screenshot command to specify a filename without any extension
automatically adds the extension.
February 3, 2005
- Played around with polymost some more. The good: Wall projection is now totally
independant of the non-polymost code, so walls don't get clipped to what would have
been the screen boundaries without true look up/down. With the filled polygon mode,
it looks awesome. The bad: I'm getting precision problems when clipping the left
side of walls to SCISDIST. This problem is not present when clipping the right side,
and it's not present in jfDuke, so what am I doing wrong? Setting SCISDIST to a large
value like 128 makes the problem disappear, but that's much too large. Someday, when
it can handle doing a second pass to draw behind you, SCISDIST needs to be as small as
possible to avoid a visible gap between the front and back views.
February 2, 2005
- Added a damagetype parameter to AActor::TakeSpecialDamage(). The default implementation
of this function now uses it to reject damage if the actor doesn't have a matching
death state. (Meaning, you can leave an actor without a normal death state, and it will
only take damage from special attacks.) Since this negates the need for A_TreeDeath,
that function is gone.
- Fixed: The adjustment for negative y-offset, non-power-of-2-height textures is
now only done for textures aligned at the top and not the bottom.
- Fixed: APowerFlight::DrawPowerup() did not check if SPFLY0 actually existed before
using it.
- Fixed: P_SpeekerMissile() did not check for zero-speed actors, so you could get a
division by zero error if it needed to move vertically.
January 30, 2005
- Threw together a quicx mock-up of a polymost-based renderer. It is essentially
just the standard software renderer with some parts commented out and the clipping
done with polymost instead of a few one-dimensional arrays. The display itself is
just the standard view with the polymost view overlayed in wireframe.
January 29, 2005
- Fixed: BOOM-style carrying floors that use speeds values less than STOPSPEED
no longer change the actor's momx and momy but are passed as extra parameters
to P_XYMovement(). Faster speeds still change momx and momy, so conveyor belts
can fling objects off of them.
- Fixed: Items in inventory would "scroll" on scrolling floors.
- Fixed: Every place that copies the friendly flag from one actor to another also
needs to copy the FriendPlayer.
- Fixed: In A_Chase(), a friend's selection of target based on who last hurt the
player did not take into consideration that a friend may have accidentally hurt
the player.
- Fixed: P_NightmareRespawn() did not copy a monster's custom translation to
its new body.
- Fixed: FMODStreamCapsule::Play() did not record the channel the stream was
playing on, so you could not change its volume during playback.
- Added the sucktime mapinfo option. This is the time, in hours, that the
player must play before the intermission tells them their time sucks. If this
is 0, then they cannot suck. If they do suck, their time is still shown
(unlike Doom) in the normal spot, with the suck above it. I had to shift the
positions of the time displays in the Doom intermission a little so that there
was room for the hour field. This is also retrievable with the GetLevelInfo()
command by passing LEVELINFO_SUCK_TIME.
- Fixed: Using the suicide cheat on the "end of game hell hack" on E1M8 would
infinitely loop because that sector type actually prevents you from dying,
but the cheat code was waiting for you to die.
January 27, 2005
- Added mouse handling to the testpolymost screen so that I can actually drive
it. That let me find a few more bugs in my port of the code that needed to be
fixed.
January 26, 2005
- Changed the Puffy actor (used by Heretic's weredragon/beast's fireball trail)
to do 0 damage. Similarly, A_LastZap() now sets the projectile it spawns to
do 0 damage so it can be once again like Hexen.
- Fixed: Picking up an ammo item for the first time with more than the max
amount for that ammo type would let you get more than the max.
- Fixed: Specifying a defaultmap in MAPINFO disabled lax monster activation
checking instead of deducing it from the game's Hexen/not-Hexen status.
- Fixed: Mirrors were accumulated to the WallMirrors list while viewing the
automap, so after you turned the map off, a few thousand mirrors could be
processed, resulting in a noticable delay before the view became visible.
- Added support for using the Teleport_NewMap class of specials with title maps
so that you can use more than one map as a title map. Using the gametype()
ACS function will return GAME_TITLE_MAP if the map is being used for a title
display instead of regular play.
- Added a fourth parameter to ThrustThing to accept a TID of something to
thrust.
- Fixed: Deactivating an actor mover without activating it first reset its
target's flags to 0.
- Fixed: Picking up two or more berserk packs only gave the red tinting for
the first one.
- Fixed: Monsters following a path entered their see state whenever they
reached a patrol point. I don't know what I was thinking when I did that.
- Fixed: Since pre-2.0.90 demos no longer play back, they should be rejected
without even trying to play them. Similarly, new demos need to be
recorded indicating they won't play back with earlier game versions.
Unfortunately, I didn't bump the demo version between 2.0.63a and 2.0.90, so
anything pre-2.0.97 won't play with 2.0.97, even though there's probably
no changes that would cause desynching between 96 and 97. Oh well.
- Fixed FBaseStatusBar::DrBNumber(Outer) to work when some of the big number
graphics are missing.
January 15, 2005
- Fixed: ACS cos and sin were using signed shifts when calculating the fineangle.
January 13, 2005
- Fixed: Instead of assigning the empty sound a basepriority of -1000,
S_StartSound() should not even attempt to play it.
- Fixed: FCanvasTextureInfo::Add() did not change the FOV when reassigning an
existing camera->texture mapping.
- Fixed: SetCameraToTexture did not check if the texture name actually existed as
a texture. It just assumed it did.
January 10, 2005
- Fixed: P_MorphPlayer() needs to set the player's momx and momy to 0, because
morphing doesn't maintain the player's momentum.
- Fixed: The Cyberdemon, SpiderMastermind, AlienSpectre*, Crusader, and
Programmer need MF3_DONTMORPH set. Otherwise, morphing them and killing them
before they unmorph will skip any of their special death actions. Technically,
the Inquisitor doesn't need it set, but he's a boss monster, so it seems best
if he can't be morphed. (For that matter, should any of the mechanical monsters
in Strife be morphable, since they're not organic?)
- Redid: Invnext and invprev wrap around the inventory list.
- Unmorphing a player now removes the weapon(s) they received in their morphed
form.
- Redid the dehsupp fix from March 22, 2002.
January 8, 2005
- Fixed: Dead players could still be morphed, at least with the morphme cheat.
I'm not sure if morph projectiles did it or not, but now they definitely don't.
- Added a call to SN_StopAllSequences() inside S_StopAllChannels(). This
prevents moving sector sounds from playing during the finale (and any other
time when sound effects were supposed to have been stopped).
- Fixed: R_DetailDouble() must not do anything when viewactive is false.
January 7, 2005
- Ported the polymost visualization code from Ken's prototype so that I can
verify the correctness of my C++ port. Which was not quite correct. :-(
January 5, 2005
- Fixed: R_SetupBuffer() calculated ylookup for the height of the screen, and
not the height of the render target. This meant using camera textures taller
than the screen would probably crash. But wait! There's more! new_visplane
must also allocate top and bottom arrays wide enough for any view, not just
the screen. So I decided to just make it allocate enough for MAXWIDTH.
- Removed some possible unused variable warnings spewed by GCC.
- Fixed: The parser for DEM_SUMMON(FRIEND) tested if type was NULL when it
should have tested typeinfo instead.
- Changed the actor defaults for GCC to use a function to initialize the
default actors instead of an initializer list. With newer GCC versions, I
can no longer count on variables being emitted in the same order they are
defined, so using an initializer list is impossible. This looks like it adds
~300k to the executable, which I suppose isn't too bad.
January 4, 2005
- Changed the object pointer offset lists to not be const when compiling with
GCC. Some versions and options cause GCC to try to initialize them at
run-time, even though they are read-only and therefor protected from
writing.
- Added Makefiles for building with MinGW. Since Chris did the hard part by
posting a Makefile for the main exe on the forum, I only needed to make
Makefiles for the auxilliary projects. And then I spent some time porting
ccdv to Win32, so the make output will look pretty.
January 3, 2005
- Fixed: The self-modifying code in tmap3.nas was still in the .data section
instead of .rtext, so it couldn't be used with data-execution prevention
enabled.
January 1, 2005
- Fixed: ParseDecorate() needlessly allocated new TypeInfo objects.
- Fixed: The status bar constructor did not initialize CPlayer. Thus, when
the Doom status bar's AttachToPlayer method was called it would not do
the proper face initialization if the status bar was freed and then
reallocated in the exact same spot. This bug didn't show up in the debug
build, because the debug CRT automatically fills newly freed and allocated
memory.
- Fixed: P_SpawnMapThing() does not need a special check for the Lost Soul.
December 24, 2004
- New: Instead of using a static image as a title, you can now use a map.
Just create it as normal, being sure to do something interesting with
scripting, and rename it TITLEMAP. It will load just like a normal map,
but it will behave like a title picture.
- Fixed: The intermission did not compensate for non-4:3 aspect ratios.
- Fixed status bar border for widescreen ratios other than 16:9.
- Corrected clean scaling calculations for widescreens.
- Changed: Giving a BasicArmorBonus now also multiplies the original amount
by the specified amount instead of just using the specified amount.
- Fixed: When P_SpawnPlayer() transfers a voodoo doll's inventory to the new
player, it also needs to transfer the InventoryID property so that items
picked up later won't receive the same ID as an item they already have.
- Fixed: ArtiPoisonBag::BeginPlay() did not call the superclass's version of
the function.
- Changed A_FireScreamReplace to A_FireScream. Now it plays the sound itself.
On a related note, moved A_ClericBurnScream to the start of the ClericBoss's
flaming death and changed the old instance back to A_Scream.
- Fixed: Forgot to delete some old code in AActor::Tick().
- Fixed: The second sidedef-only constructor for DScroller did not set up an
interpolation.
- Fixed: R_DrawSkyBoxes() initialized the clipping drawseg's siz values to
1<<31, which is actually INT_MIN, not INT_MAX!
- Fixed: Some properties were not properly transferred when unmorphing an
actor.
- Fixed: You got HOM around the status bar in widescreen mode if you didn't
scale the status bar.
- Fixed: You could use the down arrow key to select blank entries on the last
line in the video mode menu if that line was not full.
- Fixed: The backpack handled pickups for everything after you got one.
December 23, 2004
- Made the bottom of the viewborder visible when the status bar doesn't cover
the full width of the screen and no border would normally be visible.
- Added SetAmmoCapacity (str typename, int maxamount) and
GetAmmoCapacity (str typename) ACS commands. Also added the ACS log command.
It is exactly like printbold, except it prints directly to the console instead
of the middle of the screen. BTW, ACS has static local variables ala C now.
They are exactly the same as map variables, except they can only be used in
the script or function that defines them.
- Fixed some fullscreen pages to work properly with non-4:3 aspect displays.
- Fixed DCanvas::DrawTexture() so that all virtual sizes (not just 320x200wide)
work with non-4:3 aspect screens. (So long as the virtual size is 4:3.)
December 22, 2004
- Fixed: The backpack was not added to the player's inventory, although there
was code present to handle removing it from the inventory.
- Loading a BEHAVIOR without any scripts but with other content crashed.
- More revelations with the sprite splitting experiment: Drawsegs are not
always created when you might think they are. Probably the biggest problem
is when you look at a line straight-on, so you see the sectors on each side
of it but not the line itself. I conceded defeat and stuck an #if 0 around
the related code. If I or someone else want to revisit it later, it's still
there but inactive. I don't think it's worth the effort to make it work
properly. A z-buffer would be much easier, more reliable, and possibly even
quicker when there are a lot of two-sided lines in view. So the solution
seems obvious: Use hardware acceleration and let it worry about sprite
clipping. Or stick with the way things are and ignore it. :-) (Community
Chest 2, MAP15, building number 4 makes a great test-case for this, BTW.)
December 21, 2004
- Messed around with splitting sprites along drawsegs some more. This is far
from being as straight forward as I had thought. One unexpected problem I
realized: Most (if not all) of the sprites that stand on the ground are
actually sunk into the ground, but splitting sprites is not a win unless you
clip them to the floor and ceiling. So I tried bumping the sprites up so that
they are aligned with the bottoms of their actor so I could clip them to the
floor. Now it looks much better. When it works. Unfortunately, there are
lots of cases that still don't work properly.
December 20, 2004
- Added some code to split sprites along drawsegs.
- Changed the sprite-in-front of drawseg calculations. Now it compares inverse
Z values in screen space.
- Fixed: The MinotaurFriend targetted friendlies other than itself.
- Fixed: An actor's floorpic was not serialized by name.
- Fixed: Each piece of Hexen armor only gave you one AC.
- Fixed: Morphing a monster didn't copy the original monster's friendliness and
TID hating to the morphed version.
December 18, 2004
- Fixed: Slideshows in Strife are supposed to change the music to D_SLIDE.
- Fixed: Merchants played their greeting animation in place of their "yes"
animation. (Or rather, the greeting was played immediately after starting the
"yes" one, so you only saw the greeting.)
- Fixed: The Strife health bar texture assumed that the vial level would always
be non-negative. It can go negative if the player dies then cheats to give
themself health, but not enough for their real health to go positive.
- Fixed: Creating a fade-in-out hudmessage with a fadetime of 0 crashed, because
it assumed the fade-in time would always be positive.
- Fixed: Instead of calling G_StartTravel(), idclev should set the player's
health to 0, so the player will do a complete spawn on the new level.
- Fixed: DrBNumberOuter(Font) and DrINumberOuter drew the shadow from one digit
on top of the next digit.
- Fixed: The Doom HUD drew the selected inventory item on top of the secondary
ammo if both were present.
- Moved the DrawPowerups() call out of FBaseStatusBar::Draw() and into
DrawTopStuff(), so the Doom HUD key display won't cover them up
- Fixed: If you started flying and then pressed the land key, you wouldn't be
able to fly again until the Wings of Wrath wore off. This was done by changing
several checks for a player with MF2_FLY into checks for a player with
MF_NOGRAVITY. MF2_FLY just indicates that the player is using the Wings;
for the player to fly, MF_NOGRAVITY must also be set. If MF_NOGRAVITY is not
set, but MF2_FLY is, then the pressing +moveup/down reactivates fly mode.
- Changed the receipt of BasicArmorPickup so that the SaveAmount is multiplied
by the given amount (via the give cheat or ACS giveinventory) in order to make
it compatible again with earlier versions of ZDoom.
- Fixed: Picking up an armor bonus after using up your armor left you with
useless armor until you picked up a full-fledged armor item.
- Fixed: Even though voodoo dolls couldn't pick up items, they could still touch
them without pretending to be a real player and mess things up in the player's
inventory.
- Fixed: Strife's alien spectres did not execute specials attached to them upon
death, because they have MF_SPECIAL set.
- Changed the inventory left/light gems (that indicate if you have more items in
that direction) to blink with gametic instead of level.time, so now they can
blink while the game is paused.
- Fixed: You could use items while the game was paused.
- I just noticed the fighter's fist doesn't meet the edge of the screen when you
swing it. What's a good, clean way to handle this situation?
- Brought over the startup log viewer I had added for my Duke port. Unlike my
Duke port, however, this window is normally hidden and only shows itself when
a fatal error occurs. Now if something goes wrong during the startup
sequence, you can review the console log to try and figure out why. I tried
making it show up at startup as a sort of revival of the way the startup
process worked once upon a time in DOS land, but too much of the code now
requires the video to be one of the first things initialized and it just isn't
practical to rearrange things to make it init later.
December 16, 2004
- New: ZDoom.wad is now managed along with the source code.
December 15, 2004
- Added support for letterboxing, so people without widescreen displays can still
use widescreen modes without running in a window. Note that if the video card
enumerates any widescreen displays, then the game will assume they are displayed
as widescreen, even if they really aren't. Letterbox modes are automatically
generated from the existing 4:3 modes, but if an existing resolution already has
the same size, then that resolution won't be available in letterbox form. The
video modes menu displays LB next to any modes that are letterboxed, so you can
tell them apart without trying each one.
- Corrected widescreen displays for non-90 degree FOVs.
December 14, 2004
- Added support for 16:10 and (if vid_tft is true) 5:4 displays. Also rearranged
the video modes menu, removing the depth choice and replacing it with an aspect
ratio choice.
December 13, 2004
- Rewrote the interpolators to use a hash table instead of a linear array, for
improved insertion and deletion performance.
- Added interpolation for scrolling floors, ceilings, and walls. Floors especially
need it, because the lack of interpolation really sticks out when you're being
carried along by a floor that only moves at 35 FPS.
- Resolutions are now sorted, and you can pick widescreen resolutions if you play
in a window even if your don't have any fullscreen widescreen modes. (Yep, 16:9
modes are now supported.)
December 11, 2004
- Decided it's time to bring the goodness of Polymost to ZDoom. Stage 1 complete:
Convert the clipper to a stand-alone C++ class. Stage 2 to be completed some
time in the indeterminate future. There's really other things that I should be
doing right now, ne?
December 9, 2004
- Fixed: APlayerPawn::BestWeapon() did not know about the Tome of Power, so
when you ran out of sufficient ammo for your tome'd weapon, it could select
the untome'd version of that weapon, which would turn into the tome'd version
when it was raised, so you would be stuck in a cycle until the tome ran out or
you picked a different weapon manually.
- Fixed AMinotaur::Die() should have used a thinker iterator instead of an
actor iterator to look for minotaurs that are still alive.
- Added Graf's deltaviewheight fix for climbing stairs made of actors.
- Fixed up the pickup ammo amount for the BFG. (Was 100, should be 40.)
- Merged in Jim's ACS character array printing support.
December 6, 2004
- Fixed: Fog boundaries flashed with gunfire. That's wrong because foggy
sectors don't flash.
- Fixed: Masked textures in a skybox would determine their height from the
viewz used for the last skybox drawn instead of the viewz for the skybox they
belong to.
- Fixed: "*fistgrunt" was undefined, so A_FPunchAttack() was unable to play it.
- Fixed: Hexen players did not play their burn death sounds. Neither did the
cleric boss.
- Fixed: Thingcount should not count items in somebody's inventory.
- Fixed: AInventory::BecomeItem() did not remove the item's TID, so it could
still be manipulated by scripts even after being picked up.
- Fixed: CheckBossDeath() should consider frozen corpses as not dead, because
A_BossDeath() is not called until the corpse shatters.
- Changed APlayerPawn::Die() to use P_DropItem() to spawn a new weapon when
weapondrop is turned on instead of dropping the player's actual weapon.
- Fixed: P_DropItem() needs to clear the MF_NOGRAVITY flag because some Hexen
items have it set.
- Fixed: ArtiTeleport::Use() called P_UndoPlayerMorph with its player instead of
its owner's player.
December 4, 2004
- Updated the libraries and moved them out of src and into the base directory.
Now zlib is at version 1.2.2, libFLAC is version 1.1.1, and src contains only
the ZDoom-specific files.
- Updated to zlib 1.2.2.
December 3, 2004
- Fixed: 256 entries per column is not enough for dc_tspans. Each column should
have MAXHEIGHT entries available, because a column that alternates drawn/not-
drawn pixels each row will need one entry per row.
December 2, 2004
- Fixed playback of SPCs when spc_8bit is true. SNESAPU renders them unsigned,
but we need them to be signed. Also fixed: Altering spc_stereo and spc_8bit
while a SPC was playing could crash.
- Added new stuff to the alternate sound renderer: MMX CopyAndClip routine,
interpolated mixers, FLAC sample loading, streams, and slightly tighter
inner. So now it's a bit more of a realistic alternative to FMOD. All it
really lacks is MP3, Vorbis, and MOD support. The snd_interpolate cvar can
even select between linear (1) and quadratic (2) interpolation, so it can
sound better than FMOD, which only does linear interpolation.
I'd like to compare the performance of the new code with FMOD, but
unfortunately, I can't seem to figure out a good way to calculate % CPU used
by the mixer. My attempts lead to numbers that fluctuate quite a lot for
relative constant environments. At least it ought to be attractive to the
Linux folks if it gets modified to support SDL as well as DirectSound, even
if I have no idea how well it performs.
December 1, 2004
- Reorganized the sound interface code to make it easier to target multiple
sound renderers.
November 29, 2004
- Added the CTRL-X keypress for clearing the current console command line.
- Changed tab completion to be more Bash-like: When there is more than one
possible completion, and they all have a common prefix longer than what
has been typed so far, the full prefix will be filled in for you. (e.g.
Typing "sn[TAB]" will append "d_" for you because every command that
starts with "sn" also starts with "snd_".) Note that this only works if
you have the completion list turned on (con_notablist is false).
- Fixed: Only the first berserk pack you picked up would give you health.
- Fixed: Soul sphere played the wrong pickup sound.
November 25, 2004
- Added render-to-texture support to the engine. Using it requires you do two
things:
(1) Define a texture that can be drawn into. You do this with a line in
ANIMDEFS:
cameratexture <texture name> <width> <heigth> [fit <width> <height>]
e.g.
cameratexture CAMTEX1 64 64
Creates a texture called CAMTEX1.
cameratexture CAMTEX2 100 50 fit 80 50
Creates a texture called CAMTEX2. Its actual dimensions are 100x50,
but it will be scaled to fit into an area 80x50 units large.
cameratexture STARTAN2 64 64
Replaces the existing texture STARTAN2 with a new one that can be
rendered into. Since no fit size was provided, this new texture will
be sized to occupy the same space as the old STARTAN2 texture, which
is 128x128.
cameratexture STARTAN2 64 64 fit 64 64
Replaces the existing texture STARTAN2, but leaves the texture
unscaled by specifying a fit size that matches the real size.
Square textures use less memory than non-square textures. However, if
you want to use a camera that can see the texture it renders into, you
should use a non-square texture.
(2) Use ACS to identify which camera renders to the texture:
SetCameraToTexture (<camera tid>, <texture name>, <FOV>);
e.g.
SetCameraToTexture (100, "CAMTEX1", 90);
November 24, 2004
- Expanded the definition of local for such things as "localambientsound" so
that players will still hear the sound if they are looking through a camera.
- Added the summonfriend command.
- Made P_RandomChaseDir() truely random. The only real randomness it had before
was in deciding whether monsters preferred to go east or southeast.
November 20, 2004
- Fixed: AInventory::BecomeItem() must remove the actor from all the touching
sector lists. Otherwise, you can get crashes if a floor or ceiling in a
sector touching the item moves later.
- Fixed: Patrols only went to the first goal and then got stuck.
- Fixed: Recurssion when an unloading script tries to change to a different
map. The map change is already under way, so the script cannot start another
map change.
- Moved BasicArmor's PostBeginPlay icon fixing into Tick, so it can cope with
the "give armor" cheat removing the icon when the player already has armor.
November 18, 2004
- New ACS stuff:
bool playeringame (int playernumber);
Returns true if the player [0..7] is in the game and false if not.
bool playerisbot (int playernumber);
Returns true if the player [0..7] is a bot and false if not.
script <x> unloading
{
...
}
Executed by the level just before it unloads because the players are
about to move to another one. Everything up until the first latent
function will have a chance to execute. If the script needs to wait,
it will continue execution when the players return to the map. Since
this type of script is executed with the equivalent of ACS_Execute
and not ACS_ExecuteAlways, it can block itself from executing the
next time the level is unloaded if it hasn't finished with its
business yet.
script <x> (int playernumber) disconnect
{
...
}
This type of script is executed when a player disconnects in a
multiplayer game (including bots). THIS SCRIPT IS EXECUTED BY THE
WORLD, NOT BY THE PLAYER WHO LEFT. By the time the script is run,
the player is already gone, so you can't do anything to that player.
The number of the player who left is passed as the only argument to
this script.
- Selecting a conversation choice that stays at the same dialogue node no
longer moves the current selection.
- Added a gold display when talking to merchants.
- Fixed: Poison bolts shouldn't kill merchants.
- Fixed: An ActorMover didn't prevent the renderer from interpolating the
actor when it was moved onto the path to start off.
- Fixed: AInterpolationPoint::ScanForLoop() got stuck if the path looped, but
the initial point wasn't part of the loop.
- Fixed: Giving an interpolation point the ambush flag in an editor would
cause it to not join a path.
- Added Graf Zahl's fix for shootable walls with invalid sector tags that
some wads use to make things you can break. Also added a parameter to the
GlassBreak special that you can set to 1 if you don't want it to throw out
any shards.
- Fixed: MF3_NOTARGET should only be respected my monsters of the same
friendliness.
- Fixed: D'Sparil and the Heresiarch always summoned hostile helpers even if
they were friendly.
- Fixed: DCajunMaster::ThinkForMove() needed more NULL checks for the
player's ready weapon.
- Fixed: When using the Tome of Power, only the first weapon in a slot could
be selected with the slot command, because FWeaponSlot::PickWeapon() didn't
consider the powered-up version as a match for the current weapon.
- Fixed: If a player is telefragged and drops a weapon (or anything else), it
can mess up the floor/ceiling determination in P_TeleportMove() thanks to
the heavy reliance on global variables in the physics code. Those make it
very much non-reentrant.
- Fixed: Monsters did not activate player-cross lines when strict checking
was turned off.
- Fixed divide by 0 in the Hexen status bar's DrawKeyBar() method when the
armor slot increments are 0.
- Changed the ACS random command so you can specify the max and min as either
parameter. This fixes a divide by 0 when the maximum is one less than the
minimum (because now the maximum cannot be less than the minimum).
- Fixed PROP_FLY with SetPlayerProperty.
- Removed MF_NOBLOCKMAP from IceChunk, IceChunkHead, the Heretic imp chunks,
Meat, and Junk.
- Removed LEVELINFO_START_TIME, since it's useless outside of timedemo.
- Fixed log HUD messages (and print statements) were logged to the console but
not to the log file.
- Fixed scrolling bounds when automap rotation is on and follow is off. Issues
remaining: The grid in rotation mode only works well if follow is on, and
rotation is relative to the player rather than the center of the screen. I'm
tempted to just rewrite the whole map package to be more rotation friendly
(and be more modular so there could be multiple instances on the HUD, as was
requested a couple of times in the past).
November 17, 2004
- Corrected movement of the automap background when map rotate and follow are
turned on.
November 16, 2004
- Separated the drawing of HUD messages from the main status bar pass. Now HUD
messages that are meant to be drawn on top of the status bar are drawn on top
of the status bar.
November 13, 2004
- Fixed: Dehacked's PatchThing() needs to translate the old damage type flags to
the new damage type value.
- Changed AActor::Die() so it doesn't reset the target if the source is NULL.
- Changed A_CustomBulletAttack() and A_BulletAttack() back to getting their damage
type from the puff, like they (indirectly) did before.
- Added division/modulus by zero checks to all the PCD_DIV/MOD* p-codes.
- New SNDINFO command to deal with several Strife sounds: $singular <sound name>.
Use this, and only one copy of the sound will play *anywhere*. This is different
from $limit, which is distance based and can stop currently playing sounds. There
are actually a lot of singular sounds in Strife. I only chose to make a few of
them singular, in particular the alarm. TBD: Should new singular sounds cut off
an already playing copy or not play at all?
- Klaxon tweaks: Now klaxons clear off the LastHeard property using the same
recursion that sets it (with P_NoiseAlert).
- Fixed: G_DoReborn() could only fake as players 5-8 when playing Doom or Heretic.
- Fixed: P_SpawnMapThing() calculated the player number wrong for player starts > 4.
- Fixed: AWeapon::AttachToOwner() did not call the status bar's
ReceivedWeapon method.
- Fixed: Even though I fixed the A_CallSpecial parsing, I broke its handling.
November 5, 2004
- Corrected the pickup sounds for Strife items.
- Added the MF3_NORADIUSDMG flag to the Inquisitor so he won't kill
himself so readily.
- Fixed: Armorer hair color was wrong. (Cyan instead of gray.)
- Fixed: Starting the game from a fullscreen console with fullscreen false
prevented anything from being drawn, becaues the primary surface would be
lost by the time DDrawFB::PaintToWindow() was reached.
November 4, 2004
- Fixed: The C span drawers all drew 64x64 textures in row-major order
instead of column-major order. (They were correct for other sizes, though.)
- Changed the Oracle's spectre (#3) to have MF_SPAWNCEILING and not bob in
its spawn states. Now it behaves more like the Strife original despite
being defined even less like it.
- Increased the opacity of alien spectres to 66%.
- Fixed: A_ExplodeParms() checked against the size of AttackList instead
of ExplodeList, and it had the distance and damage type parameters to
P_RadiusAttack() swapped.
- Fixed player morphing crashing when using the morphme command in a game
that doesn't normally have morphed players.
- Made the Strife burning player more correct: You can run around for a bit
before collapsing, and then you stop flailing your arms around.
- Fixed: I forgot to change the prototype for the Soulsphere's Use function,
so it did nothing.
- Fixed: The AFourthWeaponPiece class destroyed the fourth weapon after giving
it to you if weapon stay was off.
- Fixed: Picking up a torch or light amp while invulnerable cancelled out
the special colormap for the invulnerability effect.
- Fixed: In Doom, you didn't raise your weapon at the start of a new game if
you had neverswitchonpickup on.
- Added the ChangeSky ACS command so that I can remedy another slight Strife
problem: The sky on all maps should become gloomy after killing the
Programmer.
- Fixed: The post-closing Strife slideshow music should be D_FAST, not D_INTRO.
- Fixed: The opening Strife slideshow is supposed to play D_INTRO, not D_DARKER.
- Changed Ceiling_LowerAndCrush so that it uses the same speed for down and
"up", so crushers that stay down can slow down when they hit something. Fixes
the Templar crushers on Strife MAP12.
- Fixed: In Strife, crushing ceilings that don't go back up are supposed to
go to the floor.
- Fixed: Strife linetype 180 didn't copy the sector properties.
- Fixed: Strife instant death sectors were not implemented for the player, and
the damage done by sector type 4 (strobe and hurt) was wrong.
November 3, 2004
- Fixed: Talking to friendly PCs made them hate you.
- Fixed: When P_SpawnPlayer() moved a voodoo doll's inventory to the new
player, it didn't fix the items' Owner links.
- Fixed: AAmmo::HandlePickup() didn't check for a NULL ReadyWeapon when
picking up ammo that you had previously run out of.
- Fixed: New check in PlayerLandedOnThing() prevents both *grunt and *land
from being played if they are defined as the same sound.
- Fixed: The minimum velocity P_ZMovement() checks against to decide if your
view should be squatted should not vary with gravity. Same for grunting in
PlayerLandedOnThing().
- Fixed: The Archvile and Boss Brain did not transfer their friendliness.
- Fixed: Animated door Open/CloseSounds were left uninitialized if the
definition didn't specify them.
- Fixed: AMageStaffFX2::SpecialMissileHit() did the wrong damage type.
- Fixed: Forgot to change the prototype for the Megasphere's Use function.
November 2, 2004
- Added HUDMSG_FADEINOUT style HUD messages.
- Added the GetLevelInfo ACS command, which can be used to collect information
before jumping to an intermission-style map.
- Added support for loading 1, 2, and 4 bit PNG images.
- Merged in Graf Zahl's customizable animated doors submission.
- Added the sound effect for Strife's mask powerup.
- Reimplemented water-breathing with the iron feet.
- Fixed: Closing doors made frozen corpses disappear instead of shatter.
- Added fire and disintegration deaths for the Strife player.
- Removed MF2_ICEDAMAGE, MF2_FIREDAMAGE, and GetMod() from AActor in favor of
a DamageType property.
- Fixed: Masked textures visible through multiple skyboxes would be rendered
multiple times.
- Fixed: Skybox planes were drawn in front of any masked textures behind them.
- Fixed: Strife's armor is auto-activated when you pick it up only if you don't
already have some in your inventory.
- Fixed: The ACS ClearInventory command should leave undroppable items in place,
but there is a special exception to zero out the armor slots for a HexenArmor
item, which is almost the same as removing it.
November 1, 2004
- Fixed: ArtiBoostArmor didn't work in Hexen.
- Fixed: Hexen players need to start with HexenArmor in their inventory, or else
they won't get their class-specific armor bonuses until they pick up other armor.
Since each player must start with HexenArmor, that means I can make a fifth slot
to hold their class armor and get rid of GetAutoArmorSave(), GetArmorMax(),
and GetArmorIncrement() and make the armor handling somewhat more homogenous.
- Disabled left-right aiming when autoaim is 0.
- Added support for the newer version of the Strife Teaser that everybody but
me seems to have downloaded.
- Changed rail handling to be closer to Strife's: If you approach the rail from
the low side, you can jump "into" the railing. This is still better than
Strife's approach, which lets you jump into rails from either side. It's needed
to get out of an area on MAP04, and possible others as well. Unfortunately, it's
really ugly behavior and will probably be reported as a bug by somebody who
doesn't know why he got stuck in a rail.
- Fixed: P_ChangeSwitchTexture() did not set a value for *quest if no switch
textures were found on the sidedef, so you could get random stat increases in
Strife by breaking two-sided glass lines if only one side of the line had a
"switch" texture.
- Improved the wandering behavior of friendly monsters. Now they use the actual
chase states instead of the look states, so they animate naturally.
- Fixed: P_RandomChaseDir() thought angles were sorted in the wrong order, so it
never picked a random chase direction.
- Fixed: I forgot to flag the DoomPlayer as friendly.
- Added the friendly flag for use in DECORATE.
- Fixed: AWeapon::CreateTossable() let you drop sister weapons independantly from
each other. It should only create a tossable version of the primary weapon and
make the other one go "poof."
- Fixed: Shadow Armor used the same invisibility powerup as Doom. It should be
a separate one, because Strife doesn't have the fuzz effect.
- Fixed: Strife uses a LINEHEIGHT of 19 for its menus, not 16 like Doom. There are
also a few other positional differences between the menus.
- ZDoom now offers the exact same translation tables as Strife, which change the
colors for more than just the player's suit.
- Changed P_RadiusAttack() so that anything that does fire damage does not thrust
the thing it hurts vertically. This fixes the phosphorous grenades' fire.
- Fixed: The Strife grenades should have MF3_CANBOUNCEWATER set so they can bounce
off liquid flats. They're not like Heretic bouncers in this respect.
- Fixed: Strife liquid flats *do* clip sprites ala Heretic/Hexen. I did not
know that. That means the StickInWater also needs to have MF2_FLOORCLIP set.
That also explains why WaterfallSplash doesn't show up in Strife.
- Fixed: StrifePuff should use the same actor-hit animation as StrifeSpark. They
only differ by their non-actor-hit animations.
- Fixed: The surgery kit ought to give you full health, not 100 health.
- Fixed: Flying mini-missiles used the wrong states from StrifePuff.
- Fixed: G_PlayerReborn() only gives the default inventory to the first copy of a
player in a level, which means a voodoo doll can get the inventory, while the
real player gets nothing. P_SpawnPlayer() must check if the player already had
an actor spawned for it and if so, transfer the old actor's inventory to the new
actor.
- Fixed: R_InitFuzzTable() is the wrong place to initialize fuzzviewheight.
- Fixed: The "give armor" cheat gave you the wrong armor.
- Fixed: The Dehacked ammo parser didn't calculate new BackpackAmount and
BackpackMaxAmount values.
- Fixed: A_CheckReload() still had AltFire and PrimaryFire swapped.
- Fixed: The NULL weapon check in P_CheckWeaponFire() was in the wrong spot.
- Fixed: The give cheat gave you X number of item instances instead of just setting
the item's Amount field. The same goes for ACS's GiveInventory command.
October 30, 2004
- Fixed: G_StartTravel() should only affect living players. Otherwise, the body of a
dead player will replace the live body that was spawned on the new level and the
player will stay dead.
- Fixed: Strife line type 188 needs to be repeatable so you can cross over it without
QuestItem16 and then cross over it again later with the item for it to have effect.
This opens the door to the castle.
October 29, 2004
- Fixed: The idclev cheat needs to call G_StartTravel().
- Added a BackpackAmount and BackpackMaxAmount to the Ammo definition, so the amount of
ammo received with a backpack can differ from the amount picked up from a base ammo
item, and so the max amount can be configured too.
- Fixed: If you already had enough of something a merchant tried to give you, you would
get both the "enough" response and the affirmative response.
- Fixed: The Sigil was draining armor and not just health.
- Fixed: The Oracle's spectre wouldn't immediately chase after you if you killed the
Oracle with a dagger, and it wouldn't aggressively attack until you attacked it.
- Fixed: Strife floater blocking lines were not properly translated.
- AActor::DropInventory() now clears the MF_NOGRAVITY flag, since several Hexen items
had the flag set.
- Fixed: Not coop/deathmatch thing flags in BOOM maps did not work. MBF's friendly flag
wasn't handled either.
October 28, 2004
- Fixed: The player's inventory was wiped out when switching levels in deathmatch. The
player needs to be reborn every time they are spawned in a deathmatch game so that
they can get the default inventory.
- Fixed: P_ThingProjectile() should set the spawned thing's speed only if it is truely
a missile.
- Fixed: FindMostRecentWeapon() failed if a tome-ed weapon was ready.
- Fixed: AInventory::GoAway() returned false for items that should stay.
- Fixed: The flags for maplinedef2_t were signed. They were correctly unsigned for
maplinedef_t.
- Fixed: Ripper didn't set its death state.
- Fixed: GoldWandPuff2 should inherit from GoldWandFX1, not GoldWandPuff1.
- Fixed: AWeapon::CheckAmmo() thought you had enough ammo to use a weapon's alternate
fire mode if it didn't have an alternate fire. Hence, you could e.g. select the poison
crossbow right after receiving Strife's crossbow, even if you didn't have any poison
bolts.
- Fixed: The StrifePuff had the hit actor and hit wall states swapped.
- Fixed: APigPlayer::ActivateMorphWeapon() didn't check if you already had a snout.
- Fixed: The +moveup and +movedown keys only worked under water.
- Fixed: G_FinishTravel() needs to check for NULL duplicate players, which can happen if
a start spot doesn't exist for the player on the new map.
- Fixed: Puzzle items did not define their own use sound.
- Fixed: Most of the Doom powerups were stackable.
- Fixed: The fuzzy column drawer did not correctly clip the bottom of the posts to the
screen bottom of y-doubling was turned on.
- Fixed: The chainsaw's UpSound was mis-spelled as "weapos/sawup".
- Fixed: FindMostRecentWeapon() called P_SetPsprite to drop the old PendingWeapon.
But since it was a PendingWeapon, this meant it wasn't actually visible, so doing so
would change the weapon sprite. Worse, this function is only processed locally, so
it could mess up multiplayer and demos. Now A_Raise() checks for a pending weapon and
starts the current one dropping if it finds one.
- Added a NULL name check to FFont::FindFont() and FWadCollection::CheckNumForName() to
fix Daedalus crashing immediately. To fix it for real, the FBehavior constructor needs
to call UnencryptStrings() before calling FindLanguage(). Otherwise, none of the
strings are available.
- Fixed: Weapons you dropped magically had ammo, so you could cheat by dropping your
weapon and then picking it back up to give yourself more ammo.
- Fixed: DCanvas::DrawTexture() called NetUpdate() when a menu was open. This is bad
because it can cause menu keypresses to be processed during the menu's drawer
function. Specifically, the case that brought the badness of this to my attention
was the Strife conversation menu. If a choice was made while the menu was being drawn,
it would alter the data used for drawing the menu, and it could crash. This is probably
also why the screenshot in the load menu would sometimes disappear after selecting a
game.
October 27, 2004
- Fixed: AM_drawThings() drew bounding boxes in the wrong locations if am_rotate
was false.
- Did some miscellaneous GCC 3.4 cleanup.
- Moved the project files out of the src directory and into the base directory.
October 26, 2004
- Fixed: AHealth should have a default MaxAmount of 0, not 100, so it maxes out at
whatever the player's current max health is.
- Fixed: Using Dehacked to make an ammo-less weapon use ammo left the AmmoUse1
property at 0.
- Fixed: A_CallSpecial() parsing was broken.
- Fixed: The peasants are not all the same speed.
- Fixed: A_AcolyteDie() was incomplete.
- Fixed: Light green and blue acolytes are supposed to have 60 health, not 70.
- Fixed: Changing Dehacked MaxArmor did not update ArmorBonus. Changing Dehacked
MaxSoulsphere did not update HealthBonus.
October 25, 2004
- Fixed: A_KlaxonBlare() used threshold when it should have used reactiontime.
- Fixed: The KlaxonWarningLight from Strife should not have its initial tic randomized,
so all the klaxons in a level can stay synchronized.
- Fixed: A_ItBurnsItBurns() didn't set the death sound to the burning death sound.
- Fixed: The "peasant/death" sound no longer links to all three death sounds, just the
first one, because that's the only one Strife actually played.
- Fixed: AActor::DropInventory() needs to call P_TryMove() on the dropped item, or
sector information might not be filled out correctly.
- Fixed: After changing item dropping to start the item out as not-pickup-able,
A_Beacon() was no longer able to clear the MF_SPECIAL flag, because AInventory::Tick()
would set it again. A_Beacon() needs to set DropTime to 0 as well.
- Fixed: The final frame for ExplosiveBarrel2 was fullbright.
- Fixed: If a powerup was blinking and you used an item to restore it, APowerup::
HandlePickup() would restore the powerup without actually using the item.
- Fixed: AInventory::Tick() and AInventory::CreateTossable() now handle solid items
(specifically, the Degnin ore).
- Fixed: ASigil::SpecialDropAction() now gives a Sigil piece to every player in the
game. Previously, it tried giving it only to whoever the Sigil dropper was
targetting. If the monster was killed quickly enough, it was possible for it to
be targetting nothing at all. And there was also the possibility for it to be
targetting a non-player.
- Added a NULL player check to AWeapon::AttachToOwner().
- Added IF_ALWAYSPICKUP for auto-activated items that you can have a maximum of 0 of
(such as the armor bonus), so you can take them off the map even if you don't really
need them. AHealth::TryPickup() also uses it for the Doom health bonuses.
- Fixed: Doom HUD crashed when trying to draw an inventory item without a valid icon.
- Fixed: ArtiBoostArmor tried to give the player BasicArmor instead of a
BasicArmorBonus when not playing Hexen.
- Fixed: A_FireCGun() could crash if the weapon's state was before the first
attack state.
- Fixed: Monsters always activated player-cross lines.
- Changed ArtiInvisibility to give you the newly added PowerGhost instead of
PowerInvisibility. Now you can use both types of invisibility without being
restricted by whether or not you are playing Heretic.
- Fixed: I forgot to make PowerupGiver's EffectTics do anything. Also added
BlendColor to PowerupGiver at Graf's suggestion.
- Fixed: I forgot to add IF_PICKUPFLASH for the Speed Boots and Tome of Power.
- Changed P_DamageMobj() so that spectral entities are subject to non-spectral
damage if the damage amount is one million or more. This lets P_Massacre()
kill them.
- Fixed mobj_statenames[] array in thingdef.cpp
- Fixed: I forgot to add a case for ADEF_MinMissileChance in infodefaults.cpp.
October 21, 2004
- 2.0.91 time, just so people stop posting the same crash log.
- Added a pickup delay after dropping, but it still seems to be problematic.
- Fixed: Classic BEHAVIOR lumps weren't having their scripts sorted.
- Fixed: P_TestActivateLine() always returned false for SPAC_MCROSS lines if the
ML_MONSTERSCANACTIVATE line was not set.
- Fixed: A_Wander() now clears the MF4_INCOMBAT flag, so you can talk to peasants
after fighting in their vicinity. Strife does not clear this flag there, nor do
I know if it ever cleared it anywhere.
- Fixed: AInventory::GoAwayAndDie() left the MF_SPECIAL flag set, so it was possible
for a player to try to pick up the item in the next tic before it destroyed itself.
- Fixed: AHealthTraining::TryPickup() ignored its superclass's return value.
- Fixed: Intermission screen tried to show post-E3 maps in Heretic.
- Fixed: Now that FWadCollection::FindLump() ignores lumps outside the global
namespace, skins couldn't be loaded.
- Fixed: PROP_Weapon_YAdjust used an unsigned byte, so negative yadjusts didn't work.
- Changed the size boxes around actors in map cheat view into a real feature instead
of something I quickly threw in for debugging. It's now accessed with am_cheat 3
and works properly with rotating maps.
- Fixed: FActorInfo::BuildDefaults() checked ADEF_SkipSuper as a byte instead of
a word.
- Fixed: The artifact flash was not cleared from the Raven status bars when the
last item was used.
- Fixed: A_CustomBulletAttack tried to use A_CustomMissile instead.
- Fixed: New flag4 names in thingdef.cpp.
- Fixed: Cyberdemon was MF4_LONGMELEERANGE instead of MF4_MISSILEMORE.
- Fixed: Fullscreen inventory bar positions were wrong in Doom.
- Fixed: Hexen armor was quite broken.
- Fixed: S_StartSound() no longer tries to play sound ids below 0.
- Fixed: Terrain splash sounds were initialized to -1 instead of 0.
October 20, 2004
- Time to release 2.0.90, I think?
- Added some Strife keys to the controls menu.
- Did more work on the Strife status bar. I think it's feature complete now.
- Finished reimplementing the Heretic status bar.
- Made cholycount, mstaffcount, and flamecount local to the weapons that use them
instead of the players who fire them. The rain1 and rain2 members are now stored
in the shooter's inventory instead, so it should be safe to use the rain with
monsters.
October 19, 2004
- Added extrapolation for the Strife popscreen scrolling.
October 14, 2004
- Fixed: Using -warp with an ExMy game and only providing the map number only worked
if -warp wasn't the last parameter on the command line.
- Updated some powerup-related code for the new inventory system.
October 12, 2004
- Fixed: Quitting a game and returning to the title screen would not zero the
palette blend.
- Fixed: Missiles disappearing on horizon lines were still exploded.
October 8, 2004
- Added a scrolling effect for switching between pages in the keys pop screen.
October 6, 2004
- Fixed: Missiles with MF2_BOUNCE2 set did no normal damage.
- Added particle blood for the Heretic/Hexen blood functions.
- Added a fix for negative row offsets to non-power of 2 height textures.
- Continued my R_FakeFlat() fix from yesterday: It didn't copy the control sector's
lighting either.
- LEVEL_SWAPSKIES is now ignored if LEVEL_DOUBLESKY is set.
- Fixed a possible crash in SC_GetString() if whitespace is the last character(s)
in a script.
- Fixed the sliding along diagonal walls behavior in P_HitSlideLine() so that it
uses correct math. (from code submitted on the forum)
October 5, 2004
- Removed MF_NOBLOCKMAP from ColonGibs, SmallBloodPool, BrainStem, and BloodPool. I
can't see any good reason for them to have this flag set.
- Fixed: player_s::Serialize() set PendingWeapon to WP_NOCHANGE. I have no idea why.
- Added a playing of "minotaur/attack3" to A_MinotaurAtk3().
- Fixed: R_FakeFlat() did not set FakeSide to FAKED_BelowFloor when viewing a
fake plane with SECF_CLIPFAKEPLANES and SECF_FAKEFLOORONLY set and the fake floor
was above the real ceiling.
- Fixed: DArgs::GatherFiles() would hang on files with unexpected extensions.
- Autostarting games (i.e. co-op) of Hexen now use the map set as the first map,
so you can play co-op Deathkings without knowing Deathkings starts on MAP41.
- Added range checks to C_DoKey(), C_ChangeBinding(), and C_GetBinding().
- Fixed integer overflow in P_SetSlope() for very extreme slopes.
- Stopped outputting the exception information to the crash log for an
EXCEPTION_ACCESS_VIOLATION when run under a pre-NT kernel, because those seem to
fill it with 0xFF instead of anything meaningful.
October 4, 2004
- Fixed: The mace death ball did full damage to teammates.
- Fixed: The font translation builders counted the transparent color as a visible
color and erroneously included it in the calculations, making every range lighter
than they should have been.
- Fixed: Giving the player a weapon when they were not already using one would not
bring the weapon up. (Note: Not bringing the new weapon up if the player is
already using a weapon is normal behavior.)
- Fixed: PickNextWeapon() and PickPrevWeapon() crashed when the player had no
ready weapon.
- Changed MakeKey to return a value of 0xFFFFFFFF for NULL strings.
- Changed the centerview command to send a DEM_CENTERVIEW event instead of using the
ticcmd_t structure to do it. Now it works while the game is paused.
- Changed particle visibility calculations so they use r_SpriteVisibility instead of
a separate variable pre-multiplied by 2. So now there is no r_ParticleVisibility
to overflow.
- Removed the 3-digit restriction on large fullscreen HUD numbers.
- Fixed: G_LoadGame() did not check for a NULL name.
- Added the -nojoy command line parameter to disable the enumeration of joysticks,
effectively disabling joysticks regardless of the use_joystick cvar.
- Reduced the maximum FOV from 175 to 170.
- New: With the (non-overlayed) automap on, a cut-down rendering process is performed
so that the automap can update while you move around.
- Fixed the switch and animation parsers so they can use overridden textures.
- Changed the warp command so that it gets sent across the loopback device.
- Changed the default item respawning behavior so that the dmflag is observed in all
multiplayer games, not just deathmatch.
- Fixed: Thing_Projectile did not set the projectile's speed.
- Fixed: The banishment device did not work on non-monsters. Normally, that's okay,
but it didn't work on players either.
- Fixed: Ambient sounds in Doom-format maps could prevent players from spawning.
- Fixed: The scripted version of Scroll_Texture_Both now checks to make sure the
specified line side is valid.
- After P_SetupLevel() calls P_LoadThings(), it now sets the healths of the players
to match their actors, in case their voodoo dolls were were fragged during the
spawn process. (Plutonia MAP06)
- FindShortestTextureAround() and FindShortestUpperAround() now return the height of
the null texture if none of the sector's side have a corresponding texture.
- Changed the minotaur drops so that (1) Minotaur always drops and (2) MinotaurFriend
never drops.
- Added a dummy actor with doomednum 32000, so Doom Builder's camera won't show up
in maps.
- Added a minimum screen size of 320x200 to the Win32Video mode enumerator.
September 29, 2004
- Removed the bStaticName texture flag.
- Added support for autoactivating items with a MaxAmount of 0. This lets me use the
same armor classes for Strife (which can stack armor) and Doom/Heretic (which cannot
stack).
September 28, 2004
- Merged in my the old Linux changes I made just after releasing 2.0.63.
September 7, 2004
- Stopped "*** SOUND DEBUG INFO ***"'s flashing.
- Changed the default resolution from 320x200 to 640x480.
- Added some sound precaching now. Sounds that are stored in an Actor's members
are now loaded at level load time, and those that aren't are unloaded. Is this
enough or should I also scan scripts for strings that could be sounds?
- Fixed a bug I added when I fixed the palette scrambling just after switching to
fullscreen mode. The WM_PALETTECHANGED message could be received during a drawing
operation, but it was still handled immediately anyway. So after doing that, the
screen would no longer be locked, and drawing operations would be referencing a
NULL pointer. Now the reosurce freeing and restoring waits until the next Lock call.
August 31, 2004
- Fixed: The vampiric mode of the serpent staff brought you down to 100 health if you
were over it.
August 25, 2004
- Fixed: PIT_CeilingRaise would move overlapping things that did not have MF2_PASSMOBJ
set.
- Fixed: Selecting an episode not present in the shareware Heretic told you you needed
to buy Doom.
- Fixed: PTR_UseTraverse didn't consider ML_BLOCKEVERYTHING lines to be blocking.
- Fixed: PTR_AimTraverse didn't consider ML_BLOCKEVERYTHING lines to be blocking.
- Fixed: After pressing +use to load a save game after you die, +use would still be
down after the load finished, and you could open doors immediately. Nasty if there
was some mean thing behind the door all set to kill you.
- Fixed: Sector special transferring moving floors also copied a sector's secret flag.
- Changed the player setup menu to use the arrow cursor instead of the skull cursor.
- Changed FWarpTexture::MakeTexture() to allocate a temporary buffer instead of using
a fixed sized 256-byte one.
- Changed sprite flipping so it flips the sprite's left offset too.
- Fixed: You could use items on the intermission screens between levels.
- Changed the ACS thingsound command to use CHAN_AUTO like the other ACS functions.
- Fixed: Flying things could get stuck inside rising floors.
August 14, 2004
- Fixed sign problms with door light tags.
- Fixed: PIT_CheckOnmobjZ()'s "under thing" check used < instead of <=. This
is why falling stacks of monsters would get stuck and be unable to move.
August 10, 2004
- Added support for drawing masked and translucent flats that are part of
a stack. The amount of translucency is controlled by the first argument
of the 9077 and 9078 things. At the moment, this is only for unsloped flats.
July 29, 2004
- Added checks in AAmbientSound::(De)Activate so that you can't activate it
when it's already activated or deactivate it when it's already deactivated.
- Fixed: addmenukey did not ensure that the ControlsMenu.items pointed to the
first entry of CustomControlsItems, so if you added too many controls and the
array needed to resize, the ControlsMenu would no longer point to valid data.
- Did some fullscreen palette work now that I somehow ended up with a program
that _always_ blows up my palette within a second of switching to fullscreen
mode. Now when the game receives WM_PALETTECHANGED messages from other windows
while it's fullscreen, it immediately queues up a palette update event to
undo what the other window did. Other programs shouldn't be messing with
the palette when they don't even have the focus, but this obviously doesn't
stop them from doing it anyway. :-( Hopefully, this makes vid_palettehack
obsolete. Also added vid_showpalette cvar to draw the palette to the screen
for debugging purposes. Thanks to that, I can see that the first and last 10
colors are being kept at the standard system palette colors after some other
program alters the palette in fullscreen mode, and no amount of
IDirectDrawPalette::SetEntries() calls will change them. I need to release
and recreate my surfaces and palette, or I won't be able to touch them.
- Added separate rgamma, ggamma, and bgamma cvars to control the gamma of
individual color components in fullscreen mode. These are multiplied to
with the gamma cvar, so that cvar still controls the overall gamma. I need
this because my monitor is extra green, and the drivers don't gamma adjust
paletted displays for me.
July 28, 2004
- Stopped using FSOUND_Sample_Upload for everything. It seems to be even more
broken with the latest FMOD.
July 26, 2004
- Added a NULL pointer check to the main P_TraceBleed function that takes a
target, because D-ONAHD can cause this to happen some times when the imps
shoot their BFGs in A_BFGSpray. So linetarget also gets copied to a local
variable before being used in A_BFGSpray, since P_DamageMobj apparently can
change it.
- Updated the FakePickup and DehackedPickup classes so that they work with the
new inventory system.
- Added coop starts 5-8 for Strife because they're on the Bishop's Tower map
for some reason.
- Finally added the special deathmatch logic for the enemy-finding used by
rebels spawned from a teleporter beacon.
July 22, 2004
- Fixed the default Heretic MAPINFO: The episode 5 maps are supposed to play the
music from episode 2 (not 1), and the episode 6 maps didn't have any music at
all.
- Fixed: The Heretic ambient sounds were off by one.
- Changed the default for opl_freqeuncy to 49716, since that's the rate the
chip actually played at in SoundBlaster/AdLib cards, and the emulator performs
very poorly when it needs to downsample. Also added new OPL frequencies to
choose from in the menu.
- Fixed: OPLmusicBlock::ServiceStream could crash on non-looping songs, because
the return value FALSE was never passed along to tell FMOD to stop the stream.
July 19, 2004
- Changed DDrawFB::LockSurf so that a result of DDERR_UNSUPPORTEDMODE when
trying to recreate a surface is non-fatal. The game should now be able to
survive a screen saver and power suspend.
- Reimplemented the key display on Doom's status bar.
July 16, 2004
- Reimplemented the Hexen status bar's key bar. Also improved the status bar so
that it can show ammo from other games.
- Fixed the ammo and key displays for Heretic's status bar. Plus, now Heretic's
status bar will properly update when you lose a key, which it didn't before.
- Reimplemented the invulnerability powerup.
July 15, 2004
- Fixed: Morphing a monster and then using the kill monsters cheat would crash
because the original unmorphed version would be destroyed, then when the
morphed one died, it tried to destroy the original again, because the
pointer hadn't been set NULL yet. Since the actual crash is from unlinking the
actor twice, AActor::Destroy() now sets MF_NOSECTOR and MF_NOBLOCKMAP after
unlinking an actor.
- Fixed: Trying to use "-" as a sky with MBF's 271/272 linetypes crashed. Now
it ignores the control line and just draws a normal sky.
- Fixed: G_DoReborn() needs to do a complete new game, not just a reload of the
current map, if the player is dead and wants to respawn without a most recent
save.
- Changed FWadCollection::FindLump() so that it only returns lumps that are in
the global namespace. Now it won't return lumps that got moved into a skin
namespace. On a related note, FWadCollection::SkinHack() now prints a warning
when it thinks it finds a skin wad with maps in it.
- Fixed: The "you are here" marks on Heretic's inter-level maps were no longer
drawn.
- Updated to FMOD 3.73.
July 14, 2004
- Moved the full-screen HUD coordinate logic out of FBaseStatusBar and into
DCanvas::DrawTexture. This is so that powerups can draw their status icons
themselves without needing to hook into the status bar.
- Reimplemented the Tome of Power.
- Removed DCanvas::DrawPageBlock().
July 13, 2004
- Fixed positioning of ML_DONTPEGBOTTOM for lower textures. Putting a sky
ceiling on both sides of the line always makes unpegged positioning
relative to the back sector's ceiling, not just when the back ceiling is
above the front ceiling.
- Fixed: Saving a game would momentarily stop floatbobbers from bobbing.
Since actors have a FloatBobPhase member, their height doesn't need to be
adjusted when serializing them. (However, since the adjustment just gets
undone, I'm not sure why it was a problem.)
- Fixed 16-rotation sprites so that the rotation boundaries are where you would
expect them to be.
- Re-Fixed: CT_Drawer could try drawing the scoreboard when deathmatch is
true, but you hadn't started a game yet.
- Added the inverse video flash when firing the Sigil.
- I don't know why the Oracle's spectre is able to teleport across its
monster blocking lines, so I've given it the MF3_NOBLOCKMONST flag.
- Translucency of things in Strife has been corrected. Strife uses 25%/75%
translucency. Walls are 75% and it's flipped to 25% for sprites. However,
the spectres are really hard to see, so I've given them 33% translucency.
- Added genuine Strife falling damage. It is extremely unforgiving, so you'd
better try not to fall too far while playing Strife.
- Added the yellow and red colors for the Strife health bar when your health
drops to 20 and 10 respectively.
July 12, 2004
- Finished a play through of Strife, from beginning to end. (Woohoo! It works!)
Now to finish the things that aren't quite right...
- Miscellanoues Strife bug fixing.
July 10, 2004
- The eight SPAC type has now been assigned: SPAC_PTOUCH, for when projectiles
either impact or cross a line. Strife line type 182 needs this.
July 9, 2004
- Miscellaneous Strife fixing.
- Better support for not having a ready weapon at all.
- Changed the Sigil to use the normal weapon sprite instead of the flash
sprite to show how many pieces you have.
July 8, 2004
- Fixed: Interpolations were not cleared when loading a brand-new level.
- Added support for snesapu.dll 2.0, which happened to be as simple as
changing the version check, since none of the changes from 1.01 affect
the functions I use.
July 7, 2004
- "Fixed:" Missiles that moved perfectly vertical would do no damage. Now
missiles without any x/y velocity are given a very small x/y velocity so
that they are not quite moving vertical.
- Added the GetSigilPieces() ACS command, which returns the number of Sigil
pieces the activator has obtained.
- Added a third parameter to Teleport_NewMap that, when set to TRUE, will
cause the player to keep their current facing when they move to the new map.
- Added the Hexen intermission text between hubs that I had forgotten about.
- Added map redirects, so if a player is carrying a particular item, they go
to a different map instead. (Used for Strife maps 3 and 7.)
July 6, 2004
- Added support for the teaser version of Strife. It seems to be based on an
older version of Strife than the one that was released to retail, so the
mobjinfo list is different, the dialogues are slightly different, and some
items have different names. The Teaser is fully playable.
June 30, 2004
- Added Strife's fire and disruptor deaths.
- Corrected the missile attack chances for the Strife monsters.
June 26, 2004
- Added Strife's breaking glass.
June 25, 2004
- Added a fix for Strife's LASERB01 texture. The Doom renderer ignored patch
y offsets on masked mid-textures, so it got drawn as if the beam was at the
top of the texture instead of the bottom. The "fix" is to adjust the rowoffset
of the sides that it appears on.
June 24, 2004
- Made some corrections to the Strife blood and bullet puffs.
- Removed the global variable PuffType. It's now a parameter to those
functions that use it. HitPuffType is also gone, because giving a puff a
CrashState can make the same distinction.
- Added Strife's scanner.
- Added Strife's targeter, although it's kind of a useless item when the
player can just go to the options menu and turn on a crosshair.
June 23, 2004
- Added th IF_INVBAR flag so that only selected items show up on the inventory
bar.
June 21, 2004
- Removed the soundtarget sector property and made it an actor property. Now
newly spawned actors won't wake up if you happened to make noise near their
spawn point earlier.
June 20, 2004
- Fixed: A_FreezeDeathChunks could divide by zero for very small actors.
- Fixed: The EndPic "map" in mapinfo didn't work. It always tried to show the
graphic "endseq" instead of what was specified in MAPINFO.
June 19, 2004
- Finished adding all of Strife's slideshows.
June 18, 2004
- Removed F_DrawPatchCol, since DrawTexture can do its own clipping.
June 15, 2004
- Added the Sigil, except for the inverse colors when shooting it. Does anyone
else think its fourth mode really weak compared to the third and fifth?
June 10, 2004
- Moved the chicken speed mods out of P_MovePlayer and into
AChickenPlayer::TweakSpeeds.
- Added a check for NULL cameras to the very end of CT_Drawer() where it checks
to see if the scoreboard should be shown.
- Fixed: Trying to activate some manual types of specials would activate every
tag 0 sector in the map if the back sector was already moving.
- Added support for paths with . in them to DArgs::GatherFiles when it checks
if a file was specified with an extension or not.
- Added support for \ as a path seperator in DefaultExtension on Win32.
- Added the vid_displaybits cvar to control how many bits per pixel the
fullscreen display gets created with. The game is still rendered in 8-bit,
but this is for the benefit of cards that don't support that or work better
with non-8-bit displays.
- The vid_attachedsurfaces cvar is now ignored unless you are running NT 4.
June 9, 2004
- Fixed: FDynamicColormap::BuildLights() did not check for a NULL Maps pointer.
- Fixed: Masked textures and sprites were not drawn correctly inside nested
skyboxes because they would be drawn in the front skybox before drawing the
second skybox, so the second skybox would cover up the ones in the first
skybox.
June 2, 2004
- Removed all the other network commands related to managing weapon slots.
Determination of which weapon to switch to is now done entirely on the
local machine and sent using DEM_INVUSE, so the slots don't need to be
replicated to the other players.
May 28, 2004
- Removed DEM_WEAPSEL as part of the inventory rewrite. DEM_INVUSE works
instead. This also means the weapon console command is no more.
May 18, 2004
- Added division/modulus by zero checks to the ACS VM.
- Implemented the ACS_ExecuteWithResult special so the Strife specials
implemented in ACS can function correctly.
May 17, 2004
- Removed the TeleportSide global variable and made it a line special parameter,
which it should have been from the very beginning.
- Increased the limit for local script variables from 20 to 65535.
May 11, 2004
- Added Strife's delayed damage sectors.
- M_ActivateMenuInput now resets the state of the game buttons, so +use will
work right away after talking to somebody.
- Added another validity check to FPatchTexture::MakeTexture to make sure the
column doesn't go past the end of the patch when fed bad data.
- Added Strife's merchant conversation animations.
May 7, 2004
- Added Strife's animated doors.
May 6, 2004
- Added support for clipping midtextures on all lines, because I think Strife
looks better that way. (Even though it looks like Strife does not do this.)
- Added Strife's railing and floater-blocking line flags.
- Add Strife's status bar popup screens.
May 5, 2004
- Moved artifacts to the new inventory system.
May 1, 2004
- Fixed: Build palette loading was unreliable after adding desaturation support
to Sector_SetColor.
April 30, 2004
- Did some work on Strife's status bar.
April 25, 2004
- Added Strife's title sequence.
April 21, 2004
- Added Degnin Ore.
April 20, 2004
- Added lots of Strife line specials, ~30 done entirely through ACS.
- New ACS p-codes:
PCD_CASEGOTOSORTED: Faster replacement for PCD_CASEGOTO.
PCD_LSPEC5RESULT: Same as PCD_LSPEC5, but the result of the special's
execution is left on the stack.
- New ACS internal functions:
int GetLineRowOffset ();
Returns the front side's rowoffset for the activating line.
fixed GetActorFloorZ (int tid);
Returns the highest floor point underneath the actor.
int GetActorAngle (int tid);
Returns the actor's angle. 65536 is 360 degrees.
fixed GetSectorFloorZ (int tag, int x, int y);
Returns the sector height (fixed point) at coordinates (x, y).
(x, y) are not fixed-point, so you should specify (32, 16)
instead of (32.0, 16.0).
fixed GetSectorCeilingZ (int tag, int x, int y);
Same as GetSectorFloorZ, except for ceilings.
void SetResultValue (int value);
Set's a script's "result value." Needs to be used before any
functions that make the script wait. ACS_ExecuteResult and
ACS_LockedExecuteResult will return this value.
April 12, 2004
- Changed the respawnmonsters flag into an int that holds the respawn
interval, since Strife respawns at 16 second intervals, and Doom uses
12 second intervals.
April 11, 2004
- Added Strife's Templar.
April 10, 2004
- Added Strife's Loremaster and Stalker.
April 9, 2004
- Added Strife's ceiling turret and fixed the alarm klaxon.
- Added the Strife quest items.
April 8, 2004
- Converted keys to the new inventory system and added Strife's.
April 7, 2004
- Added Strife door sounds.
April 6, 2004
- Added Macil.
April 2, 2004
- Converted the Heretic and Hexen artifacts to the new inventory system.
March 31, 2004
- Converted Doom's powerups to the new inventory system.
March 30, 2004
- Converted armor and health to the new inventory system.
March 26, 2004
- Fixed: The mauler's secondary fire had the wrong states.
- Started transitioning over to the Unreal-like inventory system, starting
with the easiest first: Puzzle items (since they basically just sit in your
inventory until used), then ammo and the backpack.
- Made the dialogues prettier with shadow boxes behind the text.
March 23, 2004
- More dialogue work: Now you can pick responses to the things NPCs tell you
and drive the conversations along further. You can also get items from the
responses. However, item checks aren't in yet, so no item-specific dialogue
branches work.
- P_NoiseAlert now sets a new object flag, OF_IsSoundTarget, so that
soundtarget clearing will work with non-players.
- Changed P_NoiseAlert( self, self->target ) in A_AlertMonsters() to
P_NoiseAlert( self->target, self ), so monsters will target the player
who shot the projectile instead of the projectile itself.
March 22, 2004
- Started work on the Strife conversation system. You can now +use things and
they will say something to you, but you can't do any sort of conversing yet.
Plus, Strife monsters now drop stuff when they die.
- Added autoloading of voices.wad when playing Strife.
March 17, 2004
- Changed COMPATF_NOTOSSDROPS behavior so that the items spawn at the monster's
feet instead of on the floor.
- Changed the maximum thrust in P_DamageMobj() to 10*FRACUNIT. (Previously, it
was only clamped to this if it was so large that it went negative.)
- Added AmmoPics for the Strife ammo types.
- Fixed: The phosphorus grenades used the HE grenades pickup message.
- Added some code from P_SpawnProjectile to P_Thing_Projectile so that it can
support floor/ceiling huggers.
March 13, 2004
- Fixed: ARealGib's PROP_SpawnState was accidentally deleted.
- Fixed: P_Thing_Projectile always returned false when spawning non-missiles,
and when spawning missiles, only returned the status of the last missile.
- Fixed: P_SpawnPlayerMissile used the original angle instead of the aimed
angle to rotate the projectile in the X-Y plane.
- Fixed: AHolySpirit::SpecialBlastHandling() compared "< BLAST_FULLSTRENGTH"
instead of "== BLAST_FULLSTRENGTH".
- Changed the parser for SS_CMD_VOLUME in s_sndseq.cpp to use a floating point
division instead of an integer division. (Whoops!)
- Fixed: Pressing backspace on a file in the save game menu and then answering
"no" when asked if you really want to delete the file would mess up the
savegame menu.
- Removed the WeaponNames array from p_acs.cpp, because wpnlev1info provides
the same information.
March 8, 2004
- Removed WIF_FIREDAMAGE, as it was unused.
- Changed AWeapon::OldStyleID() so that it is no longer virtual. Instead, it
searches the wpnlev1info array to find the info that points to that class.
- Replaced A_CallSpecial and A_Script keywords in the thingdef parser with
support for using specials by name. (e.g. Instead of using
A_CallSpecial (80,...) or A_Script (...) you use ACS_ExecuteAlways (...)
instead.
- Changed SC_ScriptError to be varargs, so passing parameters for the format
string is more straight-forward.
March 3, 2004
- Eliminated the CustomActor class by moving some of its data into class
metadata and the rest of it into function parameters. Now custom actors
can properly derive from built-in classes.
- Replaced A_Explode in thingdef.cpp with A_ExplodeParms, so the explosion
parameters can be a property of the state instead of a property of the
actor.
- Renamed __BIG_ENDIAN__ to WORDS_BIGENDIAN to match autoconf's name for the
#define.
March 2, 2004
- Added metadata support for TypeInfo, so classes can carry metadata around
with them. This is intended to allow actors in DECORATE to properly derive
from built-in actors. Whenever a scripting language for DECORATE gets
implemented so that everything can be defined there instead of in C++, the
metadata should no longer be needed.
February 10, 2004
- Upgraded to zlib 1.2.1.
- Merged in Graf Zahl's additions to thingdef.cpp.
- Fixed: Heretic wind specials would effect you while you were underwater.
Also turned off the Heretic wind for noclipping things.
- Added a check for empty subsectors to P_LoadSubsectors.
February 6, 2004
- Fixed: DObject::IsKindOf used StaticClass instead of GetClass.
- Added Graf Zahl's thingdef.cpp implementation and modified it to work with
a more C-like mode in sc_man.
- Fixed: P_CheckFakeFloorTriggers could crash if the action caused the player
to teleport to a new sector without any sector actions.
- Fixed the Hexen armor depletion so that it doesn't overflow on very large
damage amounts.
- Fixed: An extremely dead imp that crashes before executing A_ImpXDeath2 would
get stuck floating in the air.
- Changed menuactive into an enum and merged WaitingForKey into it. Now closing
the menu automatically disables the menu's key waiting mode. Also fixed,
C_ToggleConsole so that the console can never be dropped down while the menu
is open. Before, it was possible to do this by pressing Esc and ` during the
same tic.
February 5, 2004
- Altered the BOOM pusher/puller/current effects to apply to anything with
MF2_WINDTHRUST and removed the restriction that it doesn't apply to things
with MF_NOGRAVITY. To make it work, I also had to remove MF_NOBLOCKMAP from
all the wind-thrustable Heretic/Hexen projectiles.
- Fixed: Using the spray command with a non-existant decal crashed.
February 3, 2004
- Removed r_experimental.
January 29, 2004
- Added the -oldsprites command line argument to rename sprites in all
wads instead of just sprites in the IWAD.
- Changed Heretic's knight sounds to be prefaced by hknight/ instead of
knight/.
- Changed the Strife weapon names for the ACS inventory commands to match
their actor names.
- Added Hexen's water drip (spawnnum 95). Changed the Hexen WATR->UWAT
renaming to WATR->HWAT.
- Added a note to the map command that suggests you use changemap instead
while playing a network game.
- Fixed: Chat mode could not be used outside of an actual level.
- Fixed: The automap still tried to draw teleporters with custom colors even
when am_usecustomcolors was false.
- Fixed the Hexen armor saves so that it doesn't overflow on very large damage
amounts.
- Put back the AKey::TryPickup restriction on picking up more than one key of
the same type, but now it's restricted to multiplayer games only. Single
player will still be able to pick up more than one.
January 26, 2004
- Fixed: FLOATRANDZ overflowed when the space between ceiling and floor was
more than 297 units.
January 22, 2004
- Fixed: side_s::GetLightLevel() got the light of "sidedef" instead of "this".
- 2.0.61
- Optimized R_PrecacheLevel() so that it does not unload graphics that are
definitely used on the level.
- Optimized the primary loop in P_GroupLines() so that it is much faster on
large maps. It was previously O(m*n); now it is O(m+n), and Vrack 3 loads
in well under a second.
- Changed the Heretic's imp's sounds to use the himp/ prefix instead of imp/.
January 21, 2004
- Fixed: The Heresiarch's spell balls above his head did not update their
sector information as they rotated. Neither did his shield balls.
- Fixed silent teleporter orientation in EV_Teleport().
- Fixed calls to P_Teleport() in a_korax.cpp and a_teleportother.cpp that used
weird parameters.
- Changed FDecalLib::GetDecalByName() so that it does not call GetDecal() on
the decal it finds, so it can be used to get decal groups.
- Fixed: Saving a game on one version of a map, then adding a BEHAVIOR to it,
then reloading would not fully invalidate the player when starting a new
game after the resulting error message. (G_NewInit now initializes players
to PST_DEAD).
- Added a screenshot_dir cvar to allow automatically-named screenshots to be
saved somewhere other than the current directory.
- Fixed: M_ScreenShot left the display locked if it could not open the file to
write to.
- Added decals for the marine hitscan weapons. (I think it's funny that the
term "hitscan" has come to be used to describe Doom's instant-hit weapons
even though it comes from Build. :-)
January 17, 2004
- Fixed: PIT_CheckOnmobjZ would not let things stand on corpses.
- Fixed a bug in A_MinotaurLook where I forgot to convert a special1 reference
to a tracer reference.
- Fixed: Obituaries were shown when voodoo dolls died.
- Fixed: Light_Fade and Light_Glow divided by zero when using zero as the
tics argument.
- Fixed: Killing a PlayerPawn that isn't attached to a player crashed.
- Fixed: Summoning before starting a game crashed.
- Fixed: Block everything lines did not block railguns.
January 13, 2004
- Fixed: +moveup and +movedown did not work with the fly cheat.
- Fixed: The Sentinel was missing the MF_DROPOFF flag. Also reduced its
"bouncing" when it was in a float. I still wasn't satisfied with that, so
I took its MF_FLOAT bit away.
- Fixed: The Strife flamethrower's refire state wasn't using frame B.
- Fixed: Acolytes only used frames A and B in their chase states because I
forgot to change them when copying and pasting.
- Removed the nightmare warning when starting a bloodbath game in Strife.
- Fixed: Nightmare skill ignored the starting map defined with episodedef.
- Changed sv_fastweapon 2 handling so that it only applies to weapon
psprites and not flash psprites.
- Changed Thing_Activate/Deactivate so they can be used to prevent frozen
corpses from shattering automatically after a delay. (They can still be
shattered by shooting them or pushing them off a ledge, however.)
January 12, 2004
- Changed AKey::TryPickup so that it doesn't fail if the player already has a
key of the same type.
- Fixed: The TranslucentLine special could not used in a script if a line was
used to activate the script.
- Changed the damage amount for automatic death from 10 thousand to 1 million,
for people who like really strong monstres.
January 8, 2004
- Added some more player properties that let you add and remove player powers
through ACS.
- Renamed pw_shield and pw_health2 to pw_unused1 and pw_unused2 because Heretic
never used them. For the sake of savegame compatibility, they have not been
removed.
- Changed the dragon skin bracers so that when they're used outside of Hexen,
they add 50 points of armor. Also changed the armor bonus so that if you have
more than 200 armor points, picking one up won't drop you down to 200.
- Added the WIF_AMMO_OPTIONAL flag so that the fighter's hammer and axe can be
specified as using ammo so that they show up in Doom's fullscreen HUD.
- Changed masked texture drawing so that Y offsets behave like any other walls:
by texel unless the texture requests otherwise.
- Changed APuzzleItem::ActivateArti() so that it always plays *puzzfail if the
puzzle item could not be used.
- Fixed: Splashing on a fake floor with SECF_CLIPFAKEPLANES set would use the
main sector's floor terrain instead of the control sector's floor terrain.
- Moved even more functionality out of A_WeaponReady so that weapon ready
animations can use delays longer than one tic and still fire well.
- Fixed my September 25, 2003 "fix" of the massacre code so that it doesn't
make already dead bodies shootable.
- Changed P_SightCheckLine() so that it also uses the absence of ML_TWOSIDED as
an indicator to stop the search, as it did a long time ago.
- Fixed: A_M_Refire did not terminate the attack if the marine had no missile
attack and the target had moved out of range.
- Fixed: DTA_VirtualHeight scaled the texture's y location by the display's
width instead of its height.
- Added sprite renaming so that unique actors can use unique sprites. Only
sprites in the main IWAD are renamed, so if you want to supply a new sprite
in a PWAD, you need to use the sprite's new name instead of its old name.
Sprites are renamed as follows:
heretic.wad: HEAD -> LICH
hexen.wad: ARM1 -> AR_1
ARM2 -> AR_2
ARM3 -> AR_3
ARM4 -> AR_4
BARL -> ZBAR
CAND -> BCAN
GIBS -> POL5 (this makes it the same as Doom's gib sprite)
ROCK -> ROKK
SUIT -> ZSUI
TRE1 -> ZTRE
TRE2 -> TRES
WATR -> UWAT (unused, but Strife also has a WATR)
strife1.wad: ARM1 -> ARM3
ARM2 -> ARM4
BAR1 -> BARC
BARL -> BBAR
BLST -> MAUL
CNDL -> KNDL
LOGG -> LOGW
MISL -> SMIS
PMAP -> SMAP
POT1 -> MPOT
SHRD -> SHAR
SHT2 -> MPUF
SPID -> STLK
TLMP -> TECH
TRE1 -> TRET
TRCH -> TRHL
VASE -> VAZE
- Fixed: The Doom Allmap powerup played the normal item pickup sound instead of
the powerup pickup sound.
- Fixed: Fog boundaries were still drawn when using a fixed colormap.
January 6, 2004
- Fixed: R_InitTextures() did not ensure that the final TEXTURE1/TEXTURE2 lumps
had not already been read, so it could end up loading them with the wrong
PNAMES. The easiest example of this bug is to start the game with:
-iwad doom2 -file doom doom2
- Fixed: You could take Heretic keys but you couldn't check them with ACS. Also
added support for doing both with Hexen keys, since it was missing.
- Added some checks to A_SpawnFly to appease anybody who tries to break things
by using dehacked patches where they don't belong.
- Fixed: If you used spynext/spyprev to look through another player's eyes and
that player quit, the game would crash because it will still try to draw
through that player's eyes.
- Added a DEM_SINFCHANGEDXOR message for flag cvars that alter server settings
(i.e. all of them). The reason for this is because if you exec a script that
alters multiple flags, only the last change would take effect, because they
don't get processed until after the script finishes execution.
- Fixed: G_AddViewPitch() adjusted LocalViewPitch even when the dmflag
DF_NO_FREELOOK was set.
- Fixed: PIT_StompThing was missing the MF2_TELESTOMP check for Heretic/Hexen.
- Fixed: Starting a game with the dmflag DF_NO_FOV set would set everybody's
view to an FOV of 0 because the dmflags callback gets called before the
arbitrator's DesiredFOV is initialized.
January 2, 2004
- Changed P_FinishLoadingLineDefs so that it rounds the wall length to the
nearest integer when determining TexelLength instead of always round down.
- Fixed: Using an empty string with HUDMSG_TYPEON caused a crash.
- Fixed: A buried wraith could enter its pain state while rising from the
ground and not properly finish raising, so it's bottom portion would remain
clipped for the rest of its existance.
- Fixed: Using a switch to start a script on another map would not make the
switch switch.
- Fixed: Sliding along the backside of a blocking two-sided line was bad.
- Fixed: The second sky on a map defaulted to -NOFLAT- instead of the same
texture as the first sky.
- Moved the key blocks from Heretic's fullscreen HUD so that they don't overlap
the health vial.
December 13, 2003
- Added another case to ScanForFlatHack to fix darkhour.wad: F_START - flats -
FF_END - more flats - F_END. I'm surprised it worked before, but it did, so
I'm inclined to again make it work unmodified, even if the wad _is_ wrong.
December 12, 2003
- Added a hack check for Doom 1's BIGDOOR7 texture, which y offsets its patches
at -4. (Doom clamped all negative patch y offsets to 0, which is why it shows
up okay in Doom.)
- Added a fix to the blockmap tracers where all the blocks along the trace are
crossed on their corners.
- Fixed a potential crash in FBaseStatusBar::DrawMessages() when a HUD message
removes itself as part of its drawing process.
- Fixed: A few of the Strife weapons were erroneously defined with WIF_NOALERT.
- Fixed: Sky textures defaulted to 0 if a map had a MAPINFO that did not
specify the sky. Now they default to -NOFLAT- so you don't have to worry
about division by zero in R_DrawSkyStriped if the map tries to show a sky.
- Fixed: The floorLowerAndChange type for EV_DoFloor modified sec instead of
a temporary, which could cause crashes at worst and odd behavior at best
because sec is used again to determine whether a floor moved instantly.
- Changed a DivScale19 in R_RenderMaskedSegRange into a SafeDivScale19.
- Fixed: Trying to use the mdk command before starting a game caused a crash.
- Fixed: CreateFrameBuffer would not properly retry.
- Changed the maybedrawnow recursion inhibitter to use the current state
of the screen object instead of a local static variable.
December 8, 2003
- Fixed: If a wad had TEXTURE1 and TEXTURE2 lumps, then any duplicates in
TEXTURE2 took precedence over TEXTURE1. It is supposed to be the other way
around, with TEXTURE1 taking precedence over TEXTURE2.
- Prefixed the names of the Strife grenade launcher actors with "Strife".
- Fixed: DDoor did not serialize m_LightTag.
- Fixed the P_TranslateTeleportThings rewrite so that it sets the Teleport
special's TID to 1 instead of the tag.
- Added a check for MNTRZ0 to AT_GAME_SET(Minotaur).
- Fixed: The chaingun flash only showed frame one and not both frames one and
zero.
December 6, 2003
- Rewrote P_TranslateTeleportThings() so that it only assigns TIDs to things
in sectors with tag 0.
- Fixed: Teleporters by TID didn't work.
- Fixed: P_SpawnMissileXYZ spawned floor/ceiling huggers as if they could move
with a vertical component to their velocity. They can't, so it could result
in very slow moving projectiles when aiming at something nearby in the X/Y
plane but far away on the Z axis, because most of the projectile's speed would
try to go on the Z axis.
- Changed the Minotaur state fixup to be based on the presence of MNTRZ1
instead of the game type.
December 5, 2003
- Fixed: When I went back to the blockmap-based sight code, I forgot to bring
over the enhancements for block-everything lines I had made for the BSP-
based sight code.
- Added a second argument to Teleport and a third argument to Teleport_NoFog
specials. This is a sector tag to filter the teleport dests with. Only
dests in a sector with a matching tag will be selected if the tag parameter
is non-zero. If tid is zero and tag is non-zero, then the old (and slow)
teleport dest based on sector tag is used so that Mordeth's trick can work.
- Added support for the BOOM local door light effect by adding an additional
parameter to all the Door_* specials to serve as the lighttag parameter.
The first argument still determines the door to open, so unlike BOOM, you
can use the effect with remote doors if you like. In the case of the
Generic_Door special, OR the type (the third argument) with 128, and the
first argument will be used as the lighttag parameter instead of the tag
parameter.
- Fixed two bugs with using the ACS setfont call to create fonts from images:
GlobalKerning was left uninitialized, and they weren't added to the global
font list, so they were recreated every time they were setfont'ed.
December 4, 2003
- Fixed: Voodoo dolls would also trigger the teleport zoom.
- Added 2048x2048 as the maximum size for a patch as a simple sanity check.
- Added a fix to the console's maybedrawnow() function to prevent recursive
calls to it.
December 3, 2003
- Fixed: The transfer lights specials are supposed to copy the source sector's
light level instead of propagating along changes from other transfer lights
specials.
- Added an armor display to Heretic's fullscreen HUD to match Doom's.
- Added a check for a NULL spot to Earthquake::Tick() so that if somebody
removes an earthquake's spot before the quake is over, it won't crash.
- Fixed: The Boom use-through flag was only being translated to SPAC_USETHROUGH
for lines with generalized line types and not for lines with normal line types.
- Fixed: P_ActivateLine() did not consider SPAC_USETHROUGH lines when deciding
if it should flip a switch texture.
- Fixed: In EV_DoCeiling(), ceilLowerToNearest made the ceiling go up instead
of down.
- Fixed: PIT_AddThingIntercepts() did not add anything the trace started in,
because none of the thing's sides faced the start of the trace.
- Added a check to A_FireCGun() to try to catch Dehacked patches that do
naughty things to the chaingun's flash states.
- Fixed: The bNoDecals property was not copied to every texture in an
animation range.
- Added the "range" keyword to ANIMDEFS so that it can be a true replacement
for ANIMATED.
- Fixed: Crushers in Hexen made monsters disappear instead of turning them into
piles of giblets.
- Changed P_SpawnPlayer() so that it doesn't telefrag *everything* inside the
player. Only monsters and other players will be telefragged now.
- Fixed: Hurting a voodoo doll and then dying from something else didn't
completely kill you.
- Fixed: mouse_sensitivity was no longer affecting mouselooking.
November 26, 2003
- Fixed: Ceiling type ceilRaiseToLowest (used exclusively by Ceiling_Generic)
set the direction to -1 instead of 1.
- Fixed: P_TranslateLineDef() ignored the BOOM passthrough flag due to
bad ordering.
- Fixed: A_WeaponReady did not center the sprites in case they had been
repositioned earlier. (Only really an issue with Hexen.)
- Fixed kerning support in V_BreakLines.
November 24, 2003
- Moved the +mlook and +strafe button handling for joysticks into
DI_JoyCheck().
- Changed bots.cfg loading so that it is relative to progdir instead of the
current directory.
- Removed support for loading zdoom.ini from the user's profile directory
under Windows.
- Added Strife's acolytes.
- Added Strife's rebel(s).
- Added Strife's beggar(s).
- Added Strife's zombie spawner.
- Fixed: No map names were shown for custom maps in the intermissions.
- Added simple default kerning for fonts so that DBIGFONT can use it to
overlap the edges of two adjoining character cells. It does not support
per-character kerning pairs and probably never will.
- Added error checks to invnext, invprev, and useflechette so that they won't
crash if you try to use them before starting a game.
- Fixed: Picking up a DECORATE item would clear its special, so you wouldn't
be able to pick it up again if it respawned.
- Added translucency to lots of Heretic and Hexen actors.
- In PIT_CheckThing(), any checks against a bridge will treat the moving
actor as if it has MF2_PASSMOBJ set, even if it doesn't. This lets scrolling
floors carry scenery items underneath a bridge without causing the chaos
that removing MF2_PASSMOBJ globally would cause.
- Removed the dead player check from CheckIfExitIsGood() so that dead
players can exit a level, as they could in Doom.
- Added god mode and invulnerability as things that can replenish your air
supply, so you won't die almost immediately if you spend your time
underwater with them on and then they go away before you surface.
- Added checks to D_PostEvent so that it won't turn the players head when
the game is effectively paused.
- Added a new player flag, CF_WEAPONREADY, so that weapons which don't use
A_WeaponReady (like the fighter's axe) can still bob.
- Fixed: The savegame version number for 2.0.54/2.0.55 didn't get bumped
up. So the .55 update really only helps people who want to load pre-.52
savegames. :-(
November 23, 2003
- Oops. Quick update from 2.0.54 to 2.0.55 to let old savegames load again.
Hopefully nobody downloaded 2.0.54 in the hour it was available.
- The sector an actor resides in now gets stored in savegames, because
different rules are applied for things spawned at level start than for
things spawned afterward.
- Added calls to SetWindowLongPtr to take away the window's border in
fullscreen mode and put it back in windowed mode.
- Fixed FBaseStatusBar::RepositionCoords() so that LilWhiteMouse's Chosen
ammo icons appear on the fullscreen HUD again.
November 21, 2003
- Added Strife's "Becoming Acolyte".
- Added Strife's zombie.
- Added Strife's grenade launchers.
November 20, 2003
- Added Strife's merchants.
- Added a check for a NULL texture to the player setup drawer, even though
that should never happen.
- Fixed: GiveInventory would not let you have more than one puzzle item of a
certain kind because I thought Hexen restricted you that way.
- Fixed: Starting a non-deathmatch game, changing the deathmatch cvar to true,
and then starting a new game would still show the ARMS graphic on the
status bar because the status bar graphic was not reloaded.
- Changed the fast floor dropping behavior so that Hexen format maps use the
Hexen behavior and Doom format maps use the Doom behavior.
November 19, 2003
- Added Strife's peasants.
- Added the Strife translation tables.
- Changed dehacked parsing so that the "Far attack frame" for players cannot
be changed. Fixes insaned1.deh and insaned2.deh that come with insane.wad.
- Fixed: The intermission screen did not lookup level names.
- Added a check for a NULL target to A_FiredAttack.
- Fixed: Enter, respawn, and death scripts were run with the equivalent of
ACS_Execute instead of ACS_ExecuteAlways, preventing them from executing
for more than one player at once. This especially defeats the purpose of
enter scripts, because those are always run at the same time for each
player when the level starts, so only the first player would actually
run any enter scripts.
- Fixed: The read-modify-write map array ops in p_acs.cpp took the array
index from the world var store instead of the map var store.
November 18, 2003
- Added Strife's Sentinel.
- Adjusted P_SpawnMissileXYZ so that if a missile would normally shoot over
the player's head, it will be aimed slightly lower.
- Added the first half of Strife's Bishop.
- Added Strife's Crusader (minus its special death action).
November 17, 2003
- Added a check for bad sidedefs to P_SaveLineSpecial.
November 15, 2003
- Added Strife's high-explosive and white phosphorous grenades (but not the
grenade launchers).
- Fixed: AActor defined both reactiontime and ReactionTime.
- Moved weapon bobbing out of A_WeaponReady so that weapons can bob every
tic even if A_WeaponReady isn't called every tic. (Such was the case with
the mauler, and it looked really bad seeing it move jerkily only every six
or seven tics.)
- Added Strife's mauler, minus the disintegration.
- Added a few of Strife's cheat codes.
November 14, 2003
- Added the Light_Stop line special to stop a currently running light effect.
- Changed the Door_Raise speed checks for monsters in P_TestActivateLine()
so that they are consistant for cross, use, and push lines.
- Changed text lookups for map names and intermission text so that they
happen each time they are needed and not just when the MAPINFO is parsed.
- Added a check for the null texture to R_RenderBoundWallSprite.
- Added a check for non-positive-sized patches, so if one tries to load,
it gets replaced by the new -BADPATCH graphic I just added to zdoom.wad.
- Added support for flechette inventory graphics named ARTIPSB1, ARTIPSB2,
and ARTIPSB3 that can be used in place of ARTIPSBG to differentiate
between the different forms of the flechette when a script gives the
player specific ones.
- Cluster infos now get created the first time they are referenced by a
map. Without this, all Hexen maps were implicitly on the same hub (the
"default" one), because Hexen didn't use clusterdef MAPINFO entries.
- Brought back the blockmap-based P_CheckSight and fixed the iterator in
it and its equivalent in p_maputl.cpp so that it properly handles the
case where a trace crosses the corner of a block.
November 12, 2003
- Added Strife's flame thrower.
- Added Strife's mini-missile launcher.
- Added Strife's assault gun.
- Added Strife's electric and poison crossbows. However, the poison bolt
does not have any of its special properties implemented, so it currently
acts like a super high damage projectile.
- Added all the Strife ammo pickups.
- Added Strife's scrolling sector type.
- Added the Strife weapon preferences to the WeaponPrefs array.
- Added placeholder weapon and ammo slots for the Strife weapons so that
when/if I add more, I won't need to update the player_t serializer again
to maintain compatibility with old save games.
- Added StepHeight to gameinfo_t to indicate the maximum height step a
player can walk up. This is 24 in every game except Strife, which has it
lower at 16.
November 10, 2003
- Fixed: ANIMDEFS animations animated every frame in the animation instead
of just the base texture.
- Fixed: Texture animations defined in ANIMATED did not animate each frame
in the sequence properly.
November 2, 2003
- Stopped using validcount to keep track of which Actors have already been
checked by P_BlockThingsIterator. P_CheckSight and P_TraceBleed can both
make validcount go up, so it is totally useless for P_RadiusAttack, which
wound up doing damage to a thing for each block it touched that was in the
blast area.
- Added DTA_ClipTop, DTA_ClipLeft, and DTA_ClipRight so that FlatFill can now
use DrawTexture and draw the textures right-side-up again.
- Renamed negonearray to zeroarray to better reflect its contents.
- Changed PTR_TraceIterator() so that it will look at a line's flags and if
it doesn't have ML_TWOSIDED set, then it will pretend it doesn't have a
back side, even if it does.
- Fixed: BFG Marines could crash with a stack overflow during their refire
pause because A_M_BFGSound() switches the marine back to its chase state,
which tries to switch it back to its attack state. The solution: Make sure
the marine's MF_JUSTATTACKED bit is set as long as its special1 is non-zero.
Then A_Chase won't try to attack.
- Reduced the player's missile range from 20480 to 8192, because Doom's trace
code is too inaccurate for long traces.
November 1, 2003
- Removed the missile attack from the chainsaw marine.
- Fixed: The cast finale ignored the player's gender setting because it didn't
actually play the player's death sound from the player.
- Fixed: The Heretic episode 2 ending restored the palette in PLAYPAL instead
of the one computed from PLAYPAL at the start of the game.
- Removed gamma stuff from FPalette, since Win32Video is responsible for
handling gamma.
- Changed P_DoCrunch() so that it copies the render style from the crushed
thing to the gib actor.
- Changed PIT_FloorDrop() so that only Hexen will let things fall with gravity
when a floor quickly drops. The other games will yank them down.
- Changed missile attacks so that monsters behind block everything lines will
try to shoot through the lines if they are set for impact activation and
run a script. The assumption is that the script will remove the blocking
flag so they can shoot past the line on their next attack.
- Changed back to the BSP-based sight checking for better accuracy.
- Changed the automap so that it uses 12 bits of fractional precision instead
of 16 in order to display maps that are relatively close to the limits of
the possible map extents.
- Changed the STCFN121 hack so that instead of discarding STCFN121 if it's
in the IWAD, it will discard it if STCFN120 and STCFN 122 are not present.
This should accomodate wads that provide their own fonts and copied it as
an I instead of a y, and also wads that provide a real set of lower-case
characters.
- Changed the sector soundorg calculation so that it can't overflow.
October 31, 2003
- Added Strife's Reaver. Aside from it's unknown flag, it should be fully
functional.
- Added Strife's dagger-wielding fist. It has a chance of doing 0 damage,
which seems odd.
- Extended P_SpawnPuff() so that you can give a puff a crash state, and then
it will use that state if something was hit.
- Added a simple status bar for strife.
October 30, 2003
- Moved SKYFLATNAME into the gameinfo structure.
- Added a bunch more Strife things.
- Restricted the use of SPAC_OTHERCROSS to just the BOOM generalized line type
containers, since those are the only specials it's needed for.
- Fixed: Each level's intermission name was always drawn as text, even if
it had a graphic that was supposed to be displayed instead.
- Rewrote the flat hack used to make the flats in Gothic DM 2 load and
verified that it once again works.
October 29, 2003
- Added a few Strife things.
- Fixed another Doom bug/oversimplification: PIT_AddThingIntercepts() checked
the trace against a line running through the middle of the thing. Now it
checks against the thing's actual bounding box, so chainsawing big things
like the Spider Mastermind is much easier now. This also means
P_LineAttack() doesn't need to position puffs/bullet splats closer along the
trace since the hit location won't be inside the thing anymore.
- Changed blockmap thing linking so that things link to every block they touch
and not just the block at their center, fixing an old Doom bug.
- Changed the summon command so that it spawns things in front of you based on
their radius rather than a fixed 64 units away.
- Fixed: The joystick read rate was determined by the framerate instead of
being a constant 35 Hz.
October 28, 2003
- Changed: Decals are not allowed on warping textures by default. You can allow
them by appending "allowdecals" to the warp statement in ANIMDEFS. (e.g.
"warp texture foofoo allowdecals")
- Fixed: Bots whose teams were defined by name instead of numbers would always
be on the red team (team 0).
- Fixed: Puzzle items need to stick around in multiplayer games.
- Fixed: Saving in multiplayer games would try to save to the same full path
on all machines, even if the different machines had ZDoom installed in
different directories. The only one who was guaranteed to be able to save
because of this was the person who used the save command.
- Fixed: Poison damage in multiplayer games did not respect the teamdamage
setting.
- Added a minimum size limit of 1024 bytes for MOD/stream songs to work around
a bug in the current version of FMOD 3.70.
- Fixed: Sprites with weird rotation flipping (e.g. the Hell Knight) did not
display properly.
- Fixed: Even things that are not monsters could activate monster-allowed
lines in BOOM (and presumably DOOM).
- Fixed: Compat_useblocking also needs to block non-use lines with specials,
not just use lines.
- Fixed: Assigning a special to a line that would normally block the use of
lines behind it would enable those lines to be used.
- Fixed: If a texture had the bNoRemap0 flag set and it was part of an
animation sequence, the flag would not be propagated to the other
textures in the sequence.
- Added a check for a NULL SaveComment in the for loop that draws the comment
on the save/load menus.
- Fixed: Hexen does not always pass the three ACS script arguments as the
first three variables as a script. Instead, it looks at the number of
used arguments and only copies the arguments that are used, initializing
the rest to 0.
- Fixed the COLORMAP fixer so that it works correctly for palettes where
an exact match for color 0 does not exist.
- Added a check for empty VERTEXES lumps to the map loader.
October 27, 2003
- Fixed: You could not override the levelnums of the IWAD maps with levelnums
pointing to differently named maps because levelnums were search first to
last, and there was no check done to make sure that previous matching
levelnums were removed.
- Moved the R_Init() call before DecalLibray.ReadAllDecals() so that decals
can use any textures (including the plasma ball sprite).
- Fixed Heretic intermission problems: The maps were not shown because the
cluster numbers changed when I moved its MAPINFO into zdoom.wad, and the
"Now entering:" and "Finished" texts were incorrectly centered.
October 25, 2003
- Increased MAX_ACS_TRANSLATIONS to 255.
- Added APROP_Invulnerable.
- Changed savegames so that they store textures by name and usetype instead of
by index. Also removed support for loading save games created with ZDoom
versions earlier than 2.0.43 just for the purpose of removing obsolete code.
- Fixed: Unscaled skies taller than 128 were positioned incorrectly.
- Fixed: Redefining a clusterinfo with MAPINFO would not zero out the old
clusterinfo.
- Fixed: When a palette had no duplicate entries, it used the blue and green
parts of color 255 to pick a replacement for color 0.
October 24, 2003
- Added MF4_ACTLIKEBRIDGE flag.
- Fixed: Inventory items would fall through invisible bridges.
- Changed the P_TeleportMove() call in P_SpawnPlayer() so that it uses ONFLOORZ
instead of mobj->z, which fixes some stuckiness that can occur with start
spots that are too near a wall.
October 23, 2003
- Fixed: Overlapping bridge things would stand on each other.
- Changed TX_START/TX_END loading to load textures from first to last instead
of last to first, so ANIMDEFS animations that use them will behave as
expected.
- Fixed: m_filter did not average the mouse input. It just cut it in half.
- Fixed: Mouse pitch only changed in increments of 16.
- Fixed: ZDoom set the display mode twice at startup: Once at the very
beginning and again right after its initialization finished.
- Fixed: AImpactDecal::StaticCreate() checked the texture on a wall using
translation, so it would stick decals on animated textures unless the
first frame was showing.
- FMOD_File_SetCallbacks() does not seem to work with FMOD 3.70. Fortunately,
FMOD 3.70 also makes it obsolete for my purposes, so I can work around it.
(Okay, so it was fixed again in a later FMOD 3.70. But I already removed
the use of FMOD file callbacks, so I won't undo my changes now.)
October 22, 2003
- Rewrote my TAG_MORE handling to use va_list and make GCC happy.
- Fixed the default Heretic/Hexen automap wall colors so that they look
good on the parchment background.
- Fixed: FindShortestTextureAround() and FindShortestUpperAround() returned
their results as ints (without a fractional part) instead of fixed_ts.
- Changed the mapthing position fixing so that it only applies to those things
that request it (specifically, Heretic's WallTorch).
- Moved all the default MAPINFO out of the executable and into zdoom.wad.
As a side effect, Dehacked patches can no longer change the music played
on a map. (Do any patches actually do this?)
- Converted all the decals in zdoom.wad into PNGs. I was considering doing
the same for the crosshairs, but XHAIRB2 was the only one that got smaller
from the conversion from IMGZ to PNG.
October 20, 2003
- Added the CreateTexture() method to the texture manager. It checks the
contents of a lump to determine what type of image it contains, creates a
texture of the appropriate type, and adds it to the database. Everything
that was previously hard-coded to use patches now uses this instead. The
primary reason for this: PNG texture support. Just make sure your PNGs are
paletted. They do not need to have the exact same palette as the one
inside PLAYPAL, since they will be remapped to fit the game palette. ZDoom
also supports two proprietary PNG chunks:
grAb (8 bytes):
SIGNED DWORD x
SIGNED DWORD y
grAb stores the offset information and works just like the
equivalent information in a patch. The name is taken from the
ILBM GRAB chunk, which does the same thing for ILBMs.
alPh (0 bytes)
alPh is valid for grayscale images only (colortype 0). Its presence
signifies that the image data is really an alpha channel and contains
no color information. This is used by all of the decals in zdoom.wad.
- Added the m_filter cvar (false by default) to smooth out mouse movement for
those unfortunate enough to be stuck with a mouse sampling rate of just 40 Hz.
October 18, 2003
- Added super-preliminary support for playing Strife as an IWAD.
- Added fading "Read This!" screens.
- Morphed players are now allowed to predict their positions.
- Revisited the local player turning from October 10. My original
implementation had the players transmit the direction they wanted to face.
Unfortunately, this messes up the gauntlets and chainsaw, so I have reworked
it so that the players again send deltas. Any amount that accumulates between
packet sends is added to the player's local view angles. When they get sent,
they are zeroed.
October 17, 2003
- Fixed: GetLightLevel() used some globals instead of this to get the sidedef.
October 16, 2003
- Fixed: Using a cycling alias to rapidly change the player's color would
animate the player's status bar face at each color change.
October 15, 2003
- Updated to FMOD 3.70.
- Did more cleanup for GCC. Its "variable might be used uninitialized"
warnings are very annoying. Oh well.
- Did some cleanup so that Visual C++ 6 will compile without warnings. Alas,
it has some really weird errors where it complains about not being able
to #include .h files that are excluded inside an #ifdef block. They do not
effect the compilation any and seem to be generated before cl is even run;
it just looks untidy. Trivia, since I now have the opportunity to check:
When built with exactly the same settings, compared to the VC6 version, the
VC7 version is ~100k smaller, marginally faster, and takes slightly less
time to build from scratch.
- Added the MAPTEXF_WORLDPANNING flag to indicate that a maptexture wants to
be panned by world units instead of texels, so you can create high-res
drop-in replacements for existing textures.
- Fixed: The grid was not drawn properly on a rotated automap because the
x or y coordinates of the gridlines were not reset after being rotated. It
still looks bad if you turn off follow mode, but I'd rather not worry about
that.
- Fixed: Movement prediction did not preserve the ordering of blockmap links,
so the local player would always be the first entry in his blockmap cell.
The effects of this were first noticed as Pain Elementals reliably causing
the game go out of sync eventually. I imagine it probably caused desyncs in
other cases, too.
October 14, 2003
- Fixed: You could push actors with the MF2_PUSHABLE flag while doing movement
prediction, which would almost invariably make network games go out of sync.
- Uncommented the check that excluded the loading of STCFN121 only if it was
in the main IWAD. Note to anybody modding ZDoom who loads a resource wad
before the IWAD: This check in the FFont constructor assumes the IWAD is
at position 1. You will need to change this for your mod.
- Fixed: Pig players could still change back to their original weapons.
- Replaced the use A_BeakReady with A_WeaponReady. A_BeakReady was basically
just a stripped-down version of A_WeaponReady, so A_WeaponReady works just
as well.
- Added the ActivateMorphWeapon method to APlayerPawn as a replacement for
P_ActivateMorphWeapon().
October 13, 2003
- Improved the error-checking in FPatchTexture::MakeTexture() so that it will
detect overlapping spans.
- Fixed: Scaled, lower unpegged masked textures were positioned incorrectly
vertically.
- Fixed vertical positioning of scaled sky textures.
- Made MF_COUNTITEM actors dynamically counted like MF_COUNTKILL actors.
- Fixed: Morphed players returned to their player skin unless playing Hexen.
- Fixed: The chicken and pig players did not have MF3_NOBLOCKMONST set.
- Moved P_MorphPlayerThink() into an overridable method of PlayerPawn.
- Fixed: Colored sectors changed the color of the crosshair.
October 11, 2003
- Dropped MISSILERANGE back to its original value (2048 units) and added a new
PLAYERMISSILERANGE for player weapons, which is still at 20480 units.
October 10, 2003
- Fixed: Using the last inventory item in a Doom game would not redraw the
Doom guy's face on the status bar until the next time it animated.
- Fixed: The view was interpolated when switching in and out of chasecam mode.
- Changed player turning to be local. Also changed the mouse reading so that
it happens every frame instead of every tic. Together, these two changes
keep the mouse feeling responsive even when the framerate drops below 35 FPS.
It also helps a lot when playing with vsync enabled.
- Modified the interpolation system so that it knows what it is interpolation
(beyond being just a generic fixed_t *). Now it can be stored in save games.
- Fixed: Ceiling_CrushAndRaise and similar specials that passed a 0 height
to EV_DoCeiling/EV_DoFloor did not interpolate.
- Fixed: Thing_Projectile2 did not pop its parameters off the stack.
- Modified tab completion slightly. Pressing tab once now displays a list
of possible completions. Pressing tab multiple times will continue to
function as it did before.
- Added the fading notify text I had written for my Duke port.
October 8, 2003
- Changed titlepic and conback drawing to always be unmasked, because
2nd_enc.wad's TITLEPIC has holes in it.
- Stripped out a bunch of obsolete code from v_draw.cpp.
- Moved the state of the automap cheat into the am_cheat cvar.
- Changed P_TestActivateLine() so that monsters cannot activate Door_Raise
lines with speeds of 64 or above, in order to mimic Doom.
- Fixed: Vertical view doubling crashed.
- Made the secret wall color on the automap configurable through the
am_secretwallcolor cvar.
- Added a ga_togglemap gameaction, because the new parchment can cause
commands to dispatch while the background is drawing. If one of those
is togglemap and it gets handled right away, the mapback texture gets
unloaded, and AM_clearFB will crash.
- Added the parchment background used by the Heretic and Hexen automaps.
- Added some support for console fonts that don't use 8x8 character cells.
- Fixed: A_WraithMissile was missing a NULL target check.
- Fixed: The player did not make any noise during the cast finale.
- Added the player's attack sound to the finale.
- Added a check to the cast finale for monsters that have been dehacked to
have no attack states so that they won't crash the finale.
October 7, 2003
- Added DoomBounce, HereticBounce, and HexenBounce as valid properties for
DECORATE projectiles.
- Fixed: Monster telefrags still reported that the monster had killed the
player normally. (Note: The only time a monster will normally be able to
telefrag a player is on Doom2 MAP30, although this can be changed with
MAPINFO.)
- Made AM_changeWindowLoc scale the window movement so the automap will scroll
at the same rate no matter what resolution you play at.
- Fixed: Reopening a door while it was closing would not play the opening
sound.
- Fixed: You could still (de)activate dead monsters. Activating a dead monster
would make it disappear, because dead monsters usually have their next frame
set to NULL.
- Fixed an off-by-one error for the vertical positioning of the elements on
the Hexen status bar.
October 3, 2003
- Fixed: Missing TAG_DONE is WI_slamBackground().
- Fixed: ZDoom no longer tries to read non-V3.0 Dehacked patch files. Earlier
ones are apparently all binary, which has never been supported and could
make it crash.
October 1, 2003
- Added support for specifying animated texture sequences in ANIMDEFS by name
instead of by number. i.e. Instead of:
texture x_water1
pic 1 rand 5 12
pic 2 rand 5 12
pic 3 rand 5 12
pic 4 rand 5 12
You can write:
texture x_water1
pic x_water1 rand 5 12
pic x_water2 rand 5 12
pic x_water3 rand 5 12
pic x_water4 rand 5 12
- Added a check for the front sky layers of parallax skies so that the front
texture does not have color 0 remapped, because it really does use color 0
as transparent. (Note that since color 0 is now the transparent color for
everything, you can use normal transparent regions for front sky textures.)
September 27, 2003
- Changed the transparent color index from 255 back to 0. 0 is more convenient
because:
1) Images that are used as alpha masks (primarily decals) already
use color 0 as transparent, so they no longer need special processing.
2) PNG images need 255 fewer bytes to mark color 0 as transparent than they
need to mark color 255 as transparent. But this won't really be important
until I add support for PNG images (which will probably happen, but who
knows when).
The only reason I switched to 255 was because that was what BUILD used, so by
using the same transparent index, I could memory map its tiles read-only and
use them directly.
September 26, 2003
- Fixed: If a switch defined in a SWITCHES lump used the same "on" and "off"
graphics, the game would crash. Now it gets skipped, because it's not really
a switch if it doesn't change its image.
September 25, 2003
- Fixed: Using the MDK cheat always flung the dead things at you. Related, the
maximum thrust to have something fall forward on death is now 10 units/tic.
- Fixed: ClearInventory always crashed because using GiveInventory to give a
weapon afterward would not bring the weapon up, so the player's ready weapon
would be left as something that doesn't exist.
- Fixed: The overlayed automap showed statistics when not viewing through a
player's eyes.
- Increased MISSILERANGE to 20480 (was 2048).
- Changed the massacre code so that it sets the shootable bit for any monsters
that have it cleared (such as Serpents, usually), so they die too.
- Fixed: Masked midtextures beneath a fake floor (or above a fake ceiling)
only inheritted their light level and not their light color from the control
sector.
- Added code so that when a map thing is spawned directly on a line, it will
be moved 1/4 unit in toward the middle of the subsector so that it will be
clipped reliably by the renderer. See the torch right in front of the player
at the start of Heretic E1M1 for an example of this bad practice.
- Changed: MF2_FLOATBOB actors no longer splash on liquids.
- Fixed: P_AimLineAttack() clamped the player's vrange to 1 degree maximum
instead of 1 degree minimum, so it would not aim past any two-sided lines
if you were using 0 autoaim because the toppitch and bottompitch would be
the same before even entering PTR_AimTraverse. This was the cause of
chainsaw not always pulling you in and melee weapons sometimes missing
monsters that were clearly in range.
- Fixed: P_SpawnPuff() used linetarget instead of its hitthing parameter
to determine if it should play the puff's SeeSound or AttackSound.
- Improved(?) the Bloodscourge so that its initial target search only looks
in front of the player.
- Fixed: MStaffSpawn used linetarget, but P_AimLineAttack was never called
to set it.
- Fixed: P_CheckMissileSpawn would destroy ripping missiles if they spawned
inside something.
- Fixed: Dark servants could not be morphed in Hexen.
- Fixed: MageWandSmoke was not translucent.
- Combined all the WeaponPrefs list for each game into a single list.
- Added text skipping for the Hexen chess ending.
- Fixed: The chessboard finale drawer looked at userinfo.PlayerClass instead
of CurrentPlayerClass to decide which chess piece to draw, so random players
would always appear as the fighter.
- Fixed: When V_BreakLines() inserted newlines for word wraps, the default
text color was restored for the new lines. Now it adds color escape
sequences after any soft line breaks, but it leaves hard line breaks alone.
- Added support for marking scripts that are "safe for multiplayer". To do
this, add net after the script header but before the script body. e.g.:
script 1 (void) net { ... }
script 1 open net { ... }
script 1 enter net { ... }
etc.
- Added the sethudsize ACS command. It takes three parameters:
sethudsize (width, height, statusbar). The width and height is the size
of the screen that hudmessage thinks it's drawing on. If this is different
from the real screen size, the hudmessage will be scaled to make it fit.
If statusbar is 1, then the height parameter covers the status bar and you
can draw on top of the status bar. If it is 0, then the hud message will
be stretched differently depending on whether the status bar is visible or
not, because the height available to draw in is shorter when the status bar
is visible. (However, a value of 0 will still let you draw on the status
bar if the hud message extends below the height you specified.)
After using sethudsize, hudmessage coordinates also behave differently.
You now need to specify actual pixel coordinates and not numbers in the
[0.0, 1.0] range. However, they are still fixed point, so you need to keep
the decimal point. e.g. If you used SetHudSize (320, 200, 1); and want to
draw a hudmessage at the center of the screen, you should pass it the
coordinates (160.0, 100.0) and not (0.5, 0.5).
The fractional part of the coordinates effect what part of the hud message
you are positioning:
For x: .0 = positions center of box
.1 = positions left edge of box
.2 = positions right edge of box
.4 = centers text inside box
.4 can also be added to either .1 or .2 to get .5 or .6
For y: .0 = positions center of box
.1 = positions top edge of box
.2 = positions bottom edge of box
e.g. If you used SetHudSize (320, 200, 1);, then the coordinates (160.1, 100.1)
will position the upper-left corner of the hud message. The coordinates
(160.2, 100.2) will position its lower-right corner instead.
To make hudmessage behave as normal, use SetHudSize (0, 0, 0);.
In summary, use sethudsize for hud messages that are really graphics, and don't
use it for text (unless you want your text to appear the same size at all
resolutions, such as a title with a special font or something).
- Added the getcvar ACS command. It returns the value of a cvar as an int,
so scripts can alter their behavior based on cvars.
- Added the strlen ACS command. It behaves just like its C counterpart.
- Added support for loading compressed GL nodes when regular nodes are
unavailable.
- Fixed: You could pick up items above your head because P_CheckPosition()
added an extra 24 units of height to detect when you might step up inside
another actor. It still does, but now PIT_CheckThing() takes this into
consideration before touching it.
September 24, 2003
- Fixed a crash bug in A_SorcOffense2: It did not check for a NULL target.
- Added support for compressed nodes. Not only do they take up less space
on disk than regular nodes, but the also remove the limits on number of
segs, subsectors, and nodes that normal nodes have. They also store the
extra vertices as 16.16 fixed point numbers like GL nodes, so split segs
can have fractional end points.
September 23, 2003
- Finished switching from memory-mapped I/O to normal file I/O. Partly, this
was done for portability, because some systems don't support MMIO, but
mostly it was done because the in-memory format of textures no longer
matches their on-disk format, so I can't use the wads themselves as a
texture cache anymore. Since I can't do that anymore, there's not much
reason to dedicate any address space to them.
September 13, 2003
- Added r_skyboxes cvar so that skyboxes can be turned off.
- Fixed: Using noinventorybar in MAPINFO still showed the selected artifact
in the Doom status bar.
- Note to self: I am no longer using Whole Program Optimization because:
1. It makes the executable around 200k bigger right now.
2. Its performance improvements are debatable. In fact, ZDBSP is about
half a second slower on a big map when using it.
3. It makes the linking stage of a release build take a lot longer
(which would be worth it if it actually helped, but I haven't seen it).
- Changed the PNG reader so that it caches all basic chunk information in
memory the first time the file is scanned so that chunk searches can be
much quicker. This means that when you have a lot of .zds files, the save
and load menus should hopefully appear faster the first time you use them.
In the process of implementing this, I discovered a glaring bug:
G_DoLoadGame() never closed the file after loading all the data from it.
- Added a check to disallow predefined 2D images as textures on walls, floors,
and ceilings at map load time. I purposefully left this check out of ACS
because they *can* be useful, so it's nice to have some way to use them.
- Added TX_START/TX_END markers for new graphics. They can override existing
wall textures and flats.
September 9, 2003
- Fixed: STFBANY was not added to the texture manager, so multiplayer Doom
games crashed when the status bar tried to draw it.
- Fixed: Options menu titles were drawn using SmallFont instead of BigFont.
September 6, 2003
- Fixed: Trying to delay for 0 tics in a script would delay for 4294967296
tics instead.
September 2, 2003
- Fixed relative lighting was never applied to masked midtextures because I
had the check contingent upon the absence of a sector colormap. But every
sector always has a colormap; I should have been checking for a black
fade instead.
August 28, 2003
- Fixed: Spawning an item with ACS that was Dehacked would not transfer the
special or TID from the original item to the dehacked item.
- Fixed: AnimType was left uninitialized when parsing ANIMDEFS.
August 14, 2003
- Fog boundaries alone are no longer sufficient to clip a sprite.
August 13, 2003
- Fixed mirror flipping in R_ProjectSprite(). I was treating tx as if it were
in screen coordinates, but it's not. This was generally unnoticable because
tx has 16 fractional bits, so subtracting it from viewwidth was vear near
subtracting it from 0.
- Changed sprite clipping by slopes to be more like sprite clipping by unsloped
floors and ceilings.
- Removed the check for MF_SOLID in P_TestMobjZ(). Nonsolid things should
still be blocked by invisible bridges. (So no more corpses will fall through
invisible bridges.)
- Added the ability for monsters to walk on invisible bridges. Note that the
bridge's top must be below or at the monster's height. Bridges that require
even a slight step up will still be impassible to monsters. (For now. Maybe
some time in the future I will change that. Maybe.)
- Fixed: R_ProjectParticle() could project 0-width particles. This could cause
a single column of a fog boundary behind the particle to be drawn more than
once.
- Fixed a bug in R_RenderMaskedSegRange() that caused one-pixel wide ranges
to not be drawn when using r_columnmethod 1.
- Added support for extended ID666 amplification tags in SPC files. Doing so,
I discovered one change from snesapu 0.95 to 0.98: SetDSPAmp's scale has
12 more fractional bits in 0.98 than it did in the earlier versions.
- Updated SPC support for snesapu.dll version 1.01, meaning that I allowed for
a higher minimum version returned by SNESAPUInfo. Nothing else needed to
change, so I'm not sure why the minimum version got bumped. I did need to
change the mixer parameter of SetAPUOpt from 0 to -1, but 0 was also defined
as no mixer in snesapu 0.95, so I'm not sure why it worked with the older
DLL.
- Added a check for textures that try to reference a patch not in the PNAMES
lump.
August 11, 2003
- Removed the +1 from the damage calculations in PIT_RadiusAttack(). I'm not
sure what that was doing there.
- Changed the VirtualProtect() call that makes the self-modifying code
writable from PAGE_EXECUTE_WRITECOPY to PAGE_EXECUTE_READWRITE after
Timmie found out Win9x doesn't know what PAGE_EXECUTE_WRITECOPY is.
August 5, 2003
- Changed the ignoreInvisibility parameter of P_CheckSight() to a flags
parameter so that I can pass another flag (2) to indicate that the sight
check should see past "block everything" lines (the former default). By
default, sight checks no longer see past "block everything" lines, so
monsters will not be able to melee attack you through them, and explosions
will not be able to do splash damage through them.
- Fixed: Hitscan weapons always triggered the front side of an impact line,
even when they struck the back side.
- Added a fifth argument to Sector_SetColor to control how much the
palette should be desaturated. 0=leave it alone, and 255=shades of
gray. The palette is desaturated before it gets colored. The test color
console command can also take this parameter now.
- Added a new polyobject start spot (#9303) that causes the polyobject to
deal damage whenever it touches a player.
- Changed sprite loading so that you can have sprites with gaps in their
defined frame ranges again. (e.g. create frames A-D and H-N but not E-G)
- Fixed: Minisegs were messing up the polyobject seg detection code when
GL nodes were used.
- Fixed: Fullbright sprites would be drawn fullbright in levels with their
own fadtable (IOW, every foggy Hexen map) because g_level.cpp never made
a note for the renderer to look at discover that the level used a custom
fadetable.
- Added separate floor and ceiling skyboxes. Set the sky picker's second
argument according to what you want to set: 0=floor and ceiling,
1=ceiling only, or 2=floor only.
- Fixed: Undefined sky textures are once again replaced by the default
texture instead of the empty texture.
- Fixed: Shooting a railgun while standing on a ledge could make you fall
through the ledge because the railgun invisible moves you to the hit
point in case it needs to make a water splash, then moves you back to
your start spot. However, when it moved you back, it did not restore
some important variables like floorz.
- Changed the weaponless marines so that their spawn state does not cycle
between frames A and B. This holds even if you give them a weapon later
in a script, but it does not hold for marines that spawn with a weapon,
even if you take the weapon from them later.
- Fixed: The Heresiarch's orbiting balls did not have their floorz updated
when the Heresiarch's changed, so if the Heresiarch's head went below its
original floor height, its balls would rapidly jump between its head height
and the old floor height. Since it seemed relevant, I also did the same
for ceilingz. I also did it for the SorcFX2 effect (invulnerability
indicator).
- Added support for nested skyboxes. Now you can have one skybox look into
another skybox. The changes required were surprisingly minor.
August 2, 2003
- Fixed: Returning from one function to another function failed to take into
account the presence of the calling function's return info when it restored
its local variable pointer.
July 31, 2003
- Fixed a crash when using path followers with incomplete paths.
July 30, 2003
- Added CheckModified() method to FTexture for the benefit of ZDoomGL.
- Added nonexistant texture check to the warping texture setup.
July 28, 2003
- Removed the ScaleCopy canvas from FBaseStatusBar, because everything is now
drawn to the screen directly even when the status bar is scaled.
- Changed the pitch calculations in the DSimpleCanvas constructor to provide
better wall drawing performance at all resolutions.
- Corrected ::ST_Y calculation so that a scaled status bar does not have its
topmost line overwritten by the view window at certain resolutions.
July 25, 2003
- Added DTA_WindowLeft and DTA_WindowRight tags for DCanvas::DrawTexture
to restrict the portion of the source texture that gets drawn to the
screen. Changed doom_sbar.cpp to use these, keeping in mind that they don't
clip the vertical range of the texture.
- Improved the behavior of R_DrawMaskedColumn(Horiz) so that when using
non-integral scaling and drawing adjacent columns that end at different y
locations, the shorter column lines up better with the longer one.
- Fixed: R_SetSpanSize_ASM had the x and y sizes swapped when called in a
release build but not a debug build. To fix, I just removed its __regargs
entry point.
July 20, 2003
- Disabled interpolation for sliding polyobjects that complete their movement
in fewer than three tics. (The moving crate effect in Massmouth 2 this fixes
needs two tics to reloop the crate.)
- Turned off interpolation of instant movement floors and ceilings so as not
to ruin the fake moving sector effect used in a few wads.
- Added a call to R_SetupBuffer() at the end of R_RenderViewToCanvas so that
the ylookup table will be correct if the game was saved while watching the
automap.
- Fixed: Every two-sided line was storing midtexture information even if it
didn't have a midtexture.
- Changed ylookup into an array of ints instead of BYTE*s so that I can still
use the common column drawers for everything even when the viewwindow does
not start at (0,0). If you were using "dc_ylookup[y]" before, now you need to
use "dc_ylookup[y] + dc_destorg" to get the same value.
- Fixed: Skybox ceilings could sometimes be left undrawn if they were in the
same sector as a skybox floor because I was missing a check for plane height
in R_FindPlane. This only applies to skyboxes; the check was present for
normal skies.
July 19, 2003
- Fixed spacing of the characters on the finale text.
- Fixed clipping of scaled sprites in deep water.
July 18, 2003
- Fixed: remove was uninitialized in ParseEpisodeInfo().
July 17, 2003
- Moved the P_LoadBlockmap() call so that it occurs after the nodes are
processed, so if a node build is necessitated, the blockmap gets rebuilt too.
- Fixed detection of empty rejects.
- Stopped loading REJECTs that are too small. They're probably caused by an
outdated node build, so there contents are invalid and using them it is wrong.
- Added more checks for seg validity in P_LoadSegs().
July 2, 2003
- Removed the FROMCEILINGZ128 #define in p_local.h. I'm not sure what that was.
- Added support for properly tiling wall textures whose widths are not a power
of 2.
- Fixed: Heretic and Hexen status bars' artifact flash effect was tied to the
framerate instead of the ticrate.
- Changed the IMGZ loader so that it maps color 0 to 255 and color 255 to 254.
- Changed the cast finale so that it draws "our hero" using the player's suit
color instead of the default green.
- Changed the BOSSBACK drawing so you can make it some size other than 320x200
if you want.
- Moved StringWidth() out of DCanvas and into FFont, where it really belongs.
July 1, 2003
- Changed FPatchTexture::MakeTexture() so if it is loading a patch used by a
decal it remaps color 255 to 254 rather than to whatever is the closest
matching color in the palette. This is because decals are usually shade
maps rather than paletted graphics, so changing color 255 to something
in the middle of the palette looks bad. I also changed it so that it
contstructs spans from the existing column data instead of rescanning the
image for the transparent color, so it should be slightly faster, although
it probably doesn't matter, since each patch will only be loaded at most
once per level.
- Added a fix for sprites that have some, but not all, of their frames
defined. I found this one when I tried to play Doom Raider. Ironically,
it worked in 2.0.47 because I had a bug in the code that detected
undefined frames. To fix, any undefined frames are made into copies of
the first defined frame.
June 30, 2003
- Added a check to P_TestActivateLine() so that doors faster than 32 cannot
be opened by monsters.
- Fixed: If only the right-most texture column of a wall is visible, the
left-most texture column would be drawn instead.
- Added the ability for the SetFont ACS command to load normal pictures as
fonts. When used this way, it creates a new font with only the letter A
defined, and the letter A is drawn as whatever the picture is. This
effectively allows you to use HudMessage like a HudPic command. The
drawback to this method is that you cannot use any color translations, as
you can with real fonts.
June 28, 2003
- Removed i_remapkeypad cvar. The keypad is now always considered separate
from the main keyboard. This was really just something I had left over from
the very early days of ZDoom before it even had Quake-style keybinding.
- Added prioritization of HUD messages. Lower-numbered IDs are drawn in front
of higher-numbered IDs. An ID of -1 is identical to 0, except it gets drawn
behind everything else.
- Made the puke console command work across the network.
- Fixed a crash bug in the node builder when the back side of a line
shares endpoints with another seg, but the front side does not.
- Reimplemented texture warping for the new texture system. You should
even be able to warp sprites if you make their widths and heights
powers of 2, but I did not bother creating any such sprites to test
with.
- Added another BOOM fix I just now became aware of: Donuts in Doom would start
even if the pool sector was already moving.
June 26, 2003
- Removed all the masked block functions, since they are no longer used.
- Changed fonts into collections of textures.
- Extended my CPUID code to gather more information.
- Spent enough time with a P4 to find out which of the vlinetallasm4
routines works best with it. Answer: They are about the same, and both
are about 20% slower than the Athlon version running on an Athlon.
June 25, 2003
- Moved all the self-modifying code out of the .data section and into the
.rtext section. Unfortunately, NASM does not support creating writeable
code sections (even though the object file format does support this), so
I create them as regular read-only code sections in NASM and then modify
them to be writeable using VirtualProtect() at run-time.
- Tried unrolling vlinetallasm4 to see if I could eek out some more
performance from it. Unfortunately, it was slower at first and about the
same at best, so I decided not to keep the unrolled version.
June 23, 2003
- Tried writing an optimized version of DFrameBuffer::CopyFromBuff() using
prefetchnta and movntq, but it performed just as well as memcpy. Probably
because video memory is much slower than system memory, so you don't really
notice any of the inefficiencies of the rep movsd instruction that memcpy
uses.
- Modified vlinetallasm4 slightly so that it executes in about 65%-81% of the
time it used to take on my Athlon XP (depending on resolution) by reordering
the instructions for parallelism. Note that this is the exact same
optimization I tried earlier that reduced performance on a Pentium III-M.
Also, the old version of the function still uses fewer cycles on a P3 than
the new version uses on an Athlon XP. (7 cycles/pixel compared to 4.8
cycles/pixel at 800x600). I am curious which version a Pentium 4 likes more.
I will keep them both around and only select the new version for people with
AMD processors belonging to family 6 or higher. The K6 might also like the
Athlon version, but I don't have a K6 to test with, so I will leave it as
it is now.
June 21, 2003
- Modified R_DrawColumnP_ASM() so that it has an alternate version of the
inner loop without any writes to ch and hence, no partial register stalls.
- Removed the R_StretchColumn() function.
- Consolidated all the different patch drawing functions from DCanvas into a
single DrawTexture() function. Amiga-style tag lists are used to pass it
optional parameters to produce the same results as the old functions.
June 20, 2003
- Changed FImageCollection so that it is nothing more than an array of
texture indices.
June 19, 2003
- Finished moving everything to the new texture system. There is still a
little work yet to do, but at least the only place where patches are used
any more is in the texture loaders.
June 13, 2003
- BTW, with the new texture system, you don't need to have every single texture
defined in a single TEXTURE1 or TEXTURE2 lump. You do need to restrict
yourself to just one TEXTURE1 and/or TEXTURE2 lump per wad, but they don't
need to contain definitions for all the textures from the IWAD, since each
wad's texture definitions are loaded separately.
- Fixed decals for the new texture system.
- Added support for the rotation information Blood added to the art files.
June 12, 2003
- Changed screenshot capturing slightly so that it does not need to redraw the
screen, so now it can capture the framerate in the corner.
- Added support for animating Build tiles.
- Added a new thing to use for spawning sprites in Build maps.
- Got sprites working with the new texture system.
June 11, 2003
- Fixed X-Y scale of Build maps. I had it twice as big as it should have been.
- Fixed the assembly slope drawer to work with non-square textures.
June 10, 2003
- After putting it off for far too long, I finally started working on a unified
texture system that will let me treat sprites, flats, and wall textures all
the same. Sprites are not done yet, but now Build maps can be viewed with
the correct floors and ceilings. One consequence of this change is that flats
are now stored in column-major format instead of row-major format, so I had
to changed the span drawers to account for this.
- Added a new MAPINFO flag: NoInventoryBar - prevents the inventory bar from
ever appearing in a Doom map. Also changed the Doom inventory bar so that it
won't be drawn if you have no inventory items, even if you press the inventory
selection keys.
- Changed PTR_UseTraverse() to continue traversal when a backward-facing line
is encountered.
June 9, 2003
- Fixed: Batman Doom no longer crashes during the cast finale.
- Made the texture error checking slightly more lax. It seems there is some tool
that likes to write to unused areas of the texture directory meaninglessly.
- Fixed a prediction bug caused by moving between sectors with different friction
levels. P_GetFriction() is sensitive to the ordering of the touching_sectorlist,
so I need to preserve this ordering before and after prediction.
June 7, 2003
- Changed my transparent color from 0 to 255. An analysis of the original Doom,
Heretic, and Hexen graphics revealed that this color was never used. It was
probably going to be the transparent color before the Doom engine switched to
using spans. But the real reason for the switch is because 255 is the color
the Build engine uses for transparency, so I can draw its sprites without
doing anything special.
June 6, 2003
- Made a slight fix to the frame interpolation: The time when the game tic is
run is the base time I need to use for interpolation. Otherwise, the display
could glitch if a tic passes between the time the gametic is run and the time
it is displayed.
- Added a workaround for NT 4: Somebody goofed, and the default registry entry
for CLSID_DirectInput under NT 4 has the wrong GUID. Two of the hexits are
swapped so that it is stored in the registry as
{25E609E0-B259-11CF-BFC7-444535540000} instead of as
{25E609E0-B259-11CF-BFC7-444553540000}. You can fix this by running
"regsvr32 dinput.dll" from a command prompt, or you can bypass it by loading
dinput.dll and using DirectInputCreate to obtain an interface. Since I can't
expect everybody running NT 4 to run regsvr32, I have to do the latter. :-(
- Fixed: Killing a morphed monster left an inert copy of the original monster
around, so scripts that depended on being able to use thingcount() to determine
when all the monsters of a certain type are dead would fail.
- Changed the Pig's and Chicken's MF_COUNTKILL bit to MF3_ISMONSTER, so morphing
a monster does not add to the total number of monsters on the level.
- Fixed: FDoomStatusBar::DrawToSBar could create a partially transparent status
bar because it left color 0 alone. I use color 0 as a transparent color for
image blocks like this. (Though the status bar doesn't really need to be
drawn with transparent parts, it was convenient to do it that way.)
- Changed the tid and TIDtoHate members of AActor from unsigned to signed, so
that you can use negative tags with your teleporters.
June 2, 2003
- Fixed: Absolute lighting on walls was very dark. I don't think I have this
feature accessable through Doom/Hexen maps, so you only notice it if you
try to load a BUILD map.
- Added some command-line parameters to help make BUILD maps look better:
-art Specifies the directory with the TILESxxx.ART files.
-bpal Specifies the palette.dat file.
So if I want to look at the Blood maps, I can do this:
zdoom -art d:\games\blood -bpal d:\games\blood\palette.dat -file d:\games\blood\*.map
(assuming that I have already extracted all the maps from the RFF file).
Unfortunately, the tiles only show up on walls. I need to create a unified
texture system so that wall textures and flats can be used identically.
- Fixed: Bots would only move on the arbitrator's computer in a net game.
- Fixed: If foggy and non-foggy areas were visible simultaneously, gun
flashes would sometimes light the foggy area.
- Fixed: R_ResetViewInterpolation did not actually work.
- Fixed: Line-to-line teleporters did net reset the view interpolation.
- Fixed: The super-fast projectiles in Heretic and Hexen with custom Tickers
did not update their previous positions, so they could not be interpolated
correctly by the renderer.
May 31, 2003
- Added support for loading Blood maps. They are no more playable than
normal BUILD maps, but since I can already load Blood sounds and BUILD maps,
it seemed like the thing to do.
- Fixed: Loading BUILD maps was broken because they did not initialize
sectors' ZoneNumber.
- Changed the default for vid_vsync from true to false, because with the
unlimited framerate, no vsync actually produces better control.
May 30, 2003
- Added interpolation for moving polyobjects.
- Optimized SpawnPolyobj() and IterFindPolySegs() so that they are loads
faster.
May 29, 2003
- Fixed Dehacked support for patches that swap sprite names instead of
changing them to something completely new.
- Fixed the new net code to recover properly in situations where there is
high packet loss. Except for one instance: If a player quits with -netmode
1, and the packet with that quit notification gets dropped, it never gets
sent again, so any players left will hang waiting for tic updates for a
player who is no longer there.
- Rewrote D_ArbitrateNetStart() so that all data passes through the host.
This should allow computers on separate networks to play together as long
as they can all talk to the host and you use -netmode 1.
- Bumped BACKUPTICS up from 12 to 36.
- Finally finished decoupling -dup from the game ticker. Getting it to work
without consistancy failures was a lot more work than I expected.
Fortunately, I think it was worth it. I can notice little difference now
between -dup 5 and no -dup (aka -dup 1). Before, doing that would take
your framerate down to 7 FPS, rendering the game practically unplayable.
May 28, 2003
- Started decoupling -dup from the framerate.
- Fixed an obscure crash bug caused by drawing past the bottom of composite
textures whose heights are not powers of 2. If the composite texture was
constructed at the end of a page of memory, the game could read into the
next page, which is bad if the next page is not mapped in.
May 27, 2003
- Framerates above 35 FPS should now be done. Whether or not it's good in a
net game, I'm not sure, since they require rather precise timing to play
smoothly.
- Added interpolation for every actor in the game, after I watched a rocket
flying and it was obvious that its position was updating less often than
the view.
- Added functions from BUILD for interpolating floor and ceiling movement.
- Added some view interpolation to allow frame rates above 35 FPS. It looks
very nice (and playing at 35 FPS now looks very bad), _except_ it sometimes
misses a tic so you get an annoying hiccup that is worse than just keeping
things locked at 35 FPS. This is despite my sprinkling NetUpdate calls to
some of the most frequently used rendering functions. [edit: It seems the
hiccups were because I had a background program running; even at idle
priority, it still stole a little time away from ZDoom every now and then.]
May 23, 2003
- Got a crash in R_SetWindow() when it was setting the value of the r_viewsize
cvar. After recompiling with the _CRTDBG_CHECK_ALWAYS_DF flag, I could not
reproduce it to find out why it happened. Poo.
- Added player movement prediction to make network games feel more responsive
when gametic is lagging behind maketic. You can turn it off by setting
cl_noprediction to true.
- Fixed: Using -extratic with the packet server crashed because it tried
to send tic -1, which doesn't exist. I don't know why it didn't cause
problems with the regular peer mode.
- Stopped using all named RNGs to check game consistancy. I have too many
named ones that aren't all used in the gameplay loop. Now I just pick a
few key RNGs and use those.
- Added another byte to the packets sent from the master to the slaves that
contains the master's maketic. This is so that the slaves speed up or
slow down to match the master instead of each other.
May 22, 2003
- Corrected my misunderstanding of how the frameskip array is used in
d_net.cpp.
- I found out how to make three player games perform fine on XP: Set the
processor scheduling back from "Background services" to "Programs".
Here's a link to an article that explains the values for the
HKEY_LOCAL_MACHINE\SYSTEM\ControlSet001\Control\PriorityControl\
Win32PrioritySeparation key that this setting changes:
<http://www.mcpmag.com/columns/article.asp?EditorialsID=405>. I think
it's probably more the short time slices than anything else that makes
it perform well. Why had I changed it from "Programs" in the first place?
Because I was having trouble with background console programs sucking
up all the CPU time, so I wanted to give everything equal time slices.
I now have the registry key set to 0x20, which is short, fixed time slices.
Not quite the same as the "Programs" setting. - Using the release build
instead of the debug build obviously helps performance, too.
May 21, 2003
- Tried playing a multiplayer game on two machines for the first time in
ages, and it went out of sync very quickly. It turns out that my laptop
had genblockmap false, and my desktop had genblockmap true. Since this
obviously makes it go out of sync, I'll have to make it a server var.
Gennodes will need the same treatment, since it also implies genblockmap
even if genblockmap is false. For ZDoomGL, however... I suppose I'll need
to disable the blockmap regeneration if the nodes are only being built
to get GL information.
- Wrote some code to let the net arbitrator function as a packet server. It
makes everybody jerky, but that might just be because I'm running two
clients on XP, and XP seems to do much worse at dividing processor time
up equally between processes than NT 4. A two player game on one machine
runs fine after a second or two, but three players is crap.
[Okay, tried it on three separate machines, and it wasn't jerky, so that's
a relief. Gametic was lagging behind maketic by 4 on the host, however, so
it wasn't quite as responsive as I would have liked. That's opposite what
I would have expected, since the host gets the ticcmds from the other
players first. Maybe I need to investigate the code where it "speeds up
time" some more. Or maybe I need to have the master send as many tics as
it has for the other machines instead of the lowest common number of tics;
e.g. If it has 1 tic from one machine and 2 tics from another, it should
send all of them to a third machine instead of just 1 tic each from the
first two machines. For comparison, a 2 player game (which is effectively
always peer-to-peer even with packet server turned on), had gametic lag
behind maketic by 2.]
- Removed the names from these RNGs: pr_chainwiggle, pr_afx, pr_decal, and
pr_decalchoice. I don't know why it happens, but they can sometimes
disagree with each other in a network game, particularly pr_decal. Since
they don't have any real impact on game sync, removing their names keeps
them from affecting the sync check, but it also means they won't be
remembered across save games.
- Added DEM_EMPTYUSERCMD so that if a player's input doesn't change from one
tic to the next, I can save one byte in the network packet. That makes the
minimum packet size for one tic 5 bytes: 2 for the header, 2 for
consistancy, and 1 for the tic itself. I'd call that a big improvement over
the previous minimum size of 14 bytes (8 header, 2 to hold the list of
players in that packet, 2 for consistancy, and 2 for the tic).
- Fixed: Damaging a monster would not reset its threshold value, so it would
be more willing to switch targets than it should have been.
- Changed AActor::StaticSpawn() to not initialize the LastLook member for
non-monsters. This caused the game to go out of sync when non-essential
actors were spawned on one machine and not another (e.g. decals and bot
aiming helpers).
May 20, 2003
- Beefed up the consistancy checking so that it now considers more than just
the players' X positions.
May 19, 2003
- Optimized the size of the network packets some. The minimum header size is
now 2 bytes instead of 10. Note that I removed the checksum from the header.
The network transport should already be doing error checking and not provide
us with any corrupt packets. In the highly unlikely event that somebody ports
this back to DOS, they'll need to add a checksum in there. Also made some
corrections to the packets that get sent around before the game begins.
May 16, 2003
- Made active powerup colors customizable via dehacked misc section.
- Changed the netbuffer checksum to use CRC32 (which gets used like a CRC28
because the top 4 bits are chopped off to make room for some command bits).
I could probably get rid of the checksum entirely, since UDP packets
already include their own checksum field.
- Fixed: When one player in a network game unexpectedly quit, everybody else
would bomb out with ECONNRESET. Now the i_net.cpp code pretends that those
players sent out NCMD_EXIT packets. Why a connectionless protocol like UDP
would return a connection-oriented error code, I do not know.
- Starting a network game with the -join parameter before the host started
would fail with ECONNRESET. This is no longer an error, so you don't
need to start the host first anymore.
- Added MF2_NOTELEPORT to TeleportFog.
May 5, 2003
- Fixed: P_Move() used the actor's default speed instead of the actor's
speed.
May 2, 2003
- Added mousewheel support to the console.
April 26, 2003
- Uploaded 2.0.47.
- Added support for custom episode definitions (for all games, not just
those that are already divided into episodes).
- Fixed: Doom Shareware does not have an ENDPIC graphic, so don't try to
show it.
- Added a visible inventory bar for Doom.
April 25, 2003
- Added APROP_Ambush for Set/GetActorProperty.
- Added myasctime() function, which is equivalent to
asctime(localtime(&time(NULL))), except it doesn't crash when the current
time is before Jan 1, 1970 (which makes localtime return NULL).
April 20, 2003
- Added a NULL file check to M_NotifyNewSave(). I was sent a crash report
where this appears to have been the cause.
- Fixed: Using teleporters with actor hits ceiling/floor triggers was
problematic because the actor would still be clipped to its new ceiling
or floor even if the teleport made it unnecessary
- Finished Thing_ProjectileIntercept so that it works in three dimensions.
Big thanks to all those on the notgod phorum who helped me with the math.
April 16, 2003
- Extended my speedup trick for 1024x768 so that it also gets used for
2048x1536 and 512x384. I can now play the beginning of MAP01 in 2048x1536
at ~28 fps instead of 14 fps. 512x384 is so small that it doesn't really
matter, but I think it is a few tenths of a millisecond faster now. What
I think is going on: If the screen's pitch is a power of 2, then drawing
columns (which Doom does a lot of in its renderer unless you're looking at
the floor) will flush the cache lines a bunch and bring performance
plummetting, as it has to transfer much more data to and from main memory.
By making the pitch slightly larger so that it isn't a power of 2, the
cache gets utilized better, so performance goes up.
- Started adding Thing_ProjectileIntercept special (175). It is identical to
Thing_ProjectileAimed, except it leads the target.
- Fixed: Activating SoundEnvironment actors did not work, because I forgot
to include the AActor * parameter in the prototypes.
April 14, 2003
- Uploaded 2.0.46.
- Added support for adding new projectiles to DECORATE.
- Changed the summon cheat so that it can be used to shoot projectiles
and not just spawn them in place.
- Made the Lost Souls spawned by Pain Elementals inherit the Pain
Elementals' hate information.
- Fixed the poison dart's poison application.
- Added a NULL-actor check to P_DisconnectEffect(), because I received a
crash log where it was called with a NULL actor.
April 12, 2003
- Fixed: The calulation of secplane_t::ic was different in p_setup.cpp's
slope spawners than it was in secplane_t's serializer, so if a demo was
made on a level with slopes, and the game was saved during the course of
the demo, the demo would desync if the player went on a slope after the
save.
- Fixed: If a DirectInput 8 interface could not be obtained, the game would
hang while trying to read mouse input using the DirectInput 3 interface.
This is because DI8 has a DIDEVICEOBJECTDATA structure that is 4 bytes
larger than DI3's. Unfortunately, IDirectInputDevice::GetDeviceData() does
not do anything useful when passed a structure larger than it recognizes.
It leaves the buffer alone, does not touch *pdwInOut, and returns DI_OK,
which is quite misleading. I had to step into DirectInput before I
realized what was going on, although I could have also discovered it by
browsing dinput.h more thoroughly.
April 11, 2003
- Moved joystick reading out of I_GetEvent() and into I_StartFrame(). That's
where it was in the original DOS Doom, because reading a traditional
gameport can be an expensive operation (though I think USB is much faster).
April 9, 2003
- note to self: Remove BOOGA s
- Fixed: Thing_Projectile2 wasn't shifting the zspeed over.
- Fixed: The slopes created with P_SetSlope() had their orientations inverted.
- Time to upload 2.0.45.
- Made "cyborg" a synonym for the "other" gender, for compatibility reasons.
- Fixed: Forget "== 0" after stricmp (Line1, "No Ice Death").
April 8, 2003
- Uploaded 2.0.44.
- Changed A_FreezeDeathChunks() to not use S_FREETARGMOBJ. It just destroys
the actor instead. I should probably get rid of S_FREETARGMOBJ globally,
since it isn't really needed with my stale pointer cleanup code.
- Fixed lockups caused by changing the TID of an actor stored in another
actor's LastLook member because of Thing_Hate.
- Made MF4_NOICEDEATH accessible through Dehacked as "No Ice Death".
- Added "No Autofreeze" as a misc Dehacked setting.
- Fixed the "Entering Unnamed" text that could be seen when finishing a game.
- Fixed: Frozen things could not be shattered with radius damage, because the
thrust they got after the damage would reset their tic counters to 3 seconds.
- New: The marines now start with the same sprite scaling as the player, and
AScriptedMarine::SetSprite() now copies the scaling of the actor it's taking
the new sprite from.
- Added some code to check for fake floor/ceiling sector actions when an actor
moves up or down because of moving floors and ceilings.
- Fixed: SetActorProperty for APROP_Health assumed you were working with
players after I added the player fix for it.
- Fixed: The plasma ball still had MF2_ICEDAMAGE from my testing.
- Fixed: Gender selection in the menu was broken because I had changed to
"cyborg" to "other" in m_menu.cpp but not in d_netinfo.cpp. Justification:
You can have male and female cyborgs, so cyborg isn't a proper gender.
- Some files were missing from the VC6 and Dev-C++ projects, so fixed that.
April 7, 2003
- Uploaded 2.0.43.
- Fixed incorrect end-of-LevelInfos detection. Interestingly, it only crashed
when compiled with GCC.
- Updated the crash logger to display the exception information for an
access violation.
- Added Thing_Projectile2 ACS command. It's mostly a clone of the
Thing_Projectile and Thing_ProjectileGravity specials, but it lets you give
the projectile a TID.
- Added a newtid parameter to the Thing_ProjectileAimed special.
- Fixed flat warping so that it does not crash with flats smaller than 64x64.
- Fixed: The secondary frost shards shed by the mage's primary frost missile
could damage the player who shot them.
- Made the randomization of the starting tic count for missiles an actor flag.
This is so that Heretic and Hexen missiles can be better used in a Doom game.
April 6, 2003
- Added a check for NULL players to DCajunMaster::WhatToGet() because I got
a bug report where that happened.
- Fixed: MF3_NOTARGET only worked if the attackers's TID was non-0 or you used
Thing_Hate on the target.
- Fixed: The Heretic staff was able to damage ghost enemies, which it
isn't supposed to be able to do.
- Fixed: In their charge attack, Minotaurs could only do damage to other
monsters and not to players.
April 5, 2003
- Created a minimal FLAC distribution with just the parts ZDoom needs to
compile, so the lazy people who want to build don't need to grab the
library themselves.
- Changed A_FreezeDeathChunks() so that it spawns more ice chunks for large
things than it does for small things.
- Added a generic ice death, so things can turn to ice and shatter without
having a specific ice death. Now you can use bex to create a Doom missile
that does ice damage and watch Hexen's cool ice death.
- Fixed: Radius damage did more thrust as your distance from the bomb
source increased.
April 2, 2003
- Changed ripper projectiles to do damage per-tic and not per-step. This is
more intuitive and also makes for better Heretic/Hexen compatibility,
since those games don't adjust the step count with projectile size (unless
the radius > 15, but none of their ripping projectiles are that big).
- Fixed some weirdness that can happen when the listener is positioned
directly on a sound source in 3D sound mode by moving the listener
back slightly from its true location. It was especially pronounced with
the nForce but can also be heard with the Audigy depending on the
environment settings.
- Fixed: Sector sounds always played at Z coordinate 0, so they weren't
always audible when using 3D sound.
- Added all the EAX presets from UT2003 and verified that the SNDEAX parser
actually works. Also tweaked the EAX editor a bit.
April 1, 2003
- Updated to FMOD 3.62.
- Fixed: Loading more than one dehacked patch (through some means other
than an include statement) that altered state information would not work
because only the first one would be able to find the correct locations
of the original numbered states.
March 31, 2003
- Fixed: PCD_PRINTNAME with input values 1 through 8 did not work properly.
March 29, 2003
- Added support for normal, buring, and frozen deaths to decorations. Still
need to test these.
- Changed P_SeekerMissile() to aim at the center of targets when seeking
vertically, rather than at the targets' feet.
- Fixed: MF_ICECORPSE was not being set when things froze to death.
- Changed DCanvas::TextSWrapper() so that it can draw characters that are
clipped, since that was fixed in the underlying block drawers a long
time ago.
- Fixed: V_BreakLines() crashed if it encountered a character wider than the
width of the box used to break the text in.
March 27, 2003
- Added support for playing SLIGE-generated maps without running them through
a node builder first.
March 26, 2003
- Added support for FLAC music and sounds. See <http://flac.sourceforge.net>
for more information about what FLAC is. Since it's a lossless codec, I
don't really want to see people using it for music, but the option is
there none-the-less. All the sounds in zdoom.wad (sans DSEMPTY) have now
been compressed using FLAC.
- Added a fix for fonts that contain color 255 in their glyphs. LWM had some
fonts like this, and it counts as a bug in imagetool (which I have now
fixed).
March 22, 2003
- Made more flags available to decorations.
March 21, 2003
- Added Alt-Enter as a hotkey for toggling between fullscreen and windowed
modes, as is customary for Windows programs. Also discovered that I can't
seem to run fullscreen through the debugger anymore without the game
window minimizing. [Must have been something screwy going on then; I can
run it fullscreen under the debugger now.]
- Revamped the joystick menu to support axis mapping and multiple controllers.
Under Windows versions that send DBT_DEVNODES_CHANGED broadcasts, it even
updates itself automatically when you attach/detach USB controllers.
- Changed MF2_REFLECTIVE behavior so that missiles also get reflected
vertically.
- Changed all the weapon state functions' prototyes from (player_t*, pspdef_t*)
to (AActor*, pspdef_t*). Now they have the same first parameter as the
standard state functions, so bex/dehacked patches should be able to use the
standard code pointers with players, so long as they don't need a target
or something similar that player's don't maintain. It also means that weapon
functions that do very generic things like just playing a sound should work
with non-weapons.
- Changed AActor::UpdateWaterLevel to accurately reflect when a player's eyes
are underwater.
- Made setslot usable from KEYCONF lumps.
March 19, 2003
- Updated the joystick code to use DirectInput instead of the old multimedia
system.
- Removed dxcrap.cpp. I am linking with dinput(8).lib again.
- Fixed: If Trace() did not hit a wall in a sector with a fake floor before
the trace ran out, it would not set CrossedWater even if the trace crossed
below the fake floor.
- Altered P_LineAttack() so that it doesn't spawn bullet puffs on lines
using the Line_Horizon special.
March 17, 2003
- Added a check for a NULL lastenemy in A_LightningClip() because Mike B. had
a crash where this was NULL.
- Gave the fist and chainsaw AmmoUse values of 1, so dehacked patches that make
them ammo-using will use ammo without needing to specify a new AmmoUse.
- Added new sound sequences for the Heretic doors, because they don't have the
same sound usage as Doom's.
- Fixed: The powered-up phoenix rod would use ammo when a Tome of Power ran out
and infinite ammo was enabled.
- Added SpawnPoint initialization to AActor::StaticSpawn(), so things that get
spawned during the game can respawn someplace other than (0,0).
- Changed projectile impact lines so that the projectile's owner activates the
script instead of the projectile itself. Projectile cross lines will still be
activated by the projectile.
- Fixed: The window drew over the video window when WM_PAINT was received while
playing a movie in windowed mode.
- Fixed: Closing the window while a movie was playing would close the window
without quitting the game.
- Fixed: Fake inventory items cleared their special after being picked up.
- Added support for setting the player's speed using SetActorProperty()
and APROP_Speed. This speed gets multiplied to the player's normal
speed.
- Changed A_BrainSpit() so that it does not rely on a pointer to the
DBrainState in the BrainEye that calls it. This allows it to be used
by actors other than the eye, which is necessary because of Dehacked.
March 13, 2003
- Fixed: Loading a FON2 font without a space or N character would read
(essentially) undefined memory when calculating the width to use for the
space character.
March 11, 2003
- Removed the old midiStream-based code.
- Wrote a SNDEAX lump parser.
- Fixed: Aliases defined in KEYCONF lumps were still saved to the ini. They
could also override aliases stored in the ini. Now, if an alias is defined
in a KEYCONF, it will not be saved to the ini, and if there is an alias with
the same name already defined in the ini, the original alias will be kept in
the ini when you quit.
March 10, 2003
- Fixed: Defining an animation for a non-existant texture could stomp on memory.
- Added support for different sound zones with individual EAX settings. To assign
sectors to different zones, you either make them physically unconnected or you
use a Line_SetIdentification with the second parameter set to 1.
- Fixed: Changed FindLevelByWarpTrans() search order to return later warptrans
matches in favor of earlier ones, so you can start Hexen DK with the menu
again.
- Fixed: AZShrub2::GetExplodeParms() and AZXmasTree::GetExplodeParms() were
mis-named and had the wrong prototypes, so they were never called.
- Added a hack when playing Hexen so that the BLANK texture is permanently mapped
to the empty texture. The standard Hexen maps use it as an empty texture,
even though it isn't really empty.
March 8, 2003
- Changed sprite initialization so that TNT1 is always the first sprite. This
is what I wanted a long time ago, and I think it used to be like this but
got changed when I rearranged the sprite table initialization.
- Changed the TID target search so that it looks for actors in the same block
before it searches the actor chains. Helm's Deep's AI seems a bit quicker once
things get going now, but there are still bits of architecture (lots of masked
mid textures) that are going to slow it down, and it's still slow at the
beginning and when the second wave starts moving.
February 24, 2003
- Decided to take up the challenge and figure out how to load Strife textures.
It looks like they just removed some unused fields from the texture
directory. Now you can actually load strife1.wad and look at the maps, but
there are still plenty of oportunities to make it crash if you try to use
it as an iwad.
- Added a check for negative texture patchcounts to R_InitTextures(), just
for the people who try to use -iwad strife1.wad.
- Fixed: The game would hang when trying to overwrite an read-only savegame
for the same reason it used to hang when playing back a save operation
recorded in a demo: The save itself was cancelled, but the request to save
was not cancelled, so it would endlessly try to save the game.
- Fixed: P_BounceWall() would bounce every bounce type off of walls, but it
shouldn't have done anything for MT2_HERETICBOUNCE.
February 18, 2003
- Changed: P_RadiusAttack no longer tries to apply damage when distance is 0.
February 15, 2003
- Changed P_SetSlope() to scale by ANGLE_90 instead of ANGLE_180. Silly me;
Scale() works with signed ints, but ANGLE_180 is to big for that, so it
could overflow.
Feburary 13, 2003
- Changed: When locating a map by its warptrans number fails, it can now try
to locate it by map number instead. Apparently, an old version of the Hexen
demo did not have warptrans.
February 12, 2003
- 2.0.42 time.
- Fixed: If weapon drop was on and a player respawned before their body went
nonblocking, they wouldn't actually drop a weapon.
- Dehacked compatibility fix: MF3_ISMONSTER now copies the state of
MF_COUNTKILL for any actors that get patched.
- BOOM compatibility fix: Lines with a type of 0 still need their ID set to
their tag. P:AR's rotating light on E1M1 requires this for the teleport line
its voodoo doll uses.
- Added code to set the MIDI output device's volume to full for devices that
support it. That makes the full range of volumes available without having
to set the volume with the Windows mixer.
- Fixed: The GiveInventory command would give one inventory item if the amount
was 0.
- Fixed: Inventory items that were not present in a savegame were not reset to
0 when the savegame was loaded.
February 10, 2003
- Added wildcard support to the cmdlist and cvarlist commands, so you can look
at just a subset of the lists.
- Fixed: The total monster count reset when loading saved games so that it would
no longer include monsters that spawned after the start of the level.
- Uploaded 2.0.41.
- Fixed: When a MIDI or MUS song stopped because it reached the end of the song
(if it was nonlooping), the midiOut device would not be released.
- Removed the DirectMusic MIDI option because it wasn't working, and Timidity++
is a better sounding solution if you can't do hardware wavetable MIDI.
- Fixed: ProduceMIDI() crashed because it had the wrong header check.
- Fixed looping problems with the new MUS player because I accidentally moved
some code in the wrong place. The new MUS and MIDI players also had semi-
random default channel volumes for the same reason.
February 8, 2003
- Uploaded 2.0.40.
- Added support for Apogee's EMIDI controllers.
February 7, 2003
- Wrote new MUS and MIDI player routines that do not use MIDI streams. Instead,
they use a time critical thread and midiOutShortMsg to send MIDI messages to
the playback device. I have not tried this with a lesser OS like Win98, so I
hope it works okay there. I want to remove the old player code so I that I
just have one method to use for playing MIDI data. This approach offers two
advantages over the stream method as it was employed: 1) Minimal setup time,
so music changes can happen faster. 2) Volume support for everything that
supports channel volume controllers, which is everything I tried. I think I
might also add support for the Apogee Sound System's EMIDI files just because
I have some docs for it.
February 6, 2003
- Added mouse and joystick option menus. Also added an option not to
prescale the mouse movements. I've done this all along because it
feels like the vertical sensitivity is much higher than the horizontal
sensitivity, so the prescaling compensates for that perceived difference.
But it could be the reason some people gripe that "ZDoom's mouse feels
different from Doom's! It sux0rz delux0rz!" So now they can turn it off
with a single switch instead of messing with the various mouse sensitivities
to decompensate.
- Fixed: The game did not give up the mouse if use_mouse was false.
- Changed the default ID for lines without a Line_SetIdentification or
similar special to -1 instead of 0. This is so that you can use
Line_SetIdentification to give a line ID 0 and still tell it apart
from all the other lines on the map without IDs. This emulates standard
Hexen behavior and also fixes a bug on caldera.wad, MAP10 where almost
every line on the map would get set to a switch texture right after
you entered it.
- Added support for Hexen's warptrans mapinfo command. I see now that it
gets used to determine which map you start on for a new game.
- Changed MAPINFO parsing so that maps named ExMy will automatically get
their levelnum set to xy unless you specify something different. MAPxx
maps were already getting this treatment.
- Added a syntax error message if you don't specify a valid keyword for a
block in ANIMDEFS.
- Added a non-player check to the A_DoomSkinCheck and A_HereticSkinCheck
functions. I guess if somebody uses Dehacked to assign the player death
states to something else, they could get called by something that isn't
a player.
February 5, 2003
- Changed A_KeenDie() to search among whatever called it and not exclusively
among Keens.
February 4, 2003
- I can now build a fully working version of ZDoom with MinGW. Perheps now it
is time for me to turn my attention back to Linux.
February 3, 2003
- Fixed a stupid bug I added to the tl_tab calculations in fmopl.cpp.
- Fixed: Monsters that hated both players and monsters would crash if there
was more than one player in the game.
- It's 2003 now, isn't it?
February 2, 2003
- Uploaded 39.cab.
- Fixed: Dormant actors still bled.
- Added a PatrolSpecial actor (doomednum 9047). It works like
InterpolationSpecial, but for PatrolPoints instead of InterpolationPoints:
When a monster reaches a PatrolPoint, it will execute the specials of any
PatrolSpecials with the same TID as that PatrolPoint.
- Added a new ACS command: SetMarineSprite (tid, "otherClass"); You give it
TID of the marine(s) to change and the name of an actor class to get the
sprite from.
February 1, 2003
- Fixed a Heretic/Hexen bug: Actors with a crash state would not crash if
they died on the ground.
- Changed I_InitInput to request a DirectInput 3 interface instead of
whatever the header specifies. It should work with NT 4 again, now.
- Added checks to the marines' attacks to prevent crashes if their targets
unexpectedly disappear.
- Fixed: Monsters could start targetting themselves if they blew up a
nearby barrel (or pod).
- Changed A_VileAttack() so that the Archvile can't hurt itself with its
own fire.
- Fixed: In Hexen you can queue scripts for maps on other hubs. They don't
get cleared along with the world variables, as I had mistakenly believed.
January 31, 2003
- Removed the need to press D to set the default resolution at the video
modes menu. This seemed to be a common point of confusion (despite having
the directions right there in the menu), but more importantly it makes the
menu fit on one screen when using 9 pixels per row of text instead of 8.
Heretic and Hexen both look better with 9 pixels of room rather than 8.
- Fixed: Scrolling up past the top of the menu was hard-coded to assume
the Doom font when finding the bottom of a menu, so it didn't work
correctly for Heretic or Hexen.
- Fixed: When pressing up arrow to scroll the top of a menu, its scrollpos
could get set to -1.
- Removed the limit on the number of frames that can assigned to an
animation sequence with ANIMDEFS.
January 30, 2003
- Fixed: The old Thing_Hate behavior no longer worked.
- Added the Thing_ChangeTID(oldtid, newtid) special to change the TID of
anything with oldtid to newtid. If oldtid is zero, then whatever activates
it gets its TID changed to newtid.
- Added the ActivatorTID() ACS command to retrieve the TID of the actor
that activated a script.
- Added the PlayerNumber() ACS command for finding out which player is
executing a script. Returns 0-7 for an actual player and -1 for
anything else.
- At GooberMan's request, added bool as a synonym for int to ACC.
- Added support for a KEYCONF lump. This is a limited console script that
can only execute the commands alias, defaultbind, addkeysection,
addmenukey, weaponsection, and addslotdefault. Now a wad with custom
key and weapon bindings doesn't need a separate .cfg file to operate.
- Added weaponsection console command for specifying that the weapon slot
assignments go to some ini section other than the default.
- Fixed: Processing an ACS object's MINI chunk initialized one map variable
too many.
- Fixed: Map variables that were not stored in a savegame were not
zero'd when the game was loaded.
- Changed: Include directives in Dehacked patches will now look for the
specified file in the same directory as the patch they are used from
before they look in the current directory.
January 29, 2003
- Changed: Just loading a game is no longer enough to assign a quicksave
slot. You need to either save a game or quickload first.
- New: The pullin command now looks for wads in the same directory as the
script that executed it before it looks for them in the current directory.
- Fixed: Switch definitions in ANIMDEFS with an on state that ends on the same
texture it began on would crash instead of properly detecting the error
and quitting with a useful error message.
- Changed: Voodoo dolls no longer affect a player's deltaviewheight.
- Changed: Voodoo dolls can now be pushed around by damage even when the
player is invulnerable.
- Fixed a bug in P_DamageMobj() I introduced after some reformatting that
prevented voodoo dolls from being pushed around.
- Changed the final output of the OPL2 synth to look like this:
final_output = (chip_output * 1.5) - 18000
This is because most of the instruments the Doom games use create
waveforms that are primarily located in the upper half of the wave.
(Because, of the four basic waveforms of the OPL2, all but one of them
only use the upper half of a sine wave.)
- Fixed the assembly part of OPLmusicBlock::ServiceStream() to work with
odd-sized buffers.
- Fixed: When the player does not have the invisibility power active, the
weapon would always be drawn with STYLE_Normal instead of whatever style
the player had.
- Added the cleric and mage Icon of the Defender behavior.
January 27, 2003
- Fixed the finetuning of double-voice OPL2 instruments, so now the Heretic
musics don't sound like crap.
- Changed the OPL2 emulator to write data to the output buffer a voice at a
time instead of a sample at a time. The speedup isn't as great as I would
have liked, but it does let me avoid doing work for voices that aren't
playing anything, and it should make it easier to optimize in the future.
- Just a note: I think the OPL2 outputs samples at ~49716 Hz.
- Removed the x2 amplification from fmopl2.c's output, because some of the
Heretic songs made it overflow. Looking at sampled output however, it seems
most of the data is going only into the positive half of the wave, so perhaps
I could subtract some constant from the data and keep the amplification.
- Reduced the length of the OPL stream so that it gets filled fourteen times
each second, so that it interrupts the main thread more consistantly and
has less of an impact on the game's "smoothness".
January 25, 2003
- Changed the frequency calculations in the OPL2 player to match DMX's (or
so I think).
- Fixed an amplitude problem with the OPL2 synth I inadvertantly introduced
while trying to optimize it.
January 24, 2003
- Uploaded 38.cab.
- Added a fix to prevent you from becoming a zombie player when there are
voodoo dolls on a level, and each accumulates enough damage to kill you,
but none of the dolls receives enough damage individually to die.
- Changed monster patrols so that when a monster reaches the end of a path,
it looks in the same direction as the final patrol point.
- Fixed: PIT_RadiusAttack() ignored MF2_NODMGTHRUST, so Hexen's poison cloud
would push things away from it. I also used this to determine if that
function will spray blood splats, but perhaps a poison damage flag would
be better?
- Added the ACS commands SetPlayerProperty and GetPlayerProperty.
- Added different versions of the scripted marine that each use a different
weapon. There's also an ACS command to let you change their weapons at
any time.
January 23, 2003
- Added some more Thing_Hate types that can be used to make monsters that hunt
both monsters and players or to ignore players that attack them.
- Made Bishops spawned by Heresiarchs and Wizards spawned by D'Sparil inherit
their masters' hate preferences.
- Made Heresiarchs and Bishops ignore each other. I didn't check if this was
original Hexen behavior or not, but it seems stupid for a Heresiarch to kill
a Bishop it just summoned simply because the Bishop happened to hit it.
- Added a new invisible thing (#9076) that you can make monsters attack using
Thing_Hate. It's probably best to place this next to something solid, since
it blocks projectiles (including the player's) and affects the player's aim.
The angle you give it determines how much health it has, 1 degree is 10 hit
points, 2 degrees is 20 hit points, etc. Give it an angle of 0, and it never
dies. The angle field is used for this instead of one of the argument fields
so that it can still execute a death special.
- Fixed: P_NightmareRespawn() assigned the old body's spawn parameters to the
teleport flash instead of to the new body, so when the new body respawned,
it would respawn at (0,0) instead of its original location. Also set the
respawn chance back to ~1.6% instead of the 100% I had been using earlier
for testing.
January 22, 2003
- Uploaded 37.cab.
- Played with A_Chase() a bit more so that monsters that hate monster groups
will look for closer monsters on their way to a monster they can't see.
January 21, 2003
- Improved Thing_Hate with a third parameter. Now we have Thing_Hate (tid1,
tid2, type). If type is 0, it behaves just like before: Everything with tid1
chases after the first thing with tid2 and then promptly forgets their hate
once that thing dies. Set it to 1, and it's much like normal except instead
of looking for players everything with tid1 looks for something with tid2.
And if type is 2, it's just like type 1, except the monsters with tid1 don't
actually need to see any monsters with tid2 before they start chasing after
them, so it's somewhat closer to type 0 than type 1 is.
- Changed Hexen player jumping velocities from 9 to 9.75 because they weren't
jumping as high as they should have been, even though 9 is the value Hexen
uses. The 9.75 was arrived at by playing Hexen.exe, standing next to a wall
to see how far up the texture the player gets when he jumps, and then
tweaking until ZDoom was approximately the same. It is enough, at least, to
make the clock gear in hexdd MAP57 accessible without the Wings of Wrath.
January 20, 2003
- Fixed: Dormant monsters should not enter their SeeState when Thing_Hate is
used on them.
- Fixed: In Hexen, the Wings of Wrath do not expire at all in single player
games. I had erroneously believed that landing on the ground would
temporarily halt their timer until you started flying again (which is
incorrect).
- Fixed: At the easiest difficulty, P_DamageMobj halves damage. If the damage
was one, it would become zero. Now if the damage is one, it stays one.
January 18, 2003
- Added a PointerSubstitution() method to DObject to replace all pointers
to one object with pointers to another object. This is so that when
something morhps or unmorphs, enemies targetting that actor will be
targetting the correct actor instead of the stale one.
- Added: In Heretic, killing a player as a chicken turns you into a
"super chicken." ZDoom was missing this.
- Removed the redundant P_HealRadius() function.
- Fixed: Palette remapping isn't enough to make Doom skins work with Heretic
because the two games also use different death animations.
- Fixed: The Icon of the Defender gave the name of the Ring of Invincibility
when it was picked up.
- Fixed: The warp console command crashed if you didn't specify enough
parameters.
- Added means-of-death as a third parameter to Thing_Damage.
- Fixed: Items that had been dehacked would not have their MF_DROPPED bit set.
- Added a ShouldStay() method to ADehackedPickup() so that it can get
rerouted to the real pickup.
- Fixed: Single player demos played back with different RNG seeds than they
were recorded with.
January 16, 2003
- Fixed assignment of partner segs in FNodeBuilder::FixSplitSharers().
January 14, 2003
- Added NULL-actor checks to P_CheckSight().
January 13, 2003
- Fixed: Advancing to a new level would subtract the number of live monsters
on the old level from the total number of monsters on the new level.
- Fixed: The game tried to play the hall music when doing non-Hexen endings.
- Added world and global arrays for ACS. They are somewhat different from
map arrays: They are one-dimensional and you don't specify a size when
you declare them. Instead, they grow as-needed during normal use.
- Removed sp from DLevelScript, because the stack pointer is always 0 when
RunScript() returns.
- Fixed: PCD_INCMAPARRAY and PCD_DECMAPARRAY used the wrong stack value for
the array index.
January 11, 2003
- Assigned spawnid 154 to the Baron's fireball (to be added as T_BARONBALL
to zdefs.acs).
January 10, 2003
- Changed sectorsound to use CHAN_AUTO instead of CHAN_BODY. Otherwise, not
all the Hexen "puzzle" switches sound right.
- Fixed: The STREAM_ENUM macro in a_artifacts.h used call-by-value instead of
call-by-reference, so artifact types could be written to an archive, but
they couldn't be read back from it.
- Removed inventorySlotNum, as it was unused.
- Fixed: Reading strings with FArchive would never return NULL, and it left
copies of all the strings read behind in memory.
- Fixed: When sprites were renumbered in a recompile, the sprite scanner in
FArchive would find matching-named skin sprites instead of the real sprites.
- Added a "vapor" SaveVersion 205. This is a version 204 save written by
versions 2.0.33-2.0.36 because arti_pork was added in 2.0.33 and I did not
bump the version. There will be no savegames that are actually written as
version 205, because I changed the way artifacts are saved so I won't have
to worry about this particular problem again in the future.
- Uploaded 36.cab.
- Added a new player property for ACS (PROP_TOTALLYFROZEN #4). When active, it
won't let the player do anything but press +use, which is what PROP_FROZEN
was really supposed to be.
- Added MF_NOLIFTDROP flag for no-gravity things that should not move down
with lifts if they are standing on the lift. This is only used with the
various bridge actors because various ZDoom maps break if they move with the
lift, and the Hexen bridge has visual glitches if it moves so I doubt
anybody used this Hexen behavior.
- Got rid of the orbit table for Hexen's bridge balls. Now they move every tic
instead of every fifth tic and use the finecosine/finesine tables directly.
- Fixed: When a monster was spawned through a script but there was no room
for it, it would still count toward the total monsters on the level.
- Fixed: P_Thing_Spawn() set MF2_PASSMOBJ for flags instead of flags2, so it
was really setting MF_NOCLIP, and the P_TestMobjLocation() check would
always succeed.
January 9, 2003
- Added a new player property for ACS (PROP_FLY #3).
- Added a level flag to set monster death special behavior to the Hexen mode:
The things that die activate the specials; not the things that kill them.
You can use MAPINFO to turn this off in Hexen and turn it on in Heretic/Doom.
- Fixed: The Heresiarch used its death inflictor instead of itself as the
activator of its death script.
- Fixed: DLevelScript did not have its activator member recorded in its list
of object pointers.
- Fixed: Saving a game in a demo would cause the program to hang when that
point was reached in the demo.
- Made the game recover from failures during dearchiving thinkers so that
you can actually do more stuff without it crashing. Just needed to add
a try/catch block so that it can undo what was done before it failed.
- Added the -savedir option to specify where savegames are stored.
- Fixed a bug in PIT_FindFloorCeiling(): It used tmthing even though
P_FindFloorCeiling() didn't set it.
January 8, 2003
- Fixed: The hexen main menu showed the spinning skulls from Heretic instead
of the fire bulls.
January 7, 2003
- Uploaded 35.cab.
- Fixed the node builder to successfully create GL nodes with >64k segs.
- And now the node builder is fixed point again. (Undo is nice.) Making it
exclusively floating point made vrack2big3's BSP take 10 seconds longer to
build. Since the goal was to avoid the cost of int-to-float conversions
every time PointOnSide was called, I'd say it backfired miserably. With just
the change to PointOnSide, it's only about 1 second slower than 2.0.34.
- Okay, the node builder now uses floating point for all its calculations.
- Changed FNodeBuilder::PointOnSide() to use floating point to avoid overflow.
Methinks I should just change the node builder to use floating point
exclusively. Then it won't have to do int-to-float calculations repeatedly.
- Changed A_Tracer() to set the puff type before it calls A_SpawnPuff().
- Fixed: P_RecursiveSound crashed if it encountered a line that was marked
two-sided but lacked a second side.
- Fixed: The cursor in the Advanced Sound Options menu started one line too
high.
- Added Hexen support to giveinventory/takeinventory/checkinventory and made
them work with cross-game items.
- Fixed: Clock gear 3's inventory image was misspelled as ARLTIGER3.
January 4, 2003
- Fixed: findFreeChannel() in mlopl.cpp would try very high channels instead
of the correct ones and access undefined memory.
- Fixed: The Thing_Spawn special would fail to spawn things without
MF2_PASSMOBJ set if there was something already occuping their x,y space,
whatever that thing's z coordinate. This was problematic with the Hexen
bridges.
- Fixed: DDrawFB::PaintToWindow() can get called during the render process
when a WM_PAINT message is received. If the framebuffer was already locked,
this would overwrite the buffer pointer and pitch with those of the
physical screen. This is not normally a problem, but one way to get a
repeatable crash was to turn on any of the pixel doubling modes and switch
from fullscreen to windowed. Simple fix: PaintToWindow() does nothing if
the screen has a non-zero LockCount, and Update() zeros LockCount before
it calls PaintToWindow().
January 3, 2003
- Uploaded 34.cab.
- Added a parameter to AActor::LinkToWorld() to tell it to use the original
incorrect point-on-line side calculations of the Doom engine. This is just
so that the map spots in the emerald key room of Hexen MAP01 will spawn in
their intended sector and not the sector that is technically correct.
- Added a new compatibility option: compat_usewallblocking. Now I see that
there are wads that used non-use lines to block the player from activating
a use line.
- Changed AActor::StaticSpawn() again. When spawning map things, the floor
and ceiling z's are taken from the actor's center point. When spawning
things during gameplay, the true z's are found instead. So P:AR's player
starts are still working, non-players placed in the map will be able to
get stuck in the floor of a neighboring sector, and anything spawned
during the game with ACS (or otherwise) will have the "correct" behavior
and know what their true floor and ceiling z range is. TBD: Should this
be players-only? Decided: Yes, otherwise bullet puffs will appear on
window sills instead of the actual spot where the bullet hit.
- Changed P_FindFloorCeiling() to use different global variables than
P_CheckPosition(), because it can be called within P_CheckPosition().
Doom has too many global variables for its physics code.
January 2, 2003
- Uploaded 33.cab.
- Fixed A_RestoreSpecialPosition() for MF2_FLOATBOB actors.
- Fixed: Made the porkalator and morph ovum separate artifacts.
- Fixed: In Heretic and Hexen, MF2_FLOATBOB objects are always positioned
relative to the floor. In ZDoom, they bob around a central z height, so
they need to have gravity applied to them in order to best approximate
the orginal behavior.
- Created a new function (P_FindFloorCeiling) to find the floor and ceiling
for newly-spawned things. P_CheckPosition() has side effects, so I can't
use it. This is also used by P_TeleportMove() now.
- Uploaded 32.cab.
- Fixed: EV_DoCeiling() only set the crush value for the moving ceiling if it
had a crushing type, so BOOM generalized ceilings could not do crushing
damage.
- More GCC 3.2 cleanup. Everything compiles now--except for zdoom.rc. Windres
can't handle it so I had to settle with a precompiled version.
- Split off the system-specific code from w_wad.cpp into i_wad.cpp.
- Changed AActor::StaticSpawn() so that it uses P_CheckPosition() to get the
real floorz and ceilingz to use in case the actor overlaps a line.
- Gave the fatso's fireball spawnid 153. In zdefs.acs, T_CACODEMONSHOT was
incorrectly named T_MANCUBUSSHOT.
- Created one-parameter version of the W_MapLump functions that return pointers
to const data so that the compiler can be issue warnings if they get assigned
to non-const pointers.
- Added MF2_PUSHWALL to all the Heretic monsters.
- Put back MF2_PASSMOBJ because of the unexpected consequence removing it had:
Overlapping things would push each other to the ceiling. This was most
visible with the invisible bridges, which people have commonly overlapped.
I have taken a different approach to the situation that caused me to remove
it: Now you can't push anything without MF2_PASSMOBJ while riding a lift.
January 1, 2003
- Uploaded 30.cab. I hope I didn't break anything I haven't already caught by
getting rid of the zone heap and switching to memory-mapped files.
- Made more input cvars global config (such as m_pitch and m_yaw).
- Changed the sound rolloff factors for Heretic and Hexen.
- Fixed: Unlike Doom and Heretic, Hexen crushers do not continue to move if
there is something being crushed underneath them. Instead, they wait for the
thing underneath to either die or move out of the way. The crushing pillars
you find the first time you visit Hexen MAP03 do not actually kill you if
they don't wait for you to die before fully closing.
- Added support for "fake" lumps so that the music system can continue to play
on-disk music files without having to include them on the command line with
-file. These "fake" lumps are automatically unmapped when they are done being
used so that their memory can be decommitted, but their file handles remain
open because I don't want to deal with also removing lumps at runtime.
December 31, 2002
- Changed FRandom::StaticClearRandom() so that different seeds produce more
disparate results in the different RNGs.
- Fixed: FRandom::StaticClearRandom() was not being called after rngseed was
set at game startup.
- Changed the wad loader to use memory mapped files, so now I have better
caching than what the zone heap could hope for, since the VM system does all
the work for me.
- Added a fixup in R_InitTextures() for the Doom E1 sky, which has its patch's
y origin at -8 instead of 0.
- Added the F_EndFinale() function to clean up after the finale is over, since
I can't let the zone heap do it automatically anymore.
December 30, 2002
- Removed the zone heap. Everything is done using new/delete and malloc/free
now, so you don't have to worry about specifying a heap large enough.
- Fixed: The [.NetServerInfo] ini sections were still read in single player
games.
- Fixed: The player class filter in P_SpawnMapThing() used SinglePlayerClass[]
instead of player_t::CurrentPlayerClass.
- Put the FMUSIC loader back the way it was so that MODs in WADs work again.
- Changed EV_Teleport() so that if it can't find any teleport destinations,
it looks for a matching map spot instead. This fixes the southern teleporter
in Hexen MAP10.
- Added MF3_DONTMORPH to the Hexen boss monsters.
- Removed MF2_PASSMOBJ flag and made it standard behavior for all actors
because of a test map I received: If an actor with MF2_PASSMOBJ rides up
a lift underneath a non-MF2_PASSMOBJ actor, the top actor would fall inside
of the bottom one once the lift stops.
December 28, 2002
- Changed the nodebuilder timer to use I_MSTime() instead of clock/unclock,
because very large maps can make it exceed the 32-bit resolution of
the clock/unclock macros.
- Uploaded 29.cab.
- Moved the R_ClearParticles() call out of G_InitNew() and into P_SetupLevel().
- Experimented with the 3D sound parameters to find a rolloff factor that
best approximates the software sound.
- Updated to FMOD 3.61.
- Fixed: S_UpdateSounds() still multiplied the SoundCurve volume by 2, so
things decayed twice as quickly as they should have. I would like to get
rid of the SoundCurve use, but I'm not sure how Raven modelled the curve
for Heretic and Hexen.
December 27, 2002
- Fixed: The FireDemon could not be perceived to move except when strafing
because it still used PROP_SpeedLong instead of PROP_SpeedFixed. Because
this was the only place where PROP_SpeedLong was used, I got rid of it.
December 26, 2002
- Changed the internal subsector_t struct to use 32 bits to keep track of
segs instead of 16, and fixed the node builder up so that it works with
>64k segs.
- Changed the internal node_t struct to allow for more than 32768 subsectors
and nodes.
- Fixed: The fighter played PlayerFighterGrunt instead of FighterGrunt on his
third punch because I didn't realize the two sounds had different names.
- Changed PIT_FloorDrop() to more accurately reflect Hexen's behavior. Things
under gravity move down with the floor if the floor moves fewer than 9 units
in one tic (not 24), and no-gravity things always move down with the floor
(no matter how fast it drops) if they were standing on it.
- Changed forwardmove and sidemove scaling calculations in P_MovePlayer()
so that they won't overflow.
- Changed server vars so that only compatflags and forcewater are archived.
December 24, 2002
- Fixed: Autosave still worked when the player was dead.
- Fixed: The Quietus pieces had the wrong spawnids, so they were overriding
the stained glass shards. I'm not sure why they had the wrong numbers.
- Fixed: AZWingedStatueNoSkull and AZGemPedestal had their see and melee
states swapped, so they wouldn't change their appearance when activated.
- Uploaded 28.cab.
- Fixed: When "Monsters Ignore Each Other" was set, monsters could not be
hurt by ACS-spawned projectiles.
- Fixed: Underwater reverb did not work on Audigies anymore because FMOD was
only reporting them as supporting EAX3 reverb and not also EAX2 reverb.
- Fixed: Empty console command lines are not added to the history list.
- Added a new ini section so that select ServerInfo cvars can be remembered
across games. There is a different one for single player games and for net
games, and the net game version is only saved on the machine that acts as
host.
- Added useflechette command, which acts like "use ArtiPoisonBag1,2,or3"
depending on the player that uses it.
- Moved the default +showscores key in Hexen to Scroll Lock, because \ is
already used by "use ArtiHealth".
- Added the Hexen default keys for quick-use of inventory items.
- Added addslotdefault command to only put a weapon in a slot if it isn't
already assigned to a slot.
- Changed P_FindNamedInventory() to use the same names as the actors that
represent the inventory items, for consistancy.
- Gave the pod and explosive barrel MF3_DONTGIB flags so that if
- Changed the setslot and addslot commands so that you cannot have more than
one copy of a weapon in a single slot.
December 23, 2002
- Did some cleanup for GCC 3.2.
- Added a fix for wads that have things like FF_END immediately followed by
F_END.
December 22, 2002
- Fixed: ThrustFloorUp and ThrustFloorDown did not have spawnids, nor did they
override Activate() and Deactivate().
- Fixed: P_LoadBuildMap() read numsectors out of the Build map before checking
to make sure there was actually enough data for numsectors to be present.
December 21, 2002
- Changed pointer tracking in pointy classes to use pointers to members instead
of offsetof, as per GCC 3.2's suggestion.
December 20, 2002
- Turned the vertex and linedef indices in the map data structures into
unsigned words. Everything compiled without warning, so maybe big level
support really is that easy.
- Fixed: Maps with >32k unpacked sidedefs could not be loaded because
sidei_t::a.map in p_setup.cpp was still signed.
- Changed: REJECT lumps with 0 length won't even be loaded now. And REJECTs
that have some length but are nothing but 0s will be freed.
- Fixed: The sprintf in the first case of D_WriteUserInfoStrings() had an
extra comma, so it would crash, making demo recording impossible.
- Fixed: DArgs::CheckValue() did not check to ensure that value is valid.
(That is, that it does not begin with + or -).
- Fixed: Trying to add more bots than there are starts in a coop game would
leave the extra bots as "active", so you could not spawn them even after
removing the existing bots.
- Fixed: Players could not choose their weapons if they loaded a savegame
before starting a new game because weapon assignments were only transmitted
at the start of a new game.
- Added separate translation tables for the player corpses so that when a
player dies and comes back with a sprite that uses a different palette
translation range (i.e. a mage dies and is reincarnated as a fighter),
the corpse will retain the translation the player had at death. This also
means you can't change the color of your corpses anymore.
December 19, 2002
- Uploaded 27.cab.
- Fixed: The internal node builder was not setting bPolySeg, so segs would
be randomly marked as belonging to polyobjects if you used the internal
node builder.
- Uploaded 26.cab.
- Fixed: TELEFOGHEIGHT was not being used everywhere it needed to be.
- Changed: P_DropItem() uses the standard Doom drop for items that don't
have gravity (such as the Mage's lightning weapon).
- Changed: Dying puts you into chasecam mode.
- Fixed: The fighter's axe and hammer could not be picked up for mana by the
other classes.
- Moved the assignment to waitingforspawn inside SpawnBot() past the checks
to see if any bots are left to spawn.
December 18, 2002
- Fixed the "give armor" cheat for Hexen.
- Added artifacts and puzzlepieces as categories for the give cheat.
- Replaced Killough's blockmap builder with the one I had written for ZDBSP.
The MBF one was found to be incorrect near vertex 0 of Doom's E3M6. There
are probably other problem spots, but that's the one that was first
noticed.
- Fixed: Hexen_sbar.cpp had WPIECEM1 misspelled as WPEICEM1, so the top
part of the Bloodscourge would not appear in the status bar until you had
the complete weapon, which causes a different graphic to be drawn.
- Fixed the elusive hub crashing bug introduced by my November 26 but/hub
"fix". Parsing of NEW_PLR_OBJ and NEW_PLR_CLS_OBJ when m_HubTravel is
true would wait until the object had been parsed before mapping it to
an index. It needs to be mapped immediately after being created so that
any references to it in its stored data will actually refer to it and
not the next object in line.
- Fixed P_SetSectorFriction() so that using a friction amount of 100
calculates the standard movefactor 2048 instead of 255.
- Changed Sector_SetFriction so that when it's used from a script, it will
clear and set the sector's friction flag as needed.
- Fixed: The fighter's axe and hammer would still use mana when infinite
ammo was turned on.
- Fixed: P_SpawnPlayerMissile spawned missiles with a facing direction
slightly to the right of their real direction when there were no monsters
for it to autoaim at. Among other things, this made the frost cone fire
right of center.
- Fixed: Picking up a flechette would only give you the fighter's variety
because I forgot to uncomment some code after adding the other two player
classes.
December 13, 2002
- Uploaded 25.cab.
- Added a hack for 256-tall textures with patches that mark their post
lengths as 0. This lets pleiades.wad and its skies work.
- Multiplied the output of the OPL chips by two so that they aren't so
quiet.
- Gave opl_onechip a callback so that changes to it can take effect
immediately.
- Fixed: findFreeChannel() in mlopl.cpp could crash when going from two
chips to one, because it did not reset the value of last.
December 12, 2002
- Fixed an original Hexen bug: EV_RotatePoly() set the first polyobject's
special data to a rotator, then it created a new rotator and assigned it
to the mirror polyobject's specialdata, and then it also assigned the
second rotator to the first polyobject. This left the first rotator
forgotten, and if a player got in the way of one of the polyobjects so
the other one destroyed the rotator, it could crash.
- Uploaded 24.cab. Why cab? Because LZX compression is better than ZIP, and
I'm stuck uploading files with a 56k modem. That's why. The source code
archive alone is almost 700k smaller as a cab than as a zip. That's at
least four or five fewer minutes that I need to wait uploading it.
- Fixed: Bloodscourge projectiles would not pass through non-boss monsters
because AMageStaffFX2::SpecialMissileHit() was incomplete. It is a much
more dangerous weapon now.
- Fixed: ACircleFlame needed a GetExplodeParms() member function so that it
would do the correct damage and not harm the player.
- Uploaded 23.cab.
- Fixed: Dehacked weapon patches did not set the new FWeaponInfo::givingammo
field.
December 10, 2002
- Uploaded 22.cab.
- Fixed: If you had a bot with you in a co-op game and you switched levels,
the bot would come with you as normal, and it would also spawn a new copy
of itself later, so you would now have two bots instead of one.
- Moved the player name display for spying up slightly so that it isn't
obscured by the Hexen status bar.
- Added support for terrain-defined friction, so the Hexen ice flat can
behave like ice.
- Fixed: Weapon pieces were not behaving like weapons with sv_weaponstay on.
- Fixed: The spinning invulnerability and maulator icons that appear at the
top of the screen when they are active were not right-aligned.
- Fixed: The maulator artifact had the wrong status bar image.
- Fixed: Using Dragon Skin Bracers to get more than 100% armor would mess
up the armor display in Hexen's automap status bar.
- Now I know why I didn't direct hudmessage and print commands to the
screen of spying players. Changed it back to the way it used to be, so
it doesn't pay attention to the player's camera when deciding whether it
should take effect or not. One solution for this would be to have
separate status bars for each player and just route the messages to the
appropriate status bars. Probably too much effort at this point.
- Fixed: The player faces showed up on the scoreboard even when not playing
Hexen.
- Fixed: The extralight from your gunshots would be used if you weren't
looking through the eyes of a player.
- Uploaded 21.cab.
- Fixed an accidental problem when travelling between levels because
I mis-blocked some code in WI_End().
- Fixed: Using a flat as an intermission background instead of a full
graphic would not print any text.
- Fixed: FWeaponSlots::StreamInSlots() only cleared the even slots,
so weapnext/weapprev failed, and weapon selection in odd slots would
work wrong.
December 9, 2002
- Fixed: Dormant monsters would respawn when monster respawning is
enabled, losing their dormant state and any specials they were given.
- You can spy through your teammates' eyes in deathmatch now, and you
can also see them on the automap.
- Added face icons to the Hexen scoreboard.
- Gave the bots some minor knowledge of Hexen weapons.
- Fixed: The fighter would not get any mana when he picked up his axe
or hammer.
- Added the Hexen finale and intermission screens.
December 6, 2002
- Removed M_PBOX from zdoom.wad. M_DrawFrame() draws the box around the
player in the menu now, since it works with all games and not just Doom.
- Added some more choices to the sound options menu.
- Added support for setting player sounds by their real names in skins
(i.e. *xdeath instead of pspdiehi), and added a few more sound mappings
for the Legacy names.
- Added simple palette remapping for skins so that Doom skins can be used
while playing Heretic.
December 2, 2002
- Added software OPL2-synthesis for MUS music in order to mimic "the
good old days." I haven't had a soundcard with an OPL chip in six years,
so I don't know how accurate the sound is, but I think it's reasonable.
Pity it takes around 10% of the CPU time on my Athlon XP 1600 (at 44.1 KHz).
The MUS player part of it comes from Vladimir Arnost's MUS Lib, and the
OPL2 part of it is from MAME.
November 28, 2002
- Fixed the player setup menu to work with scaled sprites, and added an
option to skins so you can set the scale for more than just the base
sprite.
- Gave each player their own set of weapon slots, so custom slots can be
used in net games and demo playback.
- Added player translations for Hexen.
- Added player class filtering for the Hexen fourth weapon pieces.
November 26, 2002
- Added player class filtering for the Hexen weapons.
- Added the "Healing Radius" artifact.
- Fixed a hub travel bug when playing with bots. If there were more bots
in the level being travelled to than the one travelling from, the load
would fail.
- Fixed: ASorcBall::Serialize() did not call its super method.
- Fixed a hub travel bug introduced by the version tracking code:
SaveVersion would not be set before a game was actually saved or loaded,
so snapshots would not load back properly until that happened. Another
related problem is that somebody could load an old savegame with
multiple snapshots and then save it again without revisiting all the
snapshots. Thus, a savegame could have snapshots created with different
versions of the game, so each snapshot needs to carry version information
around with it.
November 25, 2002
- Changed the ACS print and hudmessage commands so that if a projectile
activates a script, they will print to the screen of whoever fired the
projectile instead of failing because the projectiles don't have a screen.
Also changed them so that they show up for anybody spying on the person
who activated the script.
- Added the pig.
- Disabled skins in Hexen, and changed the player setup menu to show class
instead of skin when playing Hexen.
- Added "random" as a choice in the Hexen class/new-game menu.
- Fixed: p_GiveArmor() gave the negative value of the desired armor, which is
effectively the same as always giving blue armor.
- Fixed the weapon slots so that they can accurately determine if a weapon
using both types of mana can be selected.
November 23, 2002
- Put Hexen's new game menus in place, although you still can't select a
player class.
- Disabled blood splats for players using the god mode cheat.
- Added palette flashes for Hexen's poison and ice damage and the Wraithverge
and Bloodscourge.
- Added the Bloodscourge and Wraithverge.
- Changed sound loading to use the heap instead of zone memory, so large sounds
can be used (although it's probably a bad idea nonetheless). Also added a
fallback mechanism so that sounds that are too big for hardware buffers will
be created in software instead.
- Fixed the Doom status bar so that removing a key from the player's inventory
will remove the key from the status bar without having to manually hide the
status bar first.
- Added FloorClip as a property for use with DECORATE.
November 22, 2002
- Added WAVE loading to the alternate mixer.
November 21, 2002
- Added an alternate sound mixer that bypasses FMOD and and does all the sound
mixing itself, feeding it to a DirectSound buffer directly. This is not
meant to be a complete replacement for FMOD, so it's pretty basic. It's not
even particularly optimized. I only wrote it in the hope that it alleviates
the BSODs a very few people got without -nosound.
November 19, 2002
- Changed ThrustThing to mimic the original P_XYMovement() MAXMOVE clamping.
Setting the third parameter 1 will let you use any thrust you want.
- Put back the maxmove restriction for underwater actors, but it should
probably be handled differently.
- Fixed: Respawning in single player would execute respawn scripts instead of
enter scripts, and travelling to a new map without being dead would not
execute respawn or enter scripts.
- Fixed: Only the first entry in each DECORATE lump would be processed.
- Fixed P_XYMovement() so that startx, starty, onestepx, and onestepy are
properly recalculated after sliding along a wall. This seems to have fixed
the ability to go through walls at corners when moving very quickly. I hope
there aren't any other bugs lurking in there.
- Fixed recording of compressed demos: The demobodyspot and democompspot
pointers were not being moved when demobuffer would get realloced, so
replacing the BODY chunk with compressed data would stomp on invalid memory.
- Fixed: P_SlideMove()'s stairstep case still used mo->momx instead of tryx.
- Fixed G_QueueBody() and the pointer cleanup in dobject.cpp so that it
doesn't try to destroy bodies that were already destroyed outside of
that function (such as by a crusher squishing the body).
November 15, 2002
- Added the Quietus.
November 13, 2002
- Hexen has a status bar now.
November 9, 2002
- Changed CheckIfExitIsGood() so that dead players cannot exit a level.
- Fixed: The ThrustThing special is supposed to add to the actor's velocity,
not set it.
November 8, 2002
- Imported the node builder fix that splits segs collinear with a splitter
with any events they cross. This is only necessary for bad maps that have
overlapping linedefs.
- Changed dehacked text replacement so that if a pickup sprite's name is
changed, the identification map used by DehackedPickup is also updated.
This lets you pick up Strain's shotgun, plasma rifle, and BFG replacements.
- Changed bot_observer mode so that it does not set the player's MF_SHADOW
bit.
- Changed P_LookForPlayer() so that it does not "find" players without the
MF_SHOOTABLE bit set.
- Added floorclip adjustments for sectors that have their floorpics changed
or move their floors.
- Fixed floorclipping so that it chops off the same amount of space for all
vertical sprite scales (as opposed to chopping off x rows from the bottom
of the source sprite).
November 6, 2002
- Removed the menu title graphics from zdoom.wad because they can just be
drawn using BigFont.
- Moved "Player Setup" into the options menu and removed the last vestiges
of the old fire effect for that menu.
- Extralights don't work with the release build. Oh well.
- #if-ed out the decal-out-of-range code again, because I think it should
finally be fixed thanks to the recent changes to PrepWall.
- Made some changes to allow for loading earlier format savegames. Right now,
that means ZDOOMSAVE200 games can still be loaded. Earlier versions won't be
supported.
- Added Dehacked Gravity and LowGravity code pointers.
- Made demo_compress a global config cvar.
- Changed the ini's location to be "$PROGDIR/zdoom-$USERNAME.ini" because
some people have multiple copies of ZDoom installed in different directories
for different IWADs, and they might want to use different configs with them.
- Fixed sector triangle finding for area-less sectors.
November 4, 2002
- Added more correctness checks to PrepWall() and PrepLWall() to check for
out-of-bounds texture columns. The very-near-a-decal-crashing problem should
be solved now.
November 2, 2002
- Restored the menu_gameplay command I had accidentally removed.
October 31, 2002
- Added a check to A_Lower() to ensure that the pendingweapon is not
wp_nochange.
- Fixed: The ACS SetWeapon command checked if there was enough weapon to use
the current weapon, not the one being switched to.
- Fixed: The FFont* serializer could only use already loaded fonts. It could
not load any new ones, so some FFont pointers could be initialized to NULL
after reloading a savegame from a previous session.
October 30, 2002
- Merged the separate floorcolormap and ceilingcolormap sector members back
into a single ColorMap member.
- "3D lights" can color floors and ceilings now.
October 29, 2002
- Decided to do something fun, so I added support for rendering "3D lights"
on walls.
- Changed HealThing special so that it does nothing if the actor's health
is already above the specified maximum.
- Fixed: The eyes crossing fake floor/ceiling special actions were only
checked when moving vertically. They also need to be implemented for
horizontal movement in case the fake floor/ceiling is sloped.
October 23, 2002
- Fixed: The MF3_GHOST flag was not cleared when the invisibility
artifact wore off.
October 21, 2002
- Added Ceiling_Waggle as special 38.
- Added a check for a 0 maxmove to P_XYMovement() because P_DoCrunch() sets
the gib's radius to 0.
October 15, 2002
- Restored the old x2 calculation in R_ProjectSprite and changed the
iscale calculation so that it is based on the x1, x2 values instead of
the inverse of xscale.
October 14, 2002
- Reenabled the error check in WallSpriteColumn() because it seems it can
still happen. Now it has a bunch more debug spew and exits with
I_FatalError().
- Changed the x2 calculation in R_ProjectSprite() because the old method
could cause a sprite to be drawn one pixel too wide under rare
circumstances.
- Fixed: R_ProjectSprite() did not add one to thing->xscale.
- Added a check to the node builder for maps without any lines so that
it can exit gracefully instead of crashing.
- Made Sector_SetFriction work from inside scripts.
- Changed Floor_RaiseByValueTxTy so that if it isn't activated by a line,
the target's sector type is set to 0, and its floor is left alone. This
should be much better than crashing.
October 12, 2002
- Imported all the changes from the standalone node builder to increase
accuracy and add support for GL nodes.
October 10, 2002
- Fixed the ordering of the WTSRegisterSessionNotification call so that it
(again) occurs after the window is created, so the message loop can
actually receive the messages.
- Replaced the %p and %I64x format specifiers I was using in i_crash.cpp to
equivalent %x replacements, because the Windows 9x version of wsprintf
does not understand them.
- Made MinotaurSpecial, DSparilSpecial, IronlichSpecial, and
SpecialAction_KillMonsters accessable through MAPINFO.
- Changed message handling in P_CheckKeys() so that the correct Heretic key
messages will show up even if you don't flag the keys as "either will do"--
a rather pointless thing for Heretic since it only has three unique keys.
October 1, 2002
- Fixed a bug in P_XYMovement() that could cause you to move exponentially
faster when running on a slope along a wall.
September 30, 2002
- Fixed the Doom status bar so that the ouch face will show up when it was
intended to.
September 27, 2002
- Removed Infight from DehInfo so that monster infighting can be completely
controlled by the cvar.
September 26, 2002
- Fixed FDoomEdMap so that it works with negative thing numbers without
crashing.
- Fixed dehacked text substitution trying to compare against a null music name
in the predefined mapinfos.
- Fixed "Monster Ignore Each Other" infighting mode so that player projectiles
can damage monsters.
- Changed P_SlideMove so that it can use the smaller steps from
P_XYMovement, so if something is moving very fast and slides along the wall,
it shouldn't be able to pass right through small obstacles next to the wall.
- Fixed: If a move was split into multiple steps and you went through a
teleporter, the remainder of the move would still be executed from your
original position, rendering the teleport useless.
September 21, 2002
- Played around with a 140 Hz TICRATE for a while. The high framerate was
nice, but there are too many places that implicitly depend on a 35 Hz TICRATE
(physics in particular) for me to try and truly fix the game for variable
TICRATEs before a final release.
- Removed the unused P_CalcSwing() function and its related global variables.
September 18, 2002
- Fixed the use of seg grouping in the node builder so it actually works as
intended. The mechanism GroupSegPlanes() uses to group segs was also
changed before I discovered the real problem with it: SelectSplitter()
was using r = pseg->planenum & 7; instead of r = 1 << (pseg->planenum & 7);
The new grouping scheme may not have been necessary, but it should be
faster at least.
September 17, 2002
- Removed playernumber from DCajunMaster. The only time it was used for
something non-local was in the ThinkForMove method, but its use there
was inconsistant with its other uses. Apparently, ThinkForMove expected it
to be the maximum player number plus one, but SpawnBot stored the most
recently spawned bot there instead. This could crash ThinkForMove if
the most recent bot spawned was player 0. Replacing its use in ThinkForMove
with MAXPLAYERS seems acceptable.
September 14, 2002
- Added optional logging of ACS hud messages.
- Upped the number of local script variables to 20 to match ACC 1.25.
September 12, 2002
- Changed ACS function importing so that imported functions cannot be
"chained" from one library to the next.
- Added code to properly tag string arrays.
- Fixed a hang that could occur when importing ACS arrays.
- Added a little more information to the crash report.
- Changed WndProc so that it only resets the language if the WM_SETTINGCHANGE
message was sent as the result of a locale change.
- Figured out how to make the crash collector work with secondary threads:
Using an UnhandledExceptionFilter, the information for that thread is
collected, the thread is put to sleep, and an APC is queued on the primary
thread. Once the APC executes, it raises a software exception that gets
caught by the outer-most __try block, and the primary thread shuts down
and shows the crash dialog. I think it would be better if I could raise
exceptions in any thread I wanted, but this will suffice. As long as
I_GetEvent() is called often enough to put the thread in an alertable state
using SleepEx, the APC should be able to execute without much delay.
September 11, 2002
- Finished the crash information collection code.
September 9, 2002
- Changed "give armor" cheat to give armor equivalent to blue armor, even when
Dehacked is used to modify the blue AC.
September 7, 2002
- Fixed: Imported libraries had their source libraries recorded wrong.
September 5, 2002
- Fixed hud messages so that they restore the screen's previous font instead
of always assuming the previous font was "SmallFont".
- Changed the node builder so that segs with the same front and back sector
can be a part of a subsector with segs from a different sector. Although the
result is not a proper subsector, it is okay because such segs can only add
masked mid textures to the scene, and those use the seg (not the subsector) to
find out which sector they belong to. This fixes the area by the fence in
tqtrust MAP04 when the internal node builder is used.
- Changed PTR_SlideTraverse so that blocking two-sided lines are treated like
one-sided lines.
- Fixed the nodebuilder so it works again without crashing.
- Fixed: ExtractFileBase did not understand files with a drive specifier but
no path. i.e. It would consider the base file name for d:myfile.foo as
d:myfile and not myfile.
September 3, 2002
- Changed the "This map has errors that must be fixed" message to be more
specific about what exactly needs to be fixed.
- Made MDK work only in non-deathmatch games, even if sv_cheats is true.
- Added the following contributions from Stevie-O:
+ Fixed: AImpactDecal::CloneSelf() would cause ImpactCount accounting to mess
up if the clone had to be destroyed because it hit the sv_maxdecals limit.
+ Fixed: Using MDK cheat would print blank lines to the console.
+ Fixed: Respawning monsters could spawn inside other things because
P_NightmareRespawn() was not changed to account for thing-over-thing.
+ Fixed: Telefragged players would still show the FX_RESPAWNINVUL effect if
it was active when they died.
+ When bot_observer is true, players can no longer fire their weapons.
+ Added sv_fastweapons cvar.
September 2, 2002
- Fixed: New-style behavior lumps without any scripts would crash the game.
August 31, 2002
- Made R_InitTextures more forgiving of errors.
- Changed DrawWrapper to clip columns to the patch's height. This "fixes"
malgnant.wad's corrupt titlepic that crashed the game.
August 26, 2002
- Added a workaround to the DObject::DestroyScan()s because the bglobal object
is not showing up in the Objects list.
- Added whereisini command to make finding the .ini easier for users.
- Removed MBF torque simulation. It made the corpses fall off the bridge
at the beginning of the Hexen MAP40, and it was also responsible for the
"boogying" chaingunners in the last room of Doom2 MAP22. I haven't checked
MBF to see if they do it in MAP22 there too, but I thought it best just
to remove it, since it was causing so many reports of anomalies--enough
reports that I probably copied something wrong. Okay, checking MAP22 with
PrBoom, the chaingunners do slide perpetually but nowhere near as bad as
they were doing with ZDoom before.
- Fixed: After drawing the underwater scene after Heretic E2M8, the normal
game palette was not being restored.
- Changed ASoundWaterfall's gametype from Raven to just Heretic. Although it
exists in Hexen, it cannot be spawned in a map because of conflicting
doomednums.
- Removed Linux -cdrom support because it's not needed.
- Used the new run-time subclassing abilities to add support for pickup items
that are identified by sprite instead of by class. For it to work, a
dehacked patch needs to modify an actor (in any way) with the pickup flag.
Any pickup items touched like this will cause a new class to be derived
from DehackedPickup. This class will clone the defaults of the original
actor, and the original actor will be modified so that it does nothing
but spawn the clone. DehackedPickup implements the functionality to spawn
a copy of the desired item just long enough to pick it up.
- Changed DDrawFB::LockSurf so that it retries the resource creation
multiple times if the error DDERR_UNSUPPORTEDMODE is returned (presumably
because the NT Security dialog was opened and then closed).
- Added a check for players without bodies to R_SetupFrame(). This should
never happen during normal play, but a dehacked patch could cause it to
happen.
August 23, 2002
- Added a console warning when multiple actors try to map to the same
doomednum.
- Removed Printf_Bold. Use Printf with a level of PRINT_BOLD instead. The
result is exactly the same.
- Fixed a demo sync bug. When the user alt-tabs away, the game is paused,
but the demo continues playing anyway. The fix is to change G_Ticker() so
that if the game is paused, and the demo didn't do it, don't fetch more
tic commands from the demo until the game becomes unpaused. Unfortunately,
hitting a breakpoint in debug mode will still mess up demo playback, so
I avoid pausing the game at all when the window is deactivated and a
demo is playing if _DEBUG is defined.
- Fixed: When a multi-step move is blocked in P_XYMovement, the move needs
to actually stop right away. This seems to be what caused wallrunning: In
the first step, the player hit the wall, so his movement got clipped to it.
In the next step, the player would continue in his original direction and
travel further along the wall. Since I know what causes wall running now,
I added the compat_wallrun cvar to enable it as desired.
- Reduced maxmove in P_XYMovement from (mo->radius*2 - FRACUNIT) to just
mo->radius. This brings back wallrunning (unexpected), but I'm hoping it
stops things shooting through walls when they're very fast. The original
maxmove I chose seems quite high. I don't know why I did that.
- Changed Megasphere back to being pickup-able even when you're already full
on health and armor.
- Fixed: Automap powerup did nothing.
August 22, 2002
- Fixed: Heretic's gauntlets are supposed to have their kickback set to 0 so
that they don't push monsters away.
- Updated the source for FMOD 3.60: Changed FSOUND_Sample_SetLoopMode to
FSOUND_Sample_SetMode and removed A3D support.
- Gave PTR_BounceTraverse() knowledge of ML_BLOCKEVERYTHING lines.
- Moved the check for MF2_BOUNCETYPE to the beginning of P_BounceWall().
- Added support for custom inventory classes. These are actors that behave
like an inventory item and execute their special when touched, but they
don't actually go in the inventory.
- Added a new field to DObject to record the object's real type. Now derived
types created at runtime can be detected. I am now one step closer to having
the scripting language in place. :-)
August 20, 2002
- Added support for custom decorative classes through the use of a
DECORATE lump. Currently, all objects generated like this are
recognized as being type Decoration instead of their real type.
This isn't really a problem, but I would like to figure out a way
to easily support objects that are identified as being of a
run-time-created type.
August 19, 2002
- Fixed: DumpHash would count all the aliases and commands, not just
the ones it counted.
August 16, 2002
- Added some new initialization code that was missing for old Hexen
behaviors.
- Fixed: World and global variables were not stored in save games.
- Changed sidedef indices to be unsigned, so now you can have up to
65535 of them in a level.
August 14, 2002
- Added support for 8 mouse buttons using DirectInput and at least 5
mouse buttons using standard Windows messages. I extrapolated from
Microsoft's docs for WM_XBUTTONDOWN/UP, so it will probably work with
up to 8 buttons if Microsoft ever releases a mouse with more buttons.
August 12, 2002
- Finished adding support for ACS libraries. Now I just need to test it
some more.
- Fixed: ACS arrays were not serialized.
August 3, 2002
- Added compressed demo support.
- Fixed: PCD_ASSIGNMAPARRAY accessed ACS_WorldVars instead of level.vars,
so storing to arrays was unpredictable unless you never touched any world
vars. In that case, it would always store to the first array declared.
July 31, 2002
- Fixed some stuff with local doors already performing a ceiling action.
In particular, if the ceiling was moving but not as a door, it's thinker
would be replaced with a door thinker instead of being left alone.
- Wallrunning seems to be gone. I don't know when it disappeared. I
certainly set out trying to fix it.
- Fixed: The stairstep case for stepping along the x-axis in P_SlideMove()
was the subject of some incomplete copy-and-paste, which is probably why
it was so easy to get stuck on diagonal walls.
July 30, 2002
- Added a third parameter to the TranslucentLine special to select the
translucency type. Currently it can be 0 for normal translucency or 1 for
additive translucency. Also updated the translators to handle Legacy's
284, 285, and 287 types.
- Made textures with patchless columns work.
July 29, 2002
- Finally did the math for the conversion of the SSG's vertical spread from
slope to pitch and discovered that I had it slightly too small.
- Added COMPATF_SILENTPICKUP flag to play item pickup sounds locally only.
- Moved NO_PASSMOBJ flag from dmflags to compatflags.
- Moved sv_ihatesounds into compatflags as COMPATF_MAGICSILENCE.
- Removed SNDCURVE from zdoom.wad. Playing Doom will now generate a sound
curve compatible with the Doom's original distance attenuation.
July 22, 2002
- Started work on an output class that using IDirect3D8 instead of
IDirectDraw2, but then I found out IDirect3D8 can't do paletted output.
I was hoping to get descent blitter support out of it, but if I have to
translate the image every frame, it might not be worth it. I could try
getting tricky with the hardware gamma ramp so that I need only copy
pixels out to the back buffer without doing any format conversion, but I
don't know if it's worth it.
July 17, 2002
- Fixed session notification mysteriously crashing the game with a release
build. Because the default calling convention for the release build is
set to __fastcall, I need to explicitly specify that the functions I
retrieved using GetProcAddress are __stdcall. (But that doesn't explain
why they worked with the debug build.)
July 11, 2002
- Fixed some bugs when I_MovieDisableSound() is called when there are
repeating sounds playing.
- Added some support for XP's session locking and fast user switching. Now
you can use either, and the window will be able to properly restore itself,
and it shuts down the sound when the session is locked. For some reason,
I cannot get MIDIs to play in my other account. I would blame stupid
Audigy bugs, but it doesn't work with Microsoft's GS synth either.
July 9, 2002
- Changed the behavior of MF_SPECIAL actors so that non-inventory actors
will execute their specials when touched.
July 2, 2002
- Changed sector_t::FindShortestTextureAround and ::FindShortestUpperAround
to not consider texture 0 for height determinations, so now they can return
lengths greater than 64 if any lines around the sector have an untextured
side. The compat_shortTex cvar can be used to get the original Doom
behavior back. These functions now know about scaled textures and always
return the result in world units.
June 25, 2002
- Made the C versions of the plane drawers work with non-64x64 flats.
- Added automatic scaling of 128x128 and 256x256 flats so that they get
treated as if they were only 64x64 world units in size. Also added support
for 8x8, 16x16, and 32x32 flats, which are not automatically scaled larger
to fit a 64x64 cell.
June 19, 2002
- Added support for 128x128 and 256x256 flats on slopes.
June 14, 2002
- Added support for 128x128 and 256x256 flats on normal planes.
June 13, 2002
- Fixed: When a player spawned, the local player's view would be reset to
whoever they spied through last.
- Fixed positioning of scaled pegged upper textures. I was not compensating
for the texture's scale.
- Fixed: Demo sequence would loop to DEMO2 instead of DEMO1.
- Fixed handling of PNG tEXt chunks. I misread the specs, thinking that the
keyword always occupied 80 bytes, but that's just the maximum size for the
keyword. It can be smaller and does not get padded with zeros.
June 12, 2002
- Fixed: When missiles destroyed themselves right away in their death state,
the game would crash if it tried to move them again (because their movement
was divided into multiple steps).
June 11, 2002
- Fixed: BestColor_MMX set ebx before saving it, and it did it after ecx
had already been shifted. I don't know why it worked at all.
- Changed the project settings to statically link to the CRT under VC7
because I don't want to redistribute MSVCR70.dll.
- Experimented with separating the various games into libraries but stopped
when I found out that I had no easy way to bring all the actor definitions
into the executable that I wanted.
- Removed lots of warnings when VC7 is set to look for 64-bit portability
complications.
- Added MF_COUNTKILL to ALostSoul and changed the monster counting to
happen in AActor::StaticSpawn instead of at map load time.
- Fixed stylization of console backgrounds that are derived from title pics
that are not 320x200.
- Added named thread support to the FHelperThread class.
- Moved zdoom.ini to the CSIDL_APPDATA directory so different users can have
different zdoom.ini files.
- Added -cdrom support under Linux courtesy of Hirogen2.
- Added the work-around to allow FBaseCVar::ToInt() to compile with GCC 2.95.
- Added XP visual styles support for the dialogs.
- Added more OS names to I_DetectOS().
- Removed PROP_STATE_BASE because I could not get it to compile with VC7.
All state sharing must now be done using inheritance.
- Changed the ALavaSomke definition to set the default alpha using an
AT_GAME_SET function. Aside from causing VC7 to gobble up all available
memory and crash horribly, using the PROP_Alpha macro in this situation is
incorrect because it depends on information that is not available at compile
time.
May 6, 2002
- Fixed spawn(spot) so that they only set MF_DROPPED for items and not
everything.
- Changed R_DrawColumnInCache() so that it correctly draws patches with
a negative originy.
- Added Thing_Hate special.
- Added a name string ("Unnamed") to the default level info so that using
changemap to switch between maps without an associated level info does
not crash (although it does prevent saving on those levels).
- Fixed the stringlist utility to sort string names case-insensitively
because the game uses a case-insensitive search to find them.
- Initialized air_finished in P_SpawnPlayer so that if you spawn underwater
after drowning in a multiplayer game, you won't start drowning immediately.
- Fixed: AArtiEgg and AGibs did not have spawn states so they could not be
placed on a map.
- Fixed: Say(_team) did not check that they were called with any parameters.
April 27, 2002
- Added more error checks when loading the BSP tree.
April 18, 2002
- Removed the bot things list because it couldn't handle items that had been
removed from the level.
- Changed movie playback to only exit when escape is pressed. Also disabled
Alt-Tabbing away from fullscreen movies so that I don't have to worry
about the messed-up state that can put things in.
- Fixed: When a movie was not found, I_PlayMovie could try to restore video
resources it never released because runningFull was not initialized right
away.
- Added a new Thing_ProjectileAimed special (178).
- Added MF2_SEEKERMISSILE to the RevenantTracer.
- Added slopes and aligned flats to the BUILD loader.
- Changed P_GivePower() to not check if the player already has the power
when playing Doom.
- Added pattern matching for the -file parameter.
April 17, 2002
- Added a loader for BUILD maps. It's not very useful since the Doom engine is
so much more limited than BUILD, but it's fun to be able to load them anyway.
- Added a NoAlert flag for splashes that you don't want monsters to hear.
- Removed the option of specifying multiple footstep sounds for terrain
because the $random SNDINFO command can do the job better. (And no, footsteps
are still not implemented.)
- Made splash sounds work even without a corresponding splash actor.
- Removed the MF3_VERYFAST flag. Any missiles with a speed of 100 or more will
automatically be offset closer to the originator than a normal missile.
April 16, 2002
- Changed P_XYMovement() to take smaller steps when moving faster than is good
for the actor's size.
April 15, 2002
- Changed floor bounces so that they properly reflect off of slopes.
- Added the CVAR_NOSAVE flag so that I can use it with sv_gravity and
sv_aircontrol to avoid archiving them with a savegame. If I do save them,
then reading them back will override the real settings for those variables
that are stored in the level structure.
- Added the Thing_Damage special (119). It's similar to DamageThing, except it
hurts things by TID instead of whoever activated it.
- Removed the LEVEL_NOSOUNDCLIPPING flag. When sounds are at maximum distance,
they are very quiet and hard to hear so it didn't seem worthwhile to keep
the code around for this.
April 9, 2002
- Fixed: Particles were not drawn in the color of their containing sectors
when using light amp goggles.
- Added code to make the pain elemental move down if it's too close to the
ceiling to successfully launch a lost soul.
April 6, 2002
- Fixed: P_TestMobjLocation() should test the central z of an actor with
float bob, not its current z.
- Fixed: Only the colormap stored in the wad was created with new. The rest
were still on the zone heap. There's also no reason why they need to be
aligned to 256 byte boundaries.
April 5, 2002
- Added SPC music support using snesapu.dll.
April 4, 2002
- Changed text scaling at 800x600 and similar resolutions to keep everything
square.
- Added two rotozoomers on top of the plasma to make it look more interesting.
- Fixed: Colors set with setcolor now carry over to new maps.
- Removed the sv_friction cvar because it was never used.
- Added a few substitutions for chat messages. Set chat_substitution to true,
and $health, $weapon, $armor, $ammo, and $ammocount will be replaced by
appropriate strings.
- Added /me support for chat messages.
- Changed the setweapon ACS command to disallow switching to a weapon the
player does not have enough ammo for.
- Changed S_ChangeMusic() so that an empty string will also stop the currently
playing music.
- Changed the announcements for player team and name to be shown only if the
new values are different from the old ones.
April 2, 2002
- Added another bounce flag so that the bounce type can be selected by actor
instead of by game.
- Fixed the [*.Autoload] ini sections so that they work with wildcards for
files that are not in the current directory.
- Replaced the fire in the player setup menu with a plasma.
- Moved thinkers off of the zone heap.
April 1, 2002
- Changed R_FreeTags to move the rover back to the beginning of the zone.
- Moved sprite frames off of the zone heap because they constituted a lot
of small locked blocks. Did the same for texture column directories,
colormaps, switches, terrain types, skins, sound sequences, msecnodes,
and SNDCURVE. The only things left on the heap now that are unpurgable
are the level data.
- Added a calling history to the zone heap when compiled with _DEBUG so I
can see where all the zone memory is going.
- Changed Z_Malloc so that it only throws away purgable blocks if doing so
will result in a block large enough for the requested allocation.
March 28, 2002
- Added an extra max parameter to HealThing. 0 will uses the creature's
spawn health as max. 1 will use the max soulsphere health as max. Anything
above that will be used as an absolute maximum.
March 25, 2002
- Made sky textures that are scaled vertically draw properly.
- Made the sky textures scalable horizontally.
- Verified that the PNG loader really can handle the different filters.
- Made the weapon slots configurable.
- Commented out the code that prevents people from using dehacked with
Heretic and Hexen.
- Changed the decision of whether or not to spawn puffs when a line attack
strikes an actor into an actor property.
- Added code to set PuffType for all the bullet attacks in Doom.
- Changed P_CheckMissileSpawn to not decrement the missile's first tics if
the tics are less than one. Now the Centaur Leader can shoot his missile
when spawned in Doom.
- Added the projectiles Hexen only spawns from scripts.
- Fixed: $pitchshift could not be used before defining a sound, so none
of the Hexen sounds that don't want to be shifted stayed unshifted.
- Fixed: ZXmasTree, ZBell, and ZSuitOfArmor had undefined mass.
- Fixed: ZPoisonShroom had undefined health and mass, and it didn't spawn
a poison cloud on death.
- Fixed: The Heretic snake did not have an attack sound.
March 23, 2002
- Fixed: PCD_SETTHINGSPECIAL fell through to PCD_THINGSOUND.
March 22, 2002
- Fixed: When the minotaur stops charging, he now properly turns off his
invulnerability.
- Fixed: The dehsupp utility was case-sensitive when adding names but not
when using them, so bex patches could not specify the NOGRAVITY flag by name
because it has the same name as the NoGravity function, and both versions
of the name were stored in the dehsupp lump.
- Using a dehacked patch to set the initial bullets to 0 will now cause the
player to start with their fist raised instead of the pistol.
- Changed the error message for switches with invalid second texture names
to a warning.
- Fixed: The fighter boss's extreme death crashed the game because it used
A_SkullPop, which assumed that the actor's player member was non-NULL.
- Gave the bots some knowledge of Heretic weapons so they don't slow things
down so bad in that game.
March 21, 2002
- Added a teamplay scoreboard.
- Added: Bots now join a random team if they aren't specifically assigned a
team in bots.cfg.
- Added: When teamplay is true, players (finally) use their team colors.
- Added a sector action that gets triggered when an actor hits the sector's
fake floor. (doomednum 9989)
- Added another flash state to the pistol so that if people want to use a
patch to make it behave like a railgun or plasma rifle (and keep the flash
states), it will work without crashing.
- Fixed: A_FireCGun() assumed that flash states were present. This is not
normally a problem, but dehacked patches can make this precondition false.
- Fixed: Ambient sounds saved their NextCheck time in gametics, so you
wouldn't be able to hear them after a load until the game had been running
at least as long as it had been running when you saved.
- Added support for encrypting ACS strings, and added the ACS_ExecuteWait
shortcut to ACC. ACS_ExecuteWait(x, ...) is equivalent to ACS_Execute(x,...);
ScriptWait(x); It uses the existing p-codes instead of introducing more of
its own. Think of it as syntactic sugar.
March 20, 2002
- Added code to the node builder to group segs by their line equations so that
when there are several segs that would create the same partition line, only
one of them needs to be checked to see if it is a good splitter.
March 19, 2002
- Changed polyobj container detection in the node builder to work the same
way it does in the game: A polyobject's subsector is determined by its
center after it gets translated to its start spot--not by the start spot
itself. One case where this distinction is important is the polyobject north
of the dining room in Hexen MAP33; its start spot is in a sector different
from where it appears.
March 18, 2002
- Fixed: When I inlined the point-on-line-side functions, I messed up and
counted being right on the line as being behind it, when it should count
as being in front of the line.
- Changed polyobject container detection to just mark the segs that form
a loop around the polyobject spawn spot instead of all the segs in the
sector. This helps keep the BSP from getting too deep around containers
in nonconvex sectors and is also necessary for Hexen, MAP39 to build
correctly.
- Improved the polyobject container splitting avoidance so that splitters
colinear with the segs of the container are valid.
March 16, 2002
- Added code to the node builder to detect sectors polyobjects appear
within and try hard to avoid using splitters that touch their segs.
- Improved the node builder so that it can split up convex areas with
segs from different sectors so that each subsector only references
one sector.
- Added support for loading maps without nodes or a reject matrix.
- Tweaked the heuristic used by the node builder to give more weight to
splitters that split few lines.
March 15, 2002
- Fixed the console ticker so the node builder can use it.
- Changed subsector_t's firstline and numlines members to be unsigned,
doubling the maximum number of segs a map can have. The built-in node
builder doesn't try very hard to minimize splits.
- Added an internal node builder so that if any 0-length lines are removed,
the nodes will still be valid. This may or may not actually be necessary
depending on the node builder originally used; it's just to be safe. I
make no attempt to fix convex areas belonging to more than one sector, so
it's still a good idea to fix the map and use a better node builder. At
least this one seems pretty fast: I can rebuild Vrack2's nodes in just a
few seconds using a debug build.
March 14, 2002
- Lines of 0 length are now removed entirely from the map. Massmouth had
invalid front sector references only on its 0-length lines, so removing
them conveniantly lets it run again despite the beefed-up error checking.
- Removed the angle member from seg_t because it isn't really needed.
- Undid Killough's relayout of R_PointToAngle2 so that I can actually read it
and do some optimization. Its compiled size is now 256 bytes less than
before.
March 11, 2002
- Added the mage's first weapon.
- Changed A_SpawnFly to play "brain/spawn" instead of "misc/teleport".
Changed the spawn cube explosion sound to "brain/cubeboom".
- Changed $ambient point attenuation parsing to use IsFloat() to check if
the attenuation is present.
- Changed SNDINFO parsing so that non-male players can use random sounds.
- Did some space tuning to R_RenderBoundWallSprite() and R_DrawVisSprite().
- Fixed R_ProjectSprite() to calculate the correct left and right edges for
horizontally scaled sprites.
- Changed the sound limit for Heretic's horn rod.
- Added LEVEL_SPECKILLMONSTERS to the definitions for Heretic's ExM8, where
x >= 2, so killing the boss monsters will kill the rest of the levels'
monsters, as it should.
- Fixed: The minotaur would stay invulnerable if his charge was interrupted
before his one-second charge time was up (i.e. he hit something or went into
his pain state).
March 10, 2002
- Fixed: If you visited Doom E2M9, saved, and then reloaded after quitting and
restarting, the game would crash at the intermission because it would try
to draw the Fortress of Mystery without loading its graphic first. This
would also happen if you started with -warp 2 9.
March 9, 2002
- Added the cleric's first three weapons and the mage's second and third
weapons.
March 8, 2002
- Added the fighter's axe and hammer.
- Added Hexen's cleric and mage bosses and Korax.
- Fixed: PTR_AimTraverse crashed when non-players aimed at ghosts.
March 7, 2002
- Added Hexen's puzzle items, boots of speed, krater of might, and fighter
boss.
March 6, 2002
- Added Hexen's armor, bat spawner, and teleport other and dark servant
artifacts.
March 5, 2002
- Added Hexen's wraiths, fog patches, flames, disc of repulsion, and dragon.
- Changed EttinMace, CentaurShield, and CentaurSword to use a crash state
instead of A_CheckFloor. Now I can get rid of A_CheckFloor.
March 4, 2002
- Fixed: SendWeaponSlot and SendWeaponChoice need to be initialized to 255 at
compile time. If they're left at 0, then weapon switch commands will be
generated for the very first tic run if the level has not been loaded yet.
This happens when playing demos from the command line, because they tic
before loading anything (including themselves).
- Changed the health bonus's spawn id to 152 so that it isn't the same as the
scripted marine's.
- Fixed: GetWordSpace in d_dehacked.cpp only allocated half as much memory
as was needed. (But since x86 processors are fine with unaligned accesses,
I don't really need to allocate memory. Ah well.)
March 2, 2002
- Fixed TossChunks() to toss the demons' chunks out in the correct directions.
- Finished migrating the code to the new RNG system. In the process, I
discovered that constructors for static objects local to a function will
not be called until the first time the function containing it is called.
So all FRandom objects need to have global scope or else loading a savegame
won't find any RNGs that haven't been used yet.
February 28, 2002
- Changed the random number generator system to use objects to represent
different generators instead of array indices. Why? Because it makes
adding new RNGs quicker--I just create a new FRandom object, and nothing
else that uses random numbers needs to be recompiled.
February 27, 2002
- Changed the PNG reader and writer to use zlib streams directly without
wrapper functions in order to use less memory. As part of this, I was
able to test the case where a PNG has multiple IDATs to ensure that it
gets read correctly, and ZDoom might now write a PNG with multiple IDATs.
- Fixed problems with the impact decal serializing: 1) The list of impact
decals was messed up when loading a game. 2) Too many impact decals would
cause a stack overflow because each impact decal would cause the next
decal to write itself out before it finished writing itself, because it
had to follow the list maintained in the tracer field.
- Extended the changemap command so that it can take an optional position
number for maps that have multiple player starts.
February 26, 2002
- Fixed saving games without savepics. (Technically, because PNG is now used
to store savegames, setting storesavepic to false will still leave an image
in the savegame, because we need to create a valid PNG--but the image is
only a 1x1 black grayscale pixel, so it adds just a few bytes to the file.
- Made savepics slightly taller to 162 pixels so that they look right when
viewed with square pixels and no stretching.
- Fixed CRC calculations for extra PNG chunks so IE can be used to look at
savegames, and there shouldn't be any problems loading them into image
editors.
- Changed sprite serialization to save the sprite names instead of indices
so that simply adding more sprites won't break savegames.
February 22, 2002
- Renamed snd_dolby cvar to snd_matrix.
- Made a few more general-purpose action functions accessible through BEX.
- Changed particles' right and bottom edges back to being inclusive instead
of exclusive.
- Fixed: Shadowed masked blocks that were clipped drew the shadow on top of
the regular image. The window when the clipping versions of the routine
were used was also slightly smaller than needed.
- Fixed: Network games didn't work because the game forgot it was running a
network game before it even loaded the map.
- Fixed the spawn and spawnspot ACS commands.
February 20, 2002
- Changed the savegame format to use PNG as a container. The use of chunks
for different types of data helps reduce the need for introducing a new
savegame version every time I change some little thing in what the
savegames store, but the primary purpose for the switch is so that you
can load the savegame into a paint program and see the savepic without
having to do any extra work (except possibly changing the file extension
to .png). It also gives launcher writers a public standard to use for
loading the savegame pictures if they want to do so.
- Added the png_gamma cvar to control the gamma saved to PNG
screenshots. Setting it to 0 will use the same gamma as the screen.
February 19, 2002
- Added support for writing PNG screenshots. PCX is still available as an
option because it takes longer to create a PNG even at minimum compression.
February 18, 2002
- Changed LeftOffset and TopOffset in FTileSizes to signed words so that
they can handle negative offsets (like they're supposed to).
February 16, 2002
- Changed actors' active sounds so that they only play if the actor is not
already playing something on its voice channel.
- Removed the MF3_SEEISALSOACTIVE flag. Random sounds do the job better.
- P_SpawnPlayer() now clears spreecount, multicount, and listkilltime.
- Fixed: Spying through a bots eyes and then removing the bot would crash.
- Added \movebob\.25 as a default for bots.
- Fixed: P_SpawnPlayer() could not use the Hexen player 5-8 starts.
- Fixed: The view could still bob when you were dead if stillbob was non-0.
- Fixed an NT 4.0 waveout heap corruption bug that appeared with FMOD 3.5.
I don't know if it's FMOD's fault, NT's fault, or the Audigy's drivers
fault, but I have to initialize FMOD with FSOUND_OUTPUT_DSOUND before
using FSOUND_OUTPUT_WINMM, or a heap used by the sound card's drivers
will be corrupted when FSOUND_Close() is called.
- Updated the reverb code for FMOD 3.5.
February 14, 2002
- Added the friendly minotaur for Hexen.
- Added Hexen's flechette.
- Changed the Heresiarch's bishops so that they will automatically target
whatever the Heresiarch is targetting.
February 13, 2002
- Added Hexen's keys.
- Changed P_BounceWall to take advantage of the BlockingLine global and use
that as the line to bounce off of, if non-NULL.
- Added support for loading hexdd.wad as an IWAD, which really just means that
hexen.wad is automatically loaded before it.
February 12, 2002
- Added Hexen's Heresiarch (Sorcerer).
- Fixed: Decals on an upper side used the lower texture to determine if decals
are allowed and vice versa.
February 11, 2002
- The player_s struct now serializes the camera. Before, it always set it to
mo when loading. I'm not sure why I did that, because it meant you lost your
camera view when loading a game saved from a different camera.
- Fixed: SetWeapon only worked if passed the name of a Doom weapon. Anything
else would make it crash.
- Changed HealThing so that it can max out at 200 for players.
- Added error checks for loading maps that don't have their BSP built.
- Added back "Health" as an item for checkinventory and "Armor" for
checkinventory, takeinventory, and giveinventory.
- Fixed: The status bar face background was not translated to the player's
current color. If you were playing a botmatch, the colored background would
also not appear until you changed your color or respawned.
- Fixed: Loading a game before starting one would reset the skill to 0.
- Removed mouse grabbing from the Win32 I_InitInput. That happens later
when the in_input cvar's callback is executed. This solves the problem of
the mouse still being grabbed when startup fails.
- Changed startup handling so that if the game gets into its loop in the
GS_STARTUP state, it will switch to GS_FULLCONSOLE so that the console will
be useable. This can happen, for instance, if you specify an invalid file
for -loadgame.
- Changed -loadgame to automatically append .zds to the specified file if it
isn't already present.
- Fixed: DamageThing(0) did nothing instead of killing the activator.
- Fixed a potential crash when an alias causes itself to be removed as part of
its execution.
- Fixed: Thanks to some left-over code when I changed the realiasing of
existing aliases, the alias would be realiased, deleted, and then recreated.
It should have just been realiased and not deleted.
- Fixed: Respawning after getting your head blown off (in Heretic or Hexen)
would crash multiplayer games and could occasionally crash single player
games as well. Those games set special2 to 666 when the player pressed
space to respawn, and the severed head used this as a signal to remove
itself. Because ZDoom cleans up stale pointers, this would leave the player
without a valid camera for at least one frame before the player actually
respawned, and the game would crash when it tried to draw the view. Now the
severed heads wait until their player field becomes NULL before they destroy
themselves.
- Fixed: BloodySkull and IceChunkHead would appear using the player's sprites
because they were attached to players and inherited the skin. The fix is to
add a dummy first state with a different sprite so that SetState will use
the correct sprite.
- Added snd_fpumixer cvar.
February 8, 2002
- Added a new line to the miscellaneous dehacked section: "Monsters Ignore
Each Other" will cause monsters never to target other monsters.
February 7, 2002
- Fixed: deh.MaxHealth was unused.
- Fixed: Operator<< for podoortype_t was call-by-value instead of call-by-
reference, so polyobject doors could not be loaded properly.
- Changed sound code again so that unpositioned sounds do not call
S_StopSoundID.
- Added A_SetFloorClip and A_UnSetFloorClip action functions for use by the
cacodemon when it dies/resurrects.
- Added MF2_FLOORCLIP to the HellKnight.
- Moved the P_RunEffects() call so that it can be frozen in freeze mode.
- Added some new SNDINFO commands. $limit controls how many copies of a sound
S_StopSoundID will allow. $pitchshiftrange controls how much a sound's
pitch can change when using pitched sounds. And $pitchshift allows control
of pitch shifting for a single sound.
February 5, 2002
- Did away with the longest-playing change to S_StopSoundID because it made
looping sounds of the same type near each other fight for precedence, and
the result sounded horrible. Now I use distance to limit the set of sounds
considered for stopping. Only sounds within 256 units of the new sound will
possibly be stopped by this function. Also removed sound tags because they
served the same purpose as the distance comparison.
- Added $playercompat SNDINFO command to create special aliases from the old
SNDINFO player sounds to the new ones. These are special in that after they
get created, any attempts to modify them will modify there target instead.
- Added the addrocketexplosion cvar. If true, then rockets use additive
translucency when the explode. Otherwise, they use normal translucency. This
can still be overridden with a Dehacked patch.
February 4, 2002
- Realized that because I now project particles as their subsectors are
entered, I have enough information to clip the particles when they are
projected. By changing my code to take advantage of this, I can avoid
running through all the drawsegs for each particle on-screen. When there are
many drawsegs and particles on-screen at once, the improvement is quite
impressive--far better than I expected.
February 2, 2002
- Added MF2_FLOORCLIP to many of the Doom monsters so that they can have their
feet cut off when standing in shallow water, provided that the appropriate
terrain definitions exist.
- Put back the limit of two identical sounds playing at once from Heretic and
Hexen in order to prevent the SSG from making super loud splashes that drown
out everything else. Tweaked S_StopSoundID so that it will use oldest time
for selecting a sound to stop if it can't find any with lower priority.
- Set all the puffs except BeakPuff back to their default masses.
- Changed splashes so that if a fake flat has a terrain with a splash, you can
shoot or drop below it and leave a splash.
- Fixed anomalies with the way the railgun made splashes.
- Added code to group particles into subsectors so that I can subject them to
the same fake floor clipping as normal sprites. I also found a problem with
lighting of particles in fake sectors and fixed it.
January 31, 2002
- Fixed: Fog boundaries could be erroneously drawn in underwater areas because
R_FakeFlat did not change the fake sector's colormap when calculating the
back side of a line.
- Fixed: Using -skill at the command line always set skill to 0.
- Added a check for freeze mode around P_ThinkParticles and the various
decal animator tickers.
- Fixed .cfg file parsing so that if comments appear on the same line as a
command, the command will still be executed.
- Fixed ParseCommandLine to work with unterminated quotes.
- Added "proper" support for tall textures by introducing a different patch
format that uses words instead of bytes to store column lengths and offsets.
All tall and multipatch textures get converted to this format at runtime, so
tall textures work equally well on one-sided and two-sided lines, and I
don't have to worry about sliding windows while generating the composite
textures.
January 30, 2002
- Fixed: Addkeysection did not load bindings from the ini.
- Fixed: Quicksave did not quicksave.
- Fixed: Savegames could be listed in the menu twice, once with the full path
and again with just the file name.
- Fixed: Suiciding and giving stuff to a player without an actor crashed.
- Fixed: Loading savegames was broken.
January 28, 2002
- Fixed: Using allowdecals in ANIMDEFS was broken.
- Added more ways to create slopes, all of which are thing-based:
Things 9500 and 9501: The first argument to these things is a line id.
For each matching line, the sector on the same side of the line
has its floor or ceiling sloped so that it passes through this thing.
The thing does not necessarily need to be in the sector(s) being
sloped. 9500 slopes the floor, and 9501 slopes the ceiling.
Things 9502 and 9503: Set the plane equation for the sector they are in
directly. The first argument determines how far it tilts from
horizontal and is measured in degrees. 90 degrees is perfectly
horizontal. Values close to 90 have less slope than values further
from 90. The thing's angle is used to determine what direction the
slope faces. The floor or ceiling will be adjusted so that it passes
through this thing. 9502 slopes the floor, and 9503 slopes the
ceiling.
Things 9510 and 9511: The first argument to these is a sector tag. The
plane equation from the first sector with a matching tag will be
copied to the sector that this thing is in. 9510 copies the floor
plane, and 9511 copies the ceiling plane.
Things 9500-9503 are processed after slopes created with linedef specials,
so they can be used to further adjust the resultant slope. Things 9510
and 9511 are processed after all other slopes are set up, so they override
any slopes that might have been created in their sectors already.
January 26, 2002
- Assigned spawn numbers to most of the Heretic actors and added one for
Doom's health bonus.
- Added ChangeSkill special (#179).
- Changed A_FireRailgun to use the ammouse field to determine how much ammo
to eat up.
- Added a minammo member to FWeaponInfo and made it dehacked-settable.
- Fixed: Savegames went in the current directory instead of the program
directory.
- Fixed: Aliases could not realias themselves reliably.
- Fixed: Particle drawing was erratic in sectors with fake floors.
- Improved detection of windows into below-deep-floor areas to have fewer
false positives with complex geometry. It works for all the test cases I
have now, so hopefully all the false positives have been eliminated.
January 25, 2002
- Because I can't figure out what's going wrong with the blitter, when loading
an ini from a previous ZDoom version, vid_noblitter will now be reset to
true, because I'm not sure it's benefiting anyone.
- Removed DFrameBuffer::PartialUpdate.
- Added more debugging spew and tried different blit techniques, and blits
still take too long. They're supposed to be asynchronous, but my timings
indicate otherwise--the blit times are proportional to the size of the
blit, BltFast almost never returned DDBLT_WASSTILLDRAWING when I removed the
_WAIT flag, and a 1600x1200 blit takes ~15 ms to complete (memcpy only needs
~4 ms to do the same thing). It seems like it's not using DMA at all but
some lame software emulation instead, so I tried obtaining an
IDirectDrawSurface2 interface and PageLocking the blitter surface, but it
made no difference. Why did it work before but it doesn't now?
- Removed the unlock/lock around D_NetUpdate when rendering. This is only
needed when a video memory surface is locked under Win9x. Since my
experiment with writing directly to video memory is gone, this never
happens.
- Fixed: Alt-tabbing away and back when using the blitter would fail to
restore the lost surfaces, because system memory surfaces don't normally
get lost from such a situation, so the LockSurf call would return ok, and
the BltFast in Update would fail later.
January 24, 2002
- Added heapsize cvar so you don't need to use -heapsize if you always want
to use a heap other than 8 megabytes. Moved Z_Init to happen after loading
the config file so that the cvar is available when it gets called.
- Lines with sky on the front and back are no longer considered fog
boundaries. As long as fog does not effect the sky, it looks bad to be
drawing the boundaries of different fogs in outdoor areas.
- Fixed: R_ProjectParticle() did not set vis->cx, so R_DrawSprite() was
unable to properly determine if a drawseg was in front of a particle or
not.
- Added a #wadauthor switch to ACC to cause it to create dummy scripts for
all the real scripts in the map so WadAuthor's error checking will know
about them. I had to change my ACSe detection to no longer look for scripts
that appear to have 0 scripts and strings. Since the standard ACC will
never generate object files with the ACSe tag, this should be safe.
- I think I must have messed up the blitter code somewhere, because now it
slows down the machine it used to speed up. I don't see anything wrong
though! Changed the default for vid_noblitter to true until I can figure
out what's going on.
- Added vid_vsync cvar to control whether or not vsync is used when flipping
the display. Since the framerate gets clamped well below the refresh rate,
turning off vsync is probably useless.
January 23, 2002
- Fixed: Deleting the most recently saved game and then dying would crash
because the game would try to load that game and fail because it no longer
exists.
- Added disableautosave cvar to control when autosaves happen. At 0, autosaves
always happen. At 1, they only happen when an autosave special is activated.
At 2, they never happen. Also disabled autosaving when starting a new game.
Autosaves now happen only when advancing to a new map.
- Fixed: Exiting a level in Heretic crashed.
- Fixed: FSOUND_OUTPUT_WINMM was always used if snd_output was not set to
dsound. Also added "directsound" as a synonym for "dsound" when used with
this cvar.
January 22, 2002
- Changed the in-game priority class to normal so ZDoom won't give itself
a high priority when running.
- Added "Ammo use" field for dehacked weapon modifications.
- Fixed palette translation through Dehacked again. While I was at it, I
decided to remove translation control from the actor's flags member
entirely and just rely on the Translation member.
- Fixed: Bouncing a missile off a floor/ceiling near a wall could crash if
no missiles had already bounced off a wall.
- Fixed: PIT_RadiusAttack() only pushed things in directions with positive
x and y.
- Gave names to the anonymous structs in p_setup.cpp/sidei_t so that it
compiles with GCC 2.95.3.
- Rearranged FBaseCVar::ToInt() to try and compile it with GCC 2.95.3.
January 20, 2002
- Fixed: Picking items up when item respawn is enabled would mess up collision
detection because the items would move themselves back to their original
positions, and the collision detection code is not reentrant. They now
relocate themselves as the result of a state change later on.
- Made some changes to the renderer to support drawing textures with different
scales on the same wall and to also support obtaining textures scaling from
some of the previously unused bytes in the maptexture_t structs stored in
the wad.
January 19, 2002
- Added support for DeePsea's tall patches.
- Fixed: Sky textures wider than 1024 could not scroll properly because the
sky position was always clamped past 255.
January 17, 2002
- Added a new player property: PROP_INSTANTWEAPONSWITCH (2). When set, the
player can switch weapons instantly without lowering and raising them.
January 16, 2002
- Fixed: Autoaim could mess up. Same reason as PTR_SightTraverse below.
- Changed giveinventory when giving a weapon so that the weapon will not be
brought up automatically if the player did not have it already. If this is
desired, it can be simulated with setweapon.
- Disabled drawing of the crosshair when the camera is not a player.
- Fixed a problem under NT4 when using waveout for sound effects and playing
MIDI music: A memory block would be modified after being freed. The fix is
a 50 ms delay between stopping the song and shutting down the sound.
- Added "waveout" as a synonym for "winmm" for the snd_output cvar.
- Added CheckWeapon and SetWeapon ACS commands.
- Added support for a -1 translation in Thing_SetTranslation to set the
target's translation to that of the activator's.
January 14, 2002
- Fixed a bug in PTR_SightTraverse() that could cause it to think something
was visible when it really wasn't.
- Fixed: Masked mid textures in foggy areas could be drawn with the wrong
light level, because they checked the foggy flag to determine if they were
in a foggy area. This flag is not set when drawing masked mid textures.
- Added a tx cvar to test different horizontal wall texture scales.
- Fixed some errors GCC found and added GetFlashedPalette() to SDLVideo
so that ZDoom compiles under Linux again.
January 12, 2002
- Added a ty cvar to test different vertical wall texture scales.
January 10, 2002
- Added a vid_noblitter cvar to force memcpy to be used for copying from
system to video memory, even when the blitter is available to do the job.
On my P3-866 with a GeForce2 Go, the blitter is about twice as fast as
memcpy. On my Athlon XP 1600+ with GeForce2 MX, memcpy is about three
times faster than the blitter. I need more data before I can decide what
a reasonable default for different systems is, but right now it defaults
to false.
- Fixed: The blitter surfaces would only flip when logging was enabled
because I had the Flip call enclosed inside a LOG1 macro.
- Fixed the case where the video driver reported it could blit from system
to video memory, but the blitter surfaces could not be allocated. When this
happened, the screen would not update.
January 9, 2002
- Changed P_CheckSlopeWalk() to return false if the actor's floorsector is
different from the actor's sector. It seems to fix the problem with the
"push pad". The whole Doom collision detection/movement code is a mess and
deserves to be rewritten from the ground up.
- Changed sky texture positioning to match older versions. It should be based
on the height of the screen, not the height of the texture.
- Commented out a check at the beginning of wallscan(), because sky boxes can
make the check invalid.
January 8, 2002
- By default, animated textures will no longer have decals drawn on top of
them. This can be changed by adding "allowdecals" to the animation sequence
in ANIMDEFS.
- Moved the SpawnableThings/DoomEdMap initialization out of
FActorInfo::StaticGameSet() into ::StaticSetActorNums() so that Dehacked
patches that change doomednums will work as expected.
January 7, 2002
- Added an error message for switches that have more than one sound for their
on or off states.
- Fixed: Creating a switch with a valid start texture but an invalid second
texture would crash when you tried to use the switch. Now you get an error
when the ANIMDEFS is parsed.
January 5, 2002
- Wrote some code for Convert24(). Since my video card does not support 24-bit
displays, I had to test it using a 32-bit display instead, but it seems to
be working.
- Removed the special case for writing to 8-bit windowed displays in
win32video.cpp.
- Added turnspeeds command to adjust the keyboard turning rate.
- Added sin, cos, and vectorangle ACS functions. They use 16-bit angles. 0 is
0 degrees, and 65536 would be 360 degrees if it didn't wrap to 0.
January 4, 2002
- Fixed: CheckIWAD() would consider as valid any files that were present in
the search, even if they weren't IWADs. Hence, something like
"zdoom -iwad zdoom.exe" would be accepted and cause a crash.
January 3, 2002
- Got rid of the divide in P_AdjustLine when it calculated the slopetype for
diagonal lines. Because only the sign of the result is significant, a
simple xor is enough. Did the same for UpdateSegBBox.
- Turned R_PointOnSide into a simple inlining of DivScale32. Multiplies are
cheaper than mispredicted branches, so I took out the special cases for
perfectly horizontal and vertical lines. Also made similar changes to
P_PointOnLineSide and P_PointOnDivlineSide, which are exactly the same
thing, except they use different line representations. Also inlined
P_MakeDivline, because it's so simple.
January 2, 2002
- Moved cl_bobscale and cl_stillbob into userinfo (and renamed them to
movebob and stillbob). There are sector actions that depend on the player's
eye height, so these values need to be sent across the network.
- Optimized R_DrawFogBoundary() by drawing horizontal spans instead of
vertical strips.
December 24, 2001
- Added a check for sectors without any lines in p_setup.cpp. If any are
found, their tags are set to 0 so that they cannot be used by most specials.
December 22, 2001
- Fixed: If you saved over a savegame from a different ZDoom version, the menu
would still list it as being from a different version until you quit and
restarted the game.
- Added the CreateTranslation ACS command and Thing_SetTranslation special to
allow changing the translation used by any actor.
- Added a ScriptedMarine actor. It looks just like the player but wears indigo
and acts like a monster (except its attacks don't actually do anything).
Doomednum 9100, spawnable #151.
December 21, 2001
- Added function and array support to ZDoom's ACS VM.
December 18, 2001
- Fixed: Player corpses would revert to the default skin if the player
respawned before their death animation finished.
- Changed the Doom weapons so that they use the ammouse member of FWeaponInfo.
This way, when a deh patch sets a weapon to no ammo, I can set its ammouse to
0, and nothing will change when the weapon is fired..
- Changed video code so that if the blitter is not being used to copy the
frame from system memory, all the drawing will still happen in system memory
because the processor has faster access to it than video memory.
- Changed video code so that it works with drivers that do not support
FLIP_NOVSYNC.
December 16, 2001
- Changed the SSG flash to not last longer than the associated weapon frame.
December 8, 2001
- Fixed: CheckIfExitIsGood() always returned false if self was NULL. This
meant open scripts could not change the level.
- Fixed: Exit_Normal and Exit_Secret specials ignored their position
arguments and always used position 0.
December 7, 2001
- Changed PIT_RadiusAttack() to be closer to the original behavior. Doom does
radius damage in a square pattern, not a circle. Oops!
November 23, 2001
- Changed translationtables into an array of translation tables and fixed a
bug with the serialization of decals with custom translations in the
process.
- Added the CreateTranslation command to ACC.
- Redesigned the layout of ACSe/ACSE files so that they can be included with
editors other than ZETH. The new format looks like a normal ACS\0 file with
some junk in the string area but no actual scripts or strings. The old
ACSe/ACSE format is still supported for people who took the time to compile
the ACC 1.16 source I had posted.
November 22, 2001
- Changed the translation member of AActor to an index into the
translationtables array.
- Added the Thing_SpawnFacing special. It works like Thing_Spawn(NoFog)
except the angle of the new actor is taken from the spot where it spawns at.
- Corrected the xspeed and yspeed arrays in p_enemy.cpp so that they better
reflect diagonal movement at the correct speed of 1.
November 20, 2001
- More tool work: Added IMGZ, FON1, and FON2 loading support and ILBM, PCX,
and BMP writing support to imagetool. It loads FON1 and FON2 as images, not
fonts, so converting to/from FON1 and FON2 requires extra work on the user's
part. However, it does make it possible to obtain an editable image for
the font that can be used to create another font of the same type. It also
makes imagetool usable as a general-purpose image conversion program, which
is fitting considering that it was spawned from an ILBM to PCX converter I
had written earlier.
November 19, 2001
- Changed FFont to construct a font whose glyphs are all the same height so
that I don't need to keep track of the height and y-offset of individual
characters.
- Fixed the FONTA63 character in zdoom.wad to be a proper copy of the
underscore character for Heretic/Hexen.
- Fixed: The Beak's weapon infos did not have their type member filled in.
November 15, 2001
- Changed fog boundary handling so that black fog is treated like diminishing
light rather than fog, so it will not appear on a boundary.
- Fixed: The Fortress of Mystery appeared on the intermission map when
entering E2M8 instead of E2M9. It will also stay on the map after you
finish it now.
- Fixed: When using the changemap command to switch episodes in Doom 1, only
the episode just finished would be shown during the intermission.
- Renamed CONCHARS to CONFONT.
- Merged all of the FONTB?? graphics in zdoom.wad into a single DBIGFONT
lump, partly to save space but mostly because I wanted an example font to
include with imagetool when I distribute it.
- After inspiration struck, I added some code to make fog boundaries look
better: At a two-sided line where the front fog is different from the back
fog, draw a solid-colored window of varying translucency in the color of
the front fog color. This is effectively what creating a new colormap for
each fog color already does for sprites and one-sided lines.
November 13, 2001
- Added FON2 creation support to imagetool. Like FON1, this is a font format,
but this one supports characters of varying widths and a custom palette.
November 12, 2001
- Tool work: Added pcx, bmp, and patch loading support to imagetool.
- Fixed: Screen shots did not capture the palette blend.
- Added the ability for HUD messages to resize themselves when the screen
size changes.
- Removed precachefonts command from ACC, as I decided it was not needed.
November 10, 2001
- Implemented the setfont command.
- Fixed: HUD messages were not saved with save games.
- Added decal teleporting support to TeleportInSector so that decals can move
between the different shafts of a fake 3D elevator. Then I commented it out
because doing it right is too hard.
November 9, 2001
- Added the ACS functions setfloortrigger, setceilingtrigger, getactorx,
getactory, and getactorz. The first two are to make convincing fake 3D
lifts possible. The last three are there because they have been requested
a lot.
November 8, 2001
- Fixed: Elevators did not set floordata or ceilingdata, so you could not
tagwait on them.
- Improved sprite clipping by fake flats further. Now you can look into an
underwater area through a window, and the sprites in it will still show
when your view is above water.
November 7, 2001
- Fixed: Autosaves do not become the default quicksave if the player has not
saved a game manually yet.
- FMOD 3.33 also has some division by zero issues, so now I'm back to using
FMOD 3.40--but this one was updated with some more checks that seem to be
keeping the division errors away. Unfortunately, the updated FMOD 3.40
isn't available for Linux yet.
- Fixed: G_InitNew() was calling StaticGameSet(), but that only needs to be
called during startup. Calling it again later can cause some Dehacked
changes to be undone.
- Fixed: Swimming into a one-sided line while in water would try to jump you
out of the water. Since there's nothing on the other side of the line,
that's rather pointless.
- Made R_DrawSkyBoxes() set the camera properly.
- Changed most instances of camera->Sector in the renderer with viewsector
so that deep water clipping can behave as expected when using a chase
camera that moves out of the same sector as the camera.
- Improved clipping of sprites by sloped fake floors. To be completely
correct, the clip line should be sloped with the floor, but it's still
horizontal because I am feeling lazy right now. At least things don't
appear and disappear as you move around underneath a sloped fake floor.
- Added a sound to A_HeadAttack() so that the Cacodemon can be given a melee
sound through SNDINFO.
- Changed A_CPosAttack() to use self->AttackSound instead of hard-coding it
to "chainguy/attack". Now the WolfSS can have a different attack sound.
- Fixed: secplane_t::FlipVert() was wrong. It needs to negate everything, not
just c and d. This prevented sloped fake floors and ceilings from
displaying properly.
November 6, 2001
- Added things 9983 and 9982 to perform actions when going below and above
fake ceilings.
- Added some more Transfer_Heights modifiers: 16 causes the control sector
to have no effect at all on the target sector. With this modifier, it is
used solely for triggering sector actions. 32 causes the control sector to
not effect the lighting in the target sector.
- Added two new sector actions: SecActEyesDive (9993) and SecActEyesSurface
(9992). When used in conjunction with TeleportGroup, these can produce the
Duke3D silent teleport to and from underwater sectors effect.
- Changed TeleportGroup so that if group_tid is 0, it treats the activator
as the group.
November 3, 2001
- Made some changes to P_ExplodeMissile() so that missiles exploding on a
corner are more likely to leave behind decals.
- Added the cvars cl_bobscale and cl_stillbob to control the amount of view
bob when moving and standing still, respectively.
November 2, 2001
- Improved the accuracy of EV_SilentLineTeleport(). The original function was
written as if the actor was always exactly on the line, so it calculated a
destination position directly on the line and fudged with it to get the
player on the correct side. It's better to find the closest point on the
source line and the corresponding point on the destination line and then
offset off of the destination line so that the actor is in the same
relative position as it is to the source line. This eliminates the need for
fudging, and I can't get stuck in the wall when teleporting in a sample
level anymore.
- Why does the Doom map format have to store sectors only implicitly? Because
of this, people can create maps with oodles of unclosed sectors. I've
already had to modify my P_Trace() function because of this. Now I found
out that they can cause problems if I don't always divide front space in
R_RenderBSPNode(): I made it conditional because I assumed it was
unconditional because of precision problems with using polar coordinates to
perform the transformations. When sectors are well formed (and most are),
having the check causes no visible problems. But when sectors are badly
formed, it is possible that sprites in the sectors will not be drawn because
the sectors do not actually get visited, even though the space they occupy
is drawn.
- Changed the Doom fullscreen HUD so that health and armor counts are drawn
at a location based on the actual font height.
- Fixed: DCanvas::DrawShadowedMaskedBlock and ::ScaleShadowedMaskedBlock did
not check to make sure the shadow was drawn inside the screen. Now they do,
and if the shadow lies partially off the surface, the image and shadow get
drawn in two passes instead of one.
October 31, 2001
- Fixed: The bloodbath announcer was not entirely silent in single player
games.
- Fixed AImpactDecal::SpreadLeft() and SpreadRight() so that they can spread
across adjacent loops without getting stuck in an infinite loop.
- Fixed: Corpses can fall to the bottom of deep water now.
- Fixed a bug in P_Trace() when the trace is on the floor or ceiling and it
hits a two sided line that blocks it.
- New: Instant hit weapons can make splashes in liquids, even deep ones.
The size of the splash is determined by the weapon's puff's mass, so I set
several of the puff actors to have masses of 5 so their trails only leave
small splashes instead of big ones.
- Renamed DThinker::RunThink() to Tick().
October 30, 2001
- Finally added a playmovie command to ACS.
- Fixed: FDecalLibrary::GetDecalByNum() would only find the decal if it was
on the right-most branch of the tree.
- Changed the subsector pointer in AActor to a sector pointer. The only place
where it wasn't used to get the actor's containing sector was an early-out
in P_CheckSight(). Since the sight checking in ZDoom uses the blockmap
instead of the BSP, I doubt it provided much benefit, especially since it
was rarely taken.
October 29, 2001
- Put back some code that lets you see underwater areas through windows. It
is not perfect and cannot be used at the same time that you can see the
abovewater area of any deep sectors.
- Fixed: The back side of a mirror could clip sprites in front of it because
the determination of which side of a line a sprite is on was being done in
world space. The solution is to use camera space for the determination
instead. Since I was already calculating all the necessary values, the
solution mostly involved extending vissprite_t and drawseg_t to hold the
extra information.
- Fixed: Sectors set to drop their ceilings after 30 seconds would not go
back to their original height if they were blocked while closing.
- Added the con_ctrl_d cvar so that I can set it to "quit" and press Ctrl-D
at an empty console prompt to quit the game.
- Added the exit command as a synonym for quit.
- Added the defaultbind command.
October 27, 2001
- Made a slight optimization for sprite drawing by moving the floorclip
clipping out of R_DrawMaskedColumn and into R_DrawSprite.
- Fixed: Spawning objects in a swimmable water area would create a splash on
the water surface.
- Fixed: Passing +map at startup just prints a warning to the console instead
of quitting altogether if the map could not be found.
- Added new options to Transfer_Heights: By setting the second argument to 2,
only the deep water effect will be created. By setting it to 4, the fake
floor and/or ceiling will only show if it is "inside" the sector, but only
if the real sector's and the control sector's corresponding planes are not
sloped. This also effects the texturing in that the control sector's
textures are used for both the top and bottom of the surface they correspond
to, and the sector being faked keeps its textures for its normal range.
Set the first argument to 8, and it will be made into water even without a
WaterZone actor in the control sector. These can be added together to
combine effects. So Transfer_Heights (tag, 12) should produce an effect
similar to Doom Legacy's 280 linetype.
- Added the test and eval console commands. Test is like if/then/else, and
eval evaluates an expression, possibly storing the result in a variable.
This should take care of all the major functionality the console was
missing before.
October 26, 2001
- Made the atexit cvar a command that registers different commands to
execute when the game quits.
- Cfg files listed at the start of the command line now get executed as if
they had appeared after +exec. (i.e. "zdoom foo.cfg" works just like
"zdoom +exec foo.cfg")
- Added the pullin command so that .cfg scripts loaded at startup can cause
one or more wads to be loaded. (They "pull in" the wads they need.)
- Changed the exec command so that it can execute more than one file.
- Added the addkeysection and addmenukey commands for people writing console
scripts.
October 25, 2001
- Added ACS commands fadeto, faderange, and cancelfade to do some palette
blending stuff under scripted control.
- Added BloodSplash, BloodSplashBase, SlimeSplash, and SlimeChunk classes
for anyone who wants to use them in a TERRAIN lump.
- Added the atexit cvar. It gets executed like an alias when the game quits.
- Added archivecvar command to force user-defined cvars to save themselves
in the config file.
- Added snd_waterreverb cvar to disable the use of underwater reverb.
- Added support for specials with variable argument counts to ACC so that
specials which have had parameters added (such as Thing_Spawn) can still
be used without the extra parameter.
- Added TeleportOther (76) and TeleportGroup (77) specials.
- Added autosave capabilities. Up to four autosaves are kept at a time,
and they get created whenever a player enters a map. The level designer
can also place them at strategic locations in the level using special
15 or linetypes 348/349.
October 24, 2001
- Fixed: The level name shown on the automap included the hours of the
current time if the map was in a hub.
- Added Line_Horizon to DOOMX/HERETICX as linetype 337.
- Added am_showitems cvar to show the item count on the automap.
- Added pattern matching support to D_AddConfigWads().
- Fixed: Variable substitution only worked for the last argument of a
command line.
- Removed FCommandLine::AllButFirstArg(). It did not handle variable
substitution, and since you can escape quotes inside strings, it's not
really neccessary, either.
- Added a generator line for the Spider Mastermind to DECALDEF.
- Added some division-by-zero checks to the projection calculations in
R_AddLine(), R_CheckBBox(), and R_RenderBoundWallSprite().
October 23, 2001
- Added Scale and Decal properties to Dehacked thing sections. Added Decal
property to Dehacked weapon sections.
- Changed the scalars in DECALDEF to be 1-based instead of 64-based. This
lets me silently expand its range in the future without breaking existing
decal definitions.
- Fixed: fixedlightlev was being applied to skies. It looks weird to see a
torch lighting up the entire sky, so skies should ignore the setting of
fixedlightlev.
- Fixed the scaled status bar. I was simply forgetting to add the image
offsets in FBaseStatusBar::DrawImage() before calling CopyToScreen().
- Added code to let decals move with sliding and rotating polyobjects.
- Fixed: The wait console command waited one tic too few.
- Fixed a resizing problem with playing movies windowed.
- I think checkinventory, giveinventory, and takeinventory are fully working
now.
- Made checkinventory not crash in open scripts.
- Made AInventory::TryPickup() public so that I can use it with
giveinventory and avoid printing a message about the pickup.
- Passing an amount of 0 to takeinventory now removes all of that item
from the player's inventory.
- Made TakeInventory work in open scripts.
- Removed the Health option from GiveInventory.
- Changed DamageThing so that negative damages cause it to act like
HealThing.
- Added OldStyleID() methods to AFist, APistol, AStaff, and AGoldWand.
October 22, 2001
- Made clearinventory work in open scripts.
- Made ambientsound use CHAN_AUTO instead of CHAN_BODY, so you can have
multiple overlapping ambientsounds.
- Fixed: Setplayerproperty was using the set property as the who property.
- Fixed: Closing the console when the overlay automap is active and the view
window does not cover the width of the screen would not redraw the border.
- Fixed: The overlay automap did not center itself inside the view window.
- Fixed: When neverswitchonpickup was changed during a game, it would always
become false in the playerinfo struct.
- Made the rocket explosion style modifiable through dehacked in the misc
section. Use the keys "Rocket Explosion Style" and "Rocket Explosion Alpha"
to change it.
- Changed the sky drawer so that it properly tiles skies of any height and
not just those that are a power of 2.
- Changed R_InitSkyMap() so that tall skies will always be aligned at the
top of the screen when looking all the way up. Now 240-tall skies will
actually be useful, since so many people seem to think skies need to be
that tall to be considered "tall" even though anything taller than 128
pixels is "tall".
- Fixed: Files specified at the start of the command line were treated as
if they were listed after a -bot parameter.
- Modified DArgs::GatherFiles() so that it can handle files listed after
multiple instances of the same parameter (e.g. "-file 1.wad -file 2.wad")
- Changed ConsiderPatches() so that it tries appending both .deh and .bex to
files listed after both -deh and -bex parameters, which means the two
parameters now behave identically and are just synonyms for each other.
- Made a fix to BaseFileSearch() when it retries with an extension.
October 20, 2001
- Added range checks to R_SetVisibility to prevent visual glitches caused by
too high visibility/fov combinations.
- Made r_visibility unchangeable in netgames.
- Made FOV changes get sent through the net interface, so they can be
recorded in demos, and also so that they can be restricted with the new
sv_nofov cvar.
- Fixed: Bool cvars (such as sv_nomonsters) would change their associated
serverinfo var without going through the network.
- Fixed: The Doom status bar would not update the arms/frags area when the
deathmatch cvar is changed during the game.
- Fixed: Player corpses could still make the grunt sound when they hit the
ground.
- Fixed: StreamSong would always play at full volume until snd_musicvolume
changed because it kept its own internal copy of the volume that was not
updated with the actual volume until the cvar was changed.
- Made crushing ceilings call PlayCeilingSound() again, but only if the
ceiling is not playing a looping sound. This fixes the almost silent crusher
in Doom2 MAP04 that had become totally silent.
- Fixed: The weapon sprite did not flash when invisibility was about to run
out.
- Made DECALDEF generators support using "None" to remove decals from actors.
- Added fullbright flag to the BFG lightning and plasma scorch decals.
- Fixed: Ambient things could not be spawned silent, because they start
themselves with PostBeginPlay, which gets called after Deactivate
when their dormant bit is set. So they would stop themselves and then
immediately start again. Using BeginPlay fixes this, since it gets
called before the dormant Deactivate.
- Fixed: S_RelinkSound() should not be able to move repeating sounds to
positioned sounds. This fixes removing continuous ambient sound things
from not stopping the sound immediately.
- Fixed: Deactivating a continuous ambient sound thing would not stop the
sound until it was either overridden by more important sounds or disappeared
out of range.
- Fixed: The bex include directive ignored the file name if it appeared in
files that mark line endings with CR/LF instead of just LF. (AFAIK, that's
all bex files that exist.) For files that just use LF, it would try to
include the file but crash.
- Win32Video::EnumDDModesCB() now rejects modes whose widths are not
multiples of 8, because there are various places in the source that assume
this to be true, and I have no alternative code (or desire to write such
code) to handle cases when this is not true. I don't know of any standard
modes that would be rejected by this, but it's better to be safe than sorry.
- Fixed: Viewwindows with widths that are not divisible by 16 could crash
when doubling pixels horizontally, because the MMX routines write to
quadwords at a time. Now the non-MMX code is always used in such cases,
since they are rare (only when the window is the full width of the screen
and the screen width is not a multiple of 16).
- Removed vid_bufferarea and related code to switch between buffered and
unbuffered display based on translucent areas visible in the last frame.
- Fixed: Savegames did not remember which levels had been marked visited for
the Doom 1 intermission screen.
- Fixed: Actors' alphacolor was not serialized.
- Fixed vid_setmode not always resizing the window to a reasonable size under
Win ME because the OS sends out WM_GETMINMAXINFO before performing the
resize with SetWindowPos().
October 19, 2001
- Added the ability for DDrawFB to draw to a system memory surface and then
blit it to the primary surface. This can greatly improve performance, both
because the video card can write to its own memory faster than the CPU, but
also because the next frame can start rendering in a separate surface while
the blit is underway. The net result is that drawing to system memory is
only a little slower than drawing directly to video memory (if at all), and
there is really no reason for me to support writing directly to the primary
surface any more. I can even run 1400x1050 at 35 fps, though it is somewhat
jumpy, and it does get slower if the scene is too complicated. But just
being able to run it full speed at all at that high a resolution rocks! Even
a 300 MHz P2 can run the standard levels at a full 35 fps at 800x600, which
it couldn't before.
October 18, 2001
- Need to fix windowed 256 color updating for systems that cannot lock the
primary surface. (result is DDERR_CANTLOCKSURFACE when you try)
- Added a performance counter for blitting the frame buffer to the screen and
discovered that it is a real performance sink. When no pixel format
conversion is involved, it should be no slower than wall drawing, right? Well,
it's about twice as slow.
- Improved performance at 1024x768 by using a pitch larger than the width for
the underlying SimpleCanvas at that resolution (so that successive pixels
drawn in columns are not exactly 1k apart and can make better use of the
cache). The result is that wall pixels take about 5.4 cycles to draw, which
is in line with what the other resolutions manage.
October 17, 2001
- Did some performance tests at different resolutions and discovered something
very weird: up to and including 800x600, wall drawing ranges between 4.5 and
5.2 cycles/pixel. But at 1024x768, it jumps up to a whopping 18 cycles per
pixel. Even stranger, 1280x1024 only uses 7 cycles/pixel, and 1400x1050 takes
just 5.5 cycles/pixel. (These numbers include all overhead such as traversing
the BSP and creating visplanes, not just the time actually spent stuffing
pixels to the framebufer.)
- Changed the mode iterator to allow resolutions taller than 1024 pixels,
since there is nowhere in the source that this restriction exists. (There
is a limit of 1200 pixels tall, but this is easily changed with a #define.)
- Massaged the assembly output of vlinec4 to produce vlinetallasm4. This
new function is about 7% faster than provlineasm4 and is not limited to
256 pixel tall columns, so I stopped using provlineasm4. I don't know
how it compares to vlineasm4 on a Pentium, but my guess is that vlineasm4
is faster on such a machine. It's probably worth also noting that contrary
to my initial belief, self-modifying code was essential to getting this
function to perform well. Also, I did not even bother trying to optimize
it for a Pentium, just Pentium Pro and above. Moving things around to help
pairing on a Pentium actually reduced performance on this P3-M.
October 15, 2001
- Wrote C versions of vlineasm1 and vlineasm4. On a P3, vlinec4 performs
about half way between vlineasm4 and provlineasm4. P2 performance is
probably similar.
- Got rid of all the 2-column drawers. Whatever performance improvements
they might have been able to offer was negated by the complexity of the
code neccessary to use them. This let me greatly clean up rt_draw4cols()
and actually make it readable.
October 12, 2001
- Fixed: I_InitMusic() was not called if -nosound or -nosfx was passed.
- Changed visplanes so that the bottom array stores the pixels just below
the plane--a simple semantic change that lends itself to a few more
optimization chances elsewhere in the engine, since it unifies the way
top and bottom arrays are handled everywhere.
- Enhanced wallscan so that it can get a texture column using any function.
This lets me use it for layered skies.
October 10, 2001
- Drawing of a single sky layer now uses wallscan.
- Removed the use of dc_mask from all of the non-wallscan column drawers,
since they are only used for masked columns, which never repeat and hence
never need masking.
- Tried out the new code on a P2-300. It is also slightly faster. Drawing a
wall covering the entire screen is about 10ms faster at 800x600 on it. This
made me decide to do away with BlastColumn, R_RenderSegLoop1, and
R_RenderSegLoop2. There is just one R_RenderSegLoop now, using vlineasm4.
October 9, 2001
- Added Build's vlineasm4 and associated code to speed up wall drawing.
Surprisingly, it only offers a marginal improvement on this P3-866 equipped
notebook: The higher resolutions are only a few FPS faster than
r_columnmethod 1. When I get a new monitor, I will have to try it out with
my main system, since it still has a P2-350. I think the biggest benefit
should be for people with Pentium-class or less processors.
Since it is faster, I'll keep it. I also improved it so that it works with
textures taller than 256 pixels (or should, I haven't tested).
October 4, 2001
- Fixed fullscreen video playback so that it does not minimize the game
window immediately after the video is stopped.
- Improved dragging the ZDoom window around by making the window procedure
pay attention to WM_PAINT messages and redraw the screen as needed. Making
WM_SIZE invalidate the client rect also lets it redraw as the window is
shrinking.
October 3, 2001
- Fixed DDrawFB::CreateSurfacesComplex() so that it can retry without
requesting video memory. This lets it work with Mode X, so presumably it
will also let it work with old video cards that lack proper DirectDraw
support.
- Commented out the GammaControl stuff in win32video.cpp. Too many people
complained about not being able to compile it (get a newer DX SDK!), and
it does not provide me much benefit when working with paletted displays
anyway. Nor was it ever actually implemented.
October 2, 2001
- Fixed: DROPPED bit was defined twice in DEHSUPP.
- Updated my source files with the new BSD-ish license.
- Renamed p_spark.cpp to g_shared/a_spark.cpp.
- Removed d_items.cpp and d_items.h. They have been obsolete ever since I
changed the give command to accept class names.
- Changed the randomized sound names in DEHSUPP from their individual names
to their new base name. (i.e. grunt/sight1, 2, and 3 all become grunt/sight)
- Fixed a typo in DEHSUPP: gatso/death should have been fatso/death.
October 1, 2001
- Added a playmovie command to play a file using DirectShow. Currently, it
works best with windowed mode.
September 27, 2001
- Added Line_Horizon special to extend a sector's floor and ceiling to
infinity--should be useful for skyboxes. It is not meant for use with
slopes, so don't do that.
- Fixed: ceilingclip/floorclip generation in R_DrawSkyBoxes was wrong for
unused portions of the sky box's visplane (when pl->top[x] == 0xffff).
This could cause problems when taking the snapshot for savegames.
- Fixed: Quicksaving would continue to ask for a save slot until a normal
save had been done.
- Fixed: Bad decal texture coordinates could crash the game. These were
generated when the camera gets extremely close to a decal, so I chose to
use the same tactic I used with masked mid textures and not render them
at all if they get too close. I think the only time something like this
becomes a real issue is when somebody is noclipping around the level.
September 26, 2001
- Fixed P_LoopSides() to not trash memory when loading a map with a
single-sided line that does not attach to anything at its right end. (E1M3
is one such map.)
- Fixed decals not drawing their full height except when they were on upper
textures; BlastColumn was storing wallbottom wrong.
- Fixed inconsistant usage of ceilingclip. It is supposed to store the top
good y, but some places still treated it as the y just above the first good
y, as it was in the original renderer.
- Fixed the GCC version of qinterpolatedown16short(). It wrote 2 more
entries than it was supposed to and could start writing one entry before
it was supposed to.
- Previous log entries were accidentally lost when I was improving the
todos/fromdos scripts. Now only the files that have changed get copied
across, and I can avoid rebuilding every source file each time I transfer
the code between partitions. Under Linux, this is a big deal, because GCC
is so slow.
September 17, 2001
- Added cl_missiledecals cvar to turn off decals left behind by missile
explosions.
- Added cl_bloodsplats cvar to turn off blood splats while leaving other
decals alone.
- Added -timerdelay parameter to specify how fast the game timer tics (in
milliseconds). This is just here so that when I occasionally get demos
illustrating problems, I can easily fast forward through them.
- Made A3D the default for snd_3d again, because A3D has one more hardware
channel than DirectSound on my Vortex2 and because it seems to work
better than DirectSound.
- Changed I_StartSound3D() so that it starts sounds on a specific channel
instead of using FSOUND_FREE, because it loses sounds with DirectSound
if I let FMOD pick a channel. Oddly, FSOUND_FREE with A3D works fine.
[Nevermind, that doesn't work with DirectSound, either. It seemed to be
working the first time I tried it, but when I tried again later, it
was not working anymore.] [Another footnote: A3D seems to position the
sounds wrong that DirectSound does not play. What's going on?]
- Let I_SetChannels() change the number of channels available so that all
the available hardware channels can be used if using 3D audio.
- Made CPU speed detection more accurate.
- Added underwater reverb for hardware 3D sound.
- Updated sound code for FMOD 3.4.
- Fixed timer resolution checking in WinMain--my parentheses were misplaced.
- Put SectorSilencer back at doomednum 9082. I don't know why I had changed
it to 9002.
September 15, 2001
- Fixed: Monsters that reached the end of a patrol path did not have their
reactiontime reset, so they would wait a very long time before attacking.
- Fixed: STYLE_Shaded ignored special colormaps like invulnerability.
- Added support for autoloading wads through the config file. Create a
section called [Game.Autoload] and place "Path=<file>" beneath it for each
file to be automatically loaded. They are loaded after the files in the
skins directory and before any files on the command line. Game can be
Global to load the files for any game. Global files are added before game-
specific files.
- Fixed StreamSong when using 3D sound: The stream was not created with
FSOUND_2D, so it was being positioned in the world.
September 14, 2001
- Made the ACS spawn and spawnspot commands automatically prepend A to their
type names. They remain untested, however.
- Added decals for all remaining Doom things. Heretic is next.
- Fixed pitch calculation in P_TraceBleed() when a missile's velocity is used
to determine pitch.
September 12, 2001
- Added decal stretchers, sliders, combiners, and colorchangers. Also added
a few more decals.
September 11, 2001
- Fixed FDecalLib::GetDecalByNum() and ::GetDecalByName() so that they do not
crash if the decal is not found.
- Tried putting back in the BSP-based sight checking code that was in the
Linux Doom 1.10 source, and the result was quite surprising. Using the BSP
to check sight was actually slower than using the blockmap, sometimes
significantly so--Vrack 2 spent between 4 and 6 times as much time checking
site using the BSP as it did without. In the best case, the BSP routines
were about as fast as the blockmap ones, so I took the BSP routines back
out, because they offer no benefit over the Hexen code I had been using for
some time now.
- Fixed: Maps with starts for players 5-8 would trample over memory
when saving the starts for those players.
- Added blood splats for instant hit weapons.
September 10, 2001
- Made alpha affect STYLE_Shade.
- Fixed: rt_shaded4cols sometimes drew texels too dark because it
calculated the value of fill wrong.
- Fixed: Decals that used picnums (i.e. all of them) could not be flipped
horizontally.
- Stopped using actors' memory locations as their phase shift for float
bob motion. This works fine for single player, but in multiplayer,
there's no way to ensure that the same actor will have the same phase
on different machines. Now I use the random number generator instead.
September 8, 2001
- Added decal faders so that decals that are likely to bog things down
(such as the plasma rifle's) can disappear sooner than if they wait for
cl_maxdecals to be hit and get cycled out. [Edit: I only use these for
special effect decals right now.]
- Added the ability for missiles to leave behind decals on walls.
- Fixed a sub-pixel alignment problem for vertically flipped sprites.
- Fixed: Adding bots and then changing the map could crash because the bot's
"player" was still carrying around the actor from the previous level.
- Bumped the barrel respawn time back up to 1050 tics--forgot I had dropped
it down to 50 for testing.
- Added support for loading sounds from RFF files so that I can have the
Bloodbath announcer.
September 7, 2001
- Fixed: Dehacked patches that set weapons to ammo type 5 (what was once
am_noammo) would use am_crossbow, because that is type 5 now.
September 5, 2001
- Fixed: Trying to alias a command through the .ini file would crash
because the game would actually try to do it instead of giving a warning.
September 4, 2001
- Added the falling splat sound to A_PlayerScream().
- Changed skin semantics in AActor::SetState() again so that players can
actually burn because the burn states use the FDTH sprite instead of
the normal player sprite. Now, if the actor is not a player, or the
player does not have a skin, or the state's sprite is not the same as
the sprite the player was spawned with, the state's sprite will be
used. Otherwise, the skin's sprite will be used.
- Fixed burning and icy deaths to not crash.
- Fixed a stack overflow in Heretic/Hexen that could happen after death
because A_Chase and A_Look would repeatedly cause the other function
to execute, ad nauseum.
- Added Hexen's Ice Guy/Ice Golem.
- The SkyboxViewPoint's angle is now used to adjust the yaw when drawing
a skybox. This means you can rotate a skybox by rotating its viewpoint
(which is courrently only possible with an actor mover and several
overlapping interpolation points).
- Added simple Dolby Pro Logic surround support to s_sound.cpp using code
from a post on the message board.
September 3, 2001
- Fixed: The alias command will no longer try to set or remove aliases for
normal console commands.
- Fixed an error in C_RemoveTabCommand() that moved one extra name down
at the end of the array.
- Added Hexen's Serpent/Water Lurker, Centaur, Demons, and mana.
September 1, 2001
- Reintroduced MF_CRASHED, this time as MF3_CRASHED, so that I don't need a
special case to crash FireDemons that die on the floor.
- Added Hexen's FireDemon/Fire Gargoyle/Imp, just because it's been so long
since I added anything from Hexen.
August 29, 2001
- Changed ADecal::StickToWall() to add decals to the end of the list so that
new decals get drawn on top of old ones.
- Fixed: Actors with STYLE_None were still being projected to the screen,
needlessly wasting time.
August 28, 2001
- Fixed: Quicksaving into an existing slot would rename the quicksave to the
name of whatever was saved most recently instead of keeping the name
of the quicksave slot unchanged.
- Fixed: PWADs that replaced sprite frames that originally only had a rotation
0 with multiple rotations would only show the first rotation.
- Fixed: When the light to dark part of R_CalcTiltedLighting() clamped the
end of the range, it set lightfiller to a value calculated with
(NUMCOLORMAPS-1)<<FRACBITS. FRACBITS should have been COLORMAPSHIFT. The
result was strange colors at best and crashes at worst.
- Fixed: Shuffling playlists crashed because I failed to clamp the result
of rand() to the number of songs in the playlist. Whoops!
- Changed R_SetupFrame() so that the chasecam will only be used if the
current camera has an image.
- Changed Win32 mouse grabbing so that when the mouse becomes ungrabbed,
it will return to the same place it was at before being grabbed.
- Changed win32/i_input.cpp so that deactivating the window will pause the
game if the player is not in a network game.
- Fixed Thing_Destroy to just hurt things enough to kill them instead of
giving them 10000 damage like massacre does. (This is the way it is
supposed to be.) For people who liked the accidental behavior, I added a
second argument that can be used to enable the massacre-like effect.
- Fixed some entries to doomxlat.txt: Generalized floors and ceilings
can be set to allow monster activation now. Changed the delays for
generalized doors so that they more closely match the actual tic counts
used by BOOM instead of rounding them to the nearest second.
- Fixed: Palette flashes were not carried over when creating a new frame
buffer. Also fixed palette flashes being gamma adjusted multiple times
whenever the framebuffer resources need to be recreated.
- Fixed: After adding 16 sprite rotations, the player setup menu showed
the side view instead of the back view.
August 20, 2001
- Fixed: Sprite frames beyond P were always flipped.
August 18, 2001
- Fixed some sizes in Net_SkipCommand()--should elimate some out of sync
errors.
- Reimplemented "give weapons" by having it silently spawn each weapon under
the player and faking a touch so that the player picks it up. Similarly,
the give command can now be passed actor names and will function like a
summon that automatically picks up the item spawned.
- Changed Win32Video::GoFullscreen() and Win32Video::CreateFrameBuffer() so
that they try harder to allow the game to continue without putting up an
error. This is not tested very well, because I never had any problems with
it. Hopefully it will work as desired.
- Changed DDrawFB::Update() and DDrawFB::Unlock() so that calling Update() when
the LockCount is greater than 1 no longer bombs out with an error. Instead,
it sets a flag that tells Unlock() to call Update() the next time LockCount
would drop from 1 to 0. This allows Update() to be safely used as an Unlock()
when the image on screen is desired to be updated but it cannot be
guaranteed that there is only one lock on the surface.
- Changed R_SetupFrame() to not use floorz and ceilingz to clip viewz, because
not everything that can be viewed through sets these. (Specifically, moving
cameras do not touch them, and there's really no reason to bother setting
them, because they're more for physics than rendering.
- New: DDrawFB::LockSurf() is not required to successfully lock the frame
buffer. This should help computers where Alt-Tab did not work before (though
I cannot test it myself, because I never had problems with it).
- Remembered why I didn't use DIK_PAUSE as the pause key. DirectInput support
for the pause key is not universal, so I have to use the standard Windows
messages to detect it. Moved KEY_PAUSE back to 255, where I had it before.
- Fixed: Quickload crashed if a game had not previously been quicksaved in the
same session.
August 16, 2001
- S_StartSound() keeps track of the sound id passed to it before it
follows links, so now S_GetSoundPlayingInfo() can use that to determine if
a sound is playing or not without having to resolve links.
- Changed GrabMouse_Win32() to restrict the pointer to the window's client
rect and not the window's entire rect so the user can't accidentally click
buttons in the window's title bar while moving the mouse rapidly.
- WndProc() now catches WM_MOVE and WM_SIZE messages to better ease
transitions to/from fullscreen when not using DirectInput.
- Fixed: The mouse was not being grabbed if DirectInput was selected with
in_mouse. I just added "NativeMouse = true;" to the beginning of
I_InitInput() to force I_CheckNativeMouse() to grab the mouse when it
gets called.
- Fixed: A_CorpseExplode used the exploding actor as the base for CorpseBit
frames and not the CorpseBit itself.
August 15, 2001
- Fixed: The wind sound in Hexen played wrong because it used
S_GetSoundPlayingInfo(), which has no way of following sound links. And now
that I have random sounds, I can't think of an easy way to make it work with
those. Fixed it by adding S_IsActorPlayingSomething() and using that
instead. Changed a few other places that called S_GetSoundPlayingInfo() to
match.
- Fixed: Animating flats with an ANIMDEFS lump was broken.
- Fixed: The values returned by MakeKey() changed with each rebuild because
I was using the address of get_crc_table() as the CRC table instead of
actually calling the function to get the CRC table's location. Now klook and
mlook hash uniquely without any need for twiddling the return value from
the CRC routine.
- Changed falling damage so that it can't kill you if you have god mode on.
- Added the filterstarts mapinfo flag to enable filtering out player starts
based on skill/gametype.
- Fixed: Redefining sounds with a random list (whether it had one before or
not) would cause problems because I was still sorting the S_rnd array--a
remnant from the time when random lists were found by using binary search
on S_rnd instead of by following the sound's link field.
- Added the sv_ihatesounds cvar for people who think they should be able
to shut up the BFG by landing on the ground. It forces all sounds to
use channel 1 instead of their preferred channel.
- Changed crushing ceilings to not restart their sound sequences each time
they reach the top or bottom of their path.
- Added a tag argument to S_StopSoundID() so that it only stops sounds in
a certain group. For my purposes, a group is currently defined as "any
sectors with the same tag." Actors do not utilise sound groups.
- Removed S_CheckSound().
- Added entries to DOOMX and HERETICX to make mirrors and slopes possible
without using the Hexen map format. Also added some of EDGE's default
linetypes for scrolling, translucency, and 2-unit floor raising.
August 12, 2001
- Changed the algorithm in W_LumpNameHash() and MakeKey() to a CRC32
algorithm because it hashes better. The only problem was that using a CRC,
klook and mlook both have the same CRC value, so I had to twiddle MakeKey
a little to give them unique keys.
August 11, 2001
- Added support for sprite frames with 16 rotations ala EDGE. The assignment
of rotations is the same as for EDGE: 1,9,2,A,3,B,4,C,5,D,6,E,7,F,8,G.
- Changed the music streamers to use FSOUND_Stream_Play3DAttrib because of a
report that they were actually being positioned with snd_3d true. I can't
use snd_3d under NT, where I do most of my development, so I don't know if
it made a difference or not.
- Fixed music recognition so that wave files can be played as music.
- Fudged about with slope handling in AActor::RunThink and P_CheckSlopeWalk
in an effort to let the player walk on some steep slopes that are not very
far off the surrounding ground. It is a big hack. I do not like it.
August 10, 2001
- Fixed drawing of rotated, scaled, and sloped flats.
- Fixed: PCD_PRINTNUMBER did not update the stack pointer.
August 8, 2001
- Fixed drawing of scaled and sloped flats.
- Restored the default radius and height for AInvisibleBridge, since it can no
longer inherit them from ABridge (which sets them at game start time).
August 4, 2001
- The alwaysfake modification for R_FakeFlat() did not work as intended, so I
removed it. The changes Lee Killough made for MBF seem to be good enough.
- Added new Thing_Destroy semantics: a tid of 0 will kill all monsters in the
level, just like the massacre cheat.
- Changed the friendly fire check in P_DamageMobj from (target != source) to
(target->player != source->player). This is just so that voodoo doll damage
cannot be reduced by turning on teamplay and changing teamdamage.
August 2, 2001
- Fixed: Items were respawning at the location where they were picked up when
they should have respawned where the level author placed them on the map.
- Changed the criteria for executing thing death specials from MF_COUNTKILL to
!MF_SPECIAL. Now you can give a barrel a special, and it will be executed when
the barrel is destroyed.
- Added the print command to print a string from the string table.
- Added the contributed Italian translation.
- Fixed: OB_UNDEAD said "revevant" instead of "revenant".
- Added names for all the new keys I found when looking at the dinput.h from
the DX8 SDK.
- Fixed: Bindings for kp= would not save in the ini file properly.
- Added rebind command to change the binding of the key that activated it.
This is intended to allow the creation of generic sequential aliases. (That
is, a series of aliases that do something, then bind a key to the next alias
in the sequence.) Like this:
alias dumb1 "echo one; rebind dumb2"
alias dumb2 "echo two; rebind dumb1"
July 26, 2001
- Fixed the TMulScale<x> definitions for GCC.
July 25, 2001
- In I_InitSound(), A3D is no longer the default if snd_3d is true.
- Moved s_sfxvolume, s_midivolume, and s_musicvolume into their appropriate
i_* files and integrated them with the functions they called. Also made
their ranges uniform at [0.0,1.0].
July 23, 2001
- Added some more checks to p_setup.cpp to catch bad maps. In this
case, the checks were added for ma_sincity.wad, which has two one-
sided linedefs that have -1 as their front sector and will crash if
you look at them.
June 8, 2001
- Fixed: Single files added with -file were recorded with their lump
names instead of the file names so if they got closed, they could
not be reopened.
June 3, 2001
- Finished TiMidity++ support for the Win32 version. It has two modes
of operations: 1) Just play as normal. This only works if the sound
card can play multiple wave streams at a time. 2) The default, have
TiMidity output wave data through a pipe and use that to fill an
FMOD stream. This will work with all sound cards and offers a little
more control over the output. The only problem I could not figure out
how to solve was how to make TiMidity quit (safely) when ZDoom wants
it to without modifying TiMidity. The solution I ended up using was to
have TiMidity start a thread that waits on a special named event and
calls exit when the event becomes signalled.
Ironically, the whole purpose of being able to use TiMidity for music
was that it could provide better music support under Linux, yet the
Linux side of things has not even been done yet. When I do write it, it
should work fine with an unmodified TiMidity.
June 1, 2001
- Put back the "<type> operator *()" members of the different cvar
classes because VC++ always uses a bitwise copy when passing a class
to a varargs function EVEN IF THE COPY CONSTRUCTOR IS DEFINED. This
means that something like printf ("%d", dmflags); will actually copy
dmflags to the stack instead of just dmflag's value. To make it work
as expected, you need to use printf ("%d", (int)dmflags);. Since
printf ("%d", *dmflags); is more compact, I decided operator * is
useful after all.
I just hope the timidity cvars are the only ones I used with printf
style functions. I did not see any others when I scanned the source,
but that doesn't mean I didn't miss any. :-(
- Changed the name of the variable passed to cvar callbacks from "var"
to "self" to make its use more obvious.
- Changed the "<type> operator *()" of the different cvar types to
"operator <type> ()" so that fetching a cvar's value looks just like
fetching any other variable's value.
May 30, 2001
- Added snd_midiprecache cvar so that people without GUSes can turn off
the precaching.
- Fixed: snd_surround was ignored.
- Fixed: snd_reset turned off MIDI.
- Added assembly routines for the different r_detail settings.
May 28, 2001
- Fixed: LEVEL_SPECOPENDOOR opened the door at a speed of 8*TICRATE instead
of 8*FRACUNIT, about 1872 times slower than it should have been.
May 26, 2001
- Fixed the positioning of y-doubled view windows and changed the x-doubling
so that it works with the optimized column drawer and does not need the
columnofs table.
- Fixed: M_FindResponseFile had a poor parser that considered lots of things
to be white space that weren't and did not treat quotes specially. Now it
uses essentially the same parser as the console.
- Fixed Heretic/Hexen wind specials so that they can apply even when an
actor's current velocity is 0.
- Added MF3_NOBLOCKMONST flag to indicate which things can cross
ML_BLOCKMONSTERS lines (because this is a better way than writing a
special case for Heretic's APod).
- Removed MaxSpecialCross, since it isn't needed anymore.
May 25, 2001
- Fixed: ATreeDestructible's default list was missing the mass property.
- Added Hexen's falling damage code and made the two types of falling damage
(ZDoom or Hexen) selectable from the level and dmflags. The dmflags falling
damage selector can now be used to enable falling damage but not to disable
it to avoid cheating in levels meant to be played with falling damage.
- Added a new dmflag (sv_nopassover) to make thing z-checking work as it
did in Doom (that is, not at all, except for missiles).
- Fixed: Chat macros did not work because Windows sends WM_SYSCHAR instead of
WM_CHAR when ALT is held down.
May 14, 2001
- Added decal groups and generators to DECALDEF.
- Fixed potential crash when defining decals with SpawnIDs.
May 3, 2001
- Added lightning scripts, which get executed whenever lightning strikes in
a level.
- Added the OutdoorLightning sector special (197) so that skyboxes can
flash outdoor (as opposed to indoor) lightning without fancy scripts.
May 2, 2001
- Fixed: When teleporting in a non-hub environment, the level's snapshot
would stay around if the player had saved while in it. This was especially
obvious if the player was moving to the same map he just left.
- Enabled key repeating in the menus.
- Added Hexen's lightning and fixed a bug in Hexen's code: It is not safe
to assume that the number of sectors that lightning can apply to will
remain constant through the level (thanks to ACS).
May 1, 20001
- Fixed: The SkyBox member of sector_t was not serialized.
April 26, 2001
- Fixed: When loading savegames, bobbing actors would have semi-random
heights because they get loaded in a different memory address than they
were saved at. The actor's address is used to determine its phase shift
compared to other bobbing actors, so when the actor was restored there
was no way to restore the original cycle. The solution is to take out the
bob offset before saving and add it back in when restoring.
- Added some DrawChar functions to DCanvas.
- Fixed DCanvas::StringWidth() for high ASCII characters.
- Changed the arrangement of codes in ESpecialGUIKeys to document the
standard ASCII codes in the range [1,31].
- Changed text color escape character from 0x81 to 0x1c, because 0x81 is a
printable character (though most Windows fonts seem to leave it undefined).
- Added support for WM_CHAR messages (they get fired off as EV_GUI_Char), so
now you can do all the standard Windows text manipulation stuff when typing
text at the console or elsewhere.
- Fixed: Decals were being saved to savegames but were not restored properly.
I think this was also causing crash problems after loading savegames.
- Changed mouse pointer hiding to change the cursor to an invisible cursor
instead of changing its visibility. This is to ensure that it works
correctly all the time instead of just most of the time.
- Removed testing for WM_ACTIVATE in the window procedure. Looking for
input focus is what we really want to do where the window's active status
was being checked.
- Got rid of I_Pause/ResumeMouse() and let the code in i_input.cpp decide
whether or not the pointer should be visible.
April 25, 2001
- Changed action command handling so that multiple keys bound to the same
action can coexist peacefully. That is, if you are pressing two keys bound
to the same action and release one of them, the action will still persist
until the second key is also released. This is like Quake.
- Added a check for key bindings to check if a binding contains the substring
"bind". Only if it does is the binding copied before being executed.
Previously, the command was always copied, even if it was unneccessary.
- Changed C_DoCommand()'s argument to a const char *.
April 24, 2001
- Changed command line handling for console commands so that argv and argc
are not calculated until the first time they are needed.
April 23, 2001
- Added shuffle parameter to playlist command.
April 22, 2001
- Added playlistprev and playlistnext commands.
- Pressing F1 at the save/load menu replaces the comment with the actual
file name of the savegame.
- Added GK_ entries for the function keys.
- Fixed: Quicksaving without saving/loading first crashed.
- Added reverse tab-completion to the console, when pressing Shift-Tab.
April 21, 2001
- Fixed: P_GiveAmmo() did not check userinfo.neverswitch before setting the
pendingweapon.
- Got rid of P_GiveWeapon() and moved its functionality into AWeapon::
TryPickup() and added some more AWeapon member functions just so that
picking up a weapon with sv_weaponstay true will produce all the standard
pickup feedback. This breaks the "give weapons" cheat, but you can still
summon them, so how bad is that really?
- Changed P_GroupLines() to warn about lines that lack frontsectors instead of
crashing.
April 20, 2001
- Fixed: In Heretic and Hexen, things are supposed to gib at negative half
their original health.
April 17, 2001
- Fixed: It was possible to stand at the very edge of a steep slope and not
fall off of it. It is still possible to "balance" by running away from the
edge, but I think that will take more time to fix than it's work (especially
if I really do go ahead and rewrite the level geometry collision detection.)
- Added in-air friction that depends on aircontrol: The greater aircontrol is,
the more friction affects things. Only affects players.
- Made level gravity and aircontrol accessible through MAPINFO as well as ACS.
- Disabled migration of zdoom.cfg. Perhaps it is better to make a clean break
from the old format than to try and import it if zdoom.ini is not found.
- Fixed: When the status bar face graphic changed and the status bar was
scaled, only the area enclosing the new graphic was updated to the screen.
It should update the entire face box.
- Fixed: When a dehacked/bex patch changed a level's name, the change was not
reflected in the level infos, so it did not actually become visible.
April 14, 2001
- Modified S_LookupPlayerSound() to detect player sounds which were defined
but did not have any valid lumps and automatically try again using male.
- Added storesavepic cvar.
- Added sorting to the savegame menus.
- Finally tested the savegame menus to make sure that they work with more
save games than are visible and discovered that they didn't, so I fixed
them so they do work.
- DCanvas::StringWidth() now knows about '\n' characters and returns the
length of the longest line.
- Changed the savegame menus to display games saved with an incompatible
ZDoom version so that the user has a more convenient means of deleting them
than by opening the savegames in a hex editor to find out which version each
one was saved with.
- Added "name" support to archives. Basically, names are just managed strings
that allow duplicates to be stored by index instead of duplicating the
string.
April 13, 2001
- Fixed: Particles were rendered as if they were being drawn to the main
frame buffer, even when they weren't.
- Fixed: After deleting the last save game, the menu would think you still
had a game selected and crashed if you tried to delete again.
- Discovered the problem with some of Tei Tenga's cameras: They have invalid
heights that put them above/below the sector. Copied the viewz clamping
from P_CalcHeight() into R_SetupFrame() to compensate. I don't know why
they worked in earlier versions.
- Moved zvox.wad loading to happen after loading the IWAD. There are certain
places where the IWAD is assumed to be the second wad loaded.
April 12, 2001
- Added a new game menu for Hexen that explains you cannot start Hexen from
a menu yet.
- Made the names stored in DEHSUPP case-insensitive.
- Fixed: R_RenderViewToCanvas() did not lower the Heretic weapons to the
bottom of the rendered area.
- Fixed positioning of the save/load menu titles and the save game cursor
at high resolutions.
- Fixed: Many ammo types were derived from AInventory and not AAmmo, so
they did not play the dedicated ammo-pickup sound.
- Fixed AAmbientSound::Activate() to check that the ambient sound assigned
to it actually exists. If not, it destroys itself.
- Changed doomtype.h to use the ANSI <limits.h> instead of defining its
own limits.
April 10, 2001
- Fixed: FindNextFileA() returns 0 on failure, which is the opposite of
_findnext(), and I did not realise that when I changed I_FindNext()
to use the Win32 API function.
April 9, 2001
- Made some code changes to allow for compilation with GCC again
(specifically, Cygwin's GCC). Fixed a few latent bugs in the process,
thanks to GCC's more stringent default warnings.
- Fixed: FHelperThread must have a virtual destructor, which might
explain why I was having so much trouble with it before.
April 7, 2001
- Added r_drawtrans cvar to allow disabling the drawing of translucent
things.
- Fixed: The stretched Doom status bar would not properly clear away the
big ammo count when switching to a weapon that does not use ammo.
- Fixed: At certain screen heights, scaled status bars would not touch the
bottom of the screen because of inaccuracy in the calculation of ::ST_Y
in FBaseStatusBar::SetScaled().
- Added separate pickup sounds for health, armor, and ammo items.
- Improved sound link resolution in S_StartSound() so that regular sounds
can alias player sounds.
- Reimplemented idmypos in a more useful manner.
April 3, 2001
- Fixed: DLevelScript::RunScript() sets TeleportSide according to its
lineSide property instead of assuming that it is already set correctly.
- Fixed: ASectorAction::CheckTrigger() should set TeleportSide to 0 so that
teleports always work.
March 29, 2001
- Added language cvar.
- Fixed: Float bobbing objects would warp to the floor when on a rising
platform.
- Fixed: "Torque" should not be applied to float bob objects. (Hexen MAP11
is a good example of why not.)
- Fixed: Spree messages should only be shown in deathmatch.
- Changed sound effect loading to try the sound as DMX format first instead
of last. (FMOD was recognizing CHICPK2 in heretic.wad as some compressed
format.)
- Made skins work with the new player sound system.
March 28, 2001
- Changed player sounds to exist separately from the main sound list (sort
of). The generic player sounds (e.g. "*death") now exist as actual sound
entries, but they only serve as a context for getting an index into a
separate list of class/gender specific sounds which index back into the
main sound list and provide the actual sound to play. This also reduces
the total number of sounds that need to be registered. Several new SNDINFO
commands were introduced to support this.
- Fixed: When the tomed phoenix rod ran out of flame, the weapon disappeared.
- Fixed: Intensity calculations in InitPalette() could overflow and cause
the invulnerability colormap to be wrong.
March 27, 2001
- Made the Ambients array in s_advsound.cpp a list of pointers to
AmbientSounds instead of a container of AmbientSounds, since the array is
usually nowhere near full and just wasting memory.
March 26, 2001
- Fixed: Using sound names in a dehacked Thing section works again.
- Enhanced the soundlist command to show links and random lists.
- Added an overloaded Printf() that does not take a print level, but just
prints at PRINT_HIGH.
- Added the $random SNDINFO command.
- Moved the template functions into templates.h and added the BinarySearch
template function.
- Fixed: The spectre had sounds defined in SNDINFO, but its defaults didn't
specify any sounds, so it used the demon's sounds instead.
- Implemented a suggestion from the message board to A_VileChase so that
negative speed archviles do not run away from corpses.
March 24, 2001
- Fixed: Monsters following a patrol path would not have their reactiontime
reset to 0 if they heard a player before seeing her.
- Fixed: Picking up a thing by walking over it would remove it from the
blocklist and make it possible to walk into another thing near it, because
the P_BlockThingsIterator would not find anymore actors in that block for
that call.
- Tried making DThinker::Delete() private so as to enforce the "use Destroy
with thinkers" rule, but it didn't work. If the object's constructor can
throw an exception, the caller of new needs to be able to call delete in
order to remove the partially constructed object. However, I did change
the definition of DECLARE_STATELESS_ACTOR so that all actors have nothrow
constructors (since they're not allowed to use a constructor), which should
help reduce the size of a lot of the CreateObject()s.
- Split the Thinkers list into two in order to guarantee that every thinker
will have a chance to think during the same tic when it is created.
- Fixed: A thinker that destroyed itself in PostBeginPlay() would block the
ticks for all actors after it for that game tic.
March 23, 2001
- Fixed: Float bobbing was not properly centered around the object's "ideal"
height.
- Added A_SPosAttackUseAtkSound(). This is the same as A_SPosAttack(), except
it plays the actor's attack sound instead of being hardcoded to play
"shotguy/attack". Now changing spider/attack in SNDINFO can have an effect.
March 22, 2001
- Wrote a fully-functional gccinlines.h compatible with GCC 2.95.
March 20, 2001
- Undid: When I made float bobbing work for variable heights, I started
clamping bobbing objects to the floor/ceiling. Heretic and Hexen do not do
this, so I stopped clamping them.
- Fixed: P_BloodSplatter() should only be called for Raven's games, not Doom.
- Changed sound ID 0 to mean "no sound" instead of -1.
- Changed actor default sounds from strings to IDs so that I don't have to
worry about tracking a bunch of pointers when loading/saving games, because
this information gets saved out now.
- Fixed: Midtextures on two-sided lines are not drawn if they pass too close
to the player. What is considered "too close" was determined empirically.
- Fixed typo: Wizard's spawnhealth should be 180, not 100.
- Turned off monsters killing other monsters when the player is dead and
the game is Doom.
- Added global ACS variables. These are like world variables, except they
do not get cleared when moving to a new hub.
- Reduced the ACS stack size from 200 to 64.
March 19, 2001
- Added a list of needed wads to savegames.
- Moved the SAVESTRINGSIZE definition into version.h so that I can be
sure all the files that use it use the same value. One file had it
at 32, and the rest used 24, which was causing crashes when switching
levels after saving a game.
- Fixed a Doom bug: If a boss eye tried to shoot a cube at a boss target
with the same y-coordinate as itself, the game would crash with a divide
by 0 because only the difference in y-coordinates was used to determine
how long it would take for the cube to reach the target.
March 17, 2001
- Rewrote the save and load menus to support the new savegame features and
to also support far more files than before.
- Fixed: The patch drawers in v_draw.cpp crashed with patches that had
useless 0-length posts.
- Fixed: Sound sequence SS_CMD_END was being generated wrong.
- Fixed: Sound sequences with no current sound were archived wrong.
March 16, 2001
- Added screenshots to save games, ala all the Build games I've played.
Also added comments that currently just indicate the time when the game
was saved.
- Added R_RenderViewToCanvas() and rearranged r_main.cpp a little to
accomodate it.
March 15, 2001
- Added page up/down support for long options menus (i.e. controls menu).
- Changed console paging keys: Ctrl-Home and Ctrl-End now move to top/bottom
of console buffer, and Shift-PageUp and Shift-PageDown move up/down by
pages.
- Fixed: Trace() picked PT_ADDTHINGS based on ActorMask instead of actorMask.
The most obvious consequence of this was that hitscan weapons worked
sporadicly with the chasecam on.
- Fixed: Backpack was only giving one of each ammo type instead of one clip
of each ammo type.
March 14, 2001
- Added MBF "torque" to fix "The items that the monsters drop when they die
sometimes float in the air (happens very often when the monsters die in
stairs)." Although it does fix this, I think it looks goofy to see ammo
clips go careening down the stairs at the beginning of MAP01. The better
solution to this particular situation would probably be to adjust the
pickupable items' radii to accurately reflect their physical sizes, but
I fear that might make them harder to grab. Maybe if they were noclip?
- Fixed dumpmapthings command.
- Space tuning: Shrank FState from 28 to 16 bytes.
- Fixed spree and multikill messages to correctly display the killer.
- Fixed DPusher::ChangeValues() to properly convert from byte angles to
fineangles.
- Added PROP_STATE_BASE to AMaceFX3's defaults, so that it gets the right
death state.
March 11, 2001
- Changed bex string section handling to simulate old death messages
(without %o and %k).
- Added support for international characters to the FFont class and also
added some corresponding characters to zdoom.wad.
- Changed Heretic/Hexen font loading to use name plates like Doom fonts
instead of FONTA/FONTB markers, because templates allow for gaps in the
character set.
- Tweaked string loading so that variant-neutral strings are loaded before
loading strings from any variant of the specified language.
- Toned down the alpha on BFG and plasma projectiles.
- Changed rocket explosions back to STYLE_Translucent.
- Fixed ADEF_SkipSuper handling, though I wonder if it wouldn't be better
to rework the situations that use it, so it isn't needed at all.
- Fixed: Music for Doom 1 was wrong.
- Fixed: The cast finale was messed up.
- Fixed: The new actor members were not being serialized.
- Fixed: None of the new actor fields were being serialized.
- Fixed: The FState * serializer did not use TAutoSegIterator.
- Fixed: Dehacked monsters could be really slow, because monsters speeds
are now fixed point but weren't before.
- Fixed: M_QuitDOOM() was not getting DOSY through GStrings.
- Fixed: Stringlist did not write out enough information in the name table,
so FStringTable could not figure out which index belonged to which name.
- Fixed: String names were not loaded before using a bex string section.
March 9, 2001
- Added PCD_SETTHINGSPECIAL and its analagous Skull Tag special,
Thing_SetSpecial.
- Added obituary messages for the Heretic monsters.
- Added %o and %k substitutions for obituaries, ala Unreal.
- Fixed: Player obituaries were not being displayed unless it was a player
who did the killing.
- Extended SexMessage() to handle %o and %k.
- Fixed: tmfloorsector was being calculated wrong, which could cause
problems moving around in slopy areas.
- Replaced all the DivScale30() calls in WallMost() to SafeDivScale30().
March 8, 2001
- Wrote support for the string tables into the game, which shrank it 28k
(but only because the text data got moved into the wad).
March 7, 2001
- Wrote a tool to compile localized string tables.
March 5, 2001
- Fixed: PTR_TraceIterator expected to be able to cross closed sectors. That
is, when it stepped across a two-sided line, it assumed that the next line
in sequence would belong to the sector it had stepped into.
- Fixed: P_SightTraverseIntercepts() needs to set up openbottom and opentop
before calling PTR_SightTraverse so that the results of P_CheckSight()
are always defined.
- Fixed: Using include in bex patches caused the DehSupp data to be freed
prematurely.
- Got the code to fully compile again with default lists. The executable is
only 104k smaller than before (I had hoped for something more dramatic),
but at least now it only takes one minute to link the release build.
February 28, 2001
- Changed the console command implementation so that new commands do not
require subclasses (and all the function overhead that goes with them).
- Finished building default lists for every actor.
February 27, 2001
- Began the tedious process of converting to actor default lists.
- Simplified the IMPLEMENT_CLASS macros to not require the parent type
because that information can be derived thanks to the DECLARE_CLASS macros.
- Removed the distinction between serializable and non-serializable DObjects
so only objects that do some specific serialization actually need
Serialize() methods.
- Fixed: Teleport_EndGame works again.
- Added WALLF_NOAUTODECALS flag to sidedefs, so certain lines will not
get impact decals (bullet holes) on them, specifically: scrolling walls.
- Increased the precision of P_InterceptVectors so that it can handle longer
lines.
February 26, 2001
- Added limitpainelemental cvar to control whether or not Pain Elementals
will limit their attacks based on the number of Lost Souls in the level.
Feburary 24, 2001
- Fixed some class serializers that did not call their superfunction.
February 23, 2001
- Changed P_DropItem() so that negative special values will not be stored in
the item's health field. This is primarily to support exoteric DeHackEd
patches, as it doesn't matter under normal circumstances.
February 22, 2001
- Removed the ClassInit class, and made TypeInfo constructors register
themselves, saving around 20k.
- Fixed: Places that use P_SpawnMissile() and then manipulate the missile
somehow now check for NULL returns.
- Fixed: AMovingCamera::Serialize() did not call its superfunction.
This is an oversight I keep making, so I added some code to DObject and
FArchive to look for this error.
February 20, 2001
- Fixed: Normal skies did not reflect in mirrors, and sky boxes mostly failed
to be drawn at all in mirrors.
February 19, 2001
- Added PCD_PUSHBYTES and PCD_PUSHxBYTES p-codes to ACS, since PCD_PUSHBYTE
was a fairly common sequence.
February 17, 2001
- Made G_DoLoadLevel() remove any existing HUD messages.
- Made BLOCKMAP lumps optional (sort of--the lump still needs to be there,
but it can be length 0).
- Rearranged P_SetupLevel() so that a map's behavior is loaded before
anything else (in order to make enter scripts work when a map is just
loaded).
- Changed I_RegisterSong() to not bother loading a song if -nomusic.
- Added support for these Skull Tag script types: Death, Enter, and Respawn.
- Added cl_showsprees and cl_showmultikills cvars.
- Fixed: A_Look made stealth monsters visible.
- Fixed: BlurSphere needs to be STYLE_Translucent for the pulse to be
visible.
- Fixed: StealthDemon was STYLE_Add instead of STYLE_Translucent.
- Fixed: Col2RGB8_2 needs to have cover most entries from Col2RGB8, not just
half of them..
- Fixed: Net_SkipCommand() was still calculating the length of
DEM_SINFCHANGED based on the old semantics.
- Changed startup command processing again. Now, all commands are processed
at once, but ones considered "not safe" to be executed before everything
is set up will have their execution delayed.
February 15, 2001
- Changed autoexec.cfg parsing to be similar to command line parsing.
All sets are run as soon as possible, then other commands are executed
later after all the subsystems are initialized.
- Changed BEGIN_CUSTOM_CVAR/END_CUSTOM_CVAR pair to CUSTOM_CVAR.
- Changed BEGIN_STAT/END_STAT pair to ADD_STAT.
- Changed BEGIN_COMMAND/END_COMMAND pair to CCMD.
- Added detection for Windows 2000, so the sound code will default to
DirectSound under that OS instead of WinMM.
February 12, 2001
- Changed Die for missiles set as shootable so that they explode instead
of doing a regular death.
- Changed MF2_FLOATBOB handling to not use health or special1. (So now
it works with monsters.)
- Sorted the list of skins for a more user-friendly experience in the
player setup menu and to make R_FindSkin() faster.
- Removed all traces of COM_Parse().
- Added support for ACS scripts that store p-codes and certain other values
in bytes instead of dwords. This can offer considerable space savings.
Also tweaked the interpreter to help keep the program counter and stack
pointer in registers.
February 11, 2001
- Fixed: I_ShutdownMusic() should call S_StopMusic() so that the general
sound code knows the song no longer exists. Having it free the song itself
could crash if the game lost and regained focus while quitting.
February 8, 2001
- Added Anubis cheat.
- Really fixed rotated flats on sloped planes. The previous fix only affected
floors at certain angles and did nothing for ceilings.
February 5, 2001
- Fixed: FPS meter with vid_fps was always 0.
- Fixed: Tilted floors/ceilings did not rotate properly.
- Fixed: Mirrors did not reflect slopes properly.
- Changed P_ProcessSwitchDef() so that not specifying a game name is the
same as specifying "any".
- Fixed: Typo in zdoom.animdefs prevented SW1STRTN/SW2STRTN from switching.
- Fixed: -iwad did not work with wads that included a path.
- Tweaked P_TestActivateLine() so that only actual missiles will be promoted
to activate player cross teleports.
- Did away with I_SetGUICapture(). It was too prone to error. Now the input
code checks what kind of events it should generate each time I_StartTic()
is called.
- Fixed: "Screenshot" mis-spelled as "screeshot" in controls menu.
- Fixed: The cursor in the option menus was one pixel too low.
- Fixed: Standard automap colors were all black if the game was started with
am_overlay set to true.
- Fixed a typo in P_CheckKeys() that prevented the yellow skull and cards
from being equivalent for 3-key doors. While I was at it, I rewrote the
function, although it's still not what I would consider very readable. :-(
- Removed cheat-changing Dehacked support.
- I think I've got the problems with changing a thing's MF_SHADOW bit with
Dehacked worked out now.
February 3, 2001
- Added "Alpha" and "Render Style" lines to Thing sections of dehacked
patches.
- Fixed: Changing a thing's doomednum with dehacked would not update the
DoomEdMap hash table, so it would have no effect.
- Fixed: Changing a thing's doomednum also changed its scale.
- Fixed: Modifying a hanging ceiling thing with dehacked would usually not
reset the height to its Doom default. (Was using sizeof(OrgHeights)
instead of NumOrgHeights.)
- Changed actor's translucency variable to alpha to reflect that it
controls the alpha value for more than just translucency.
- Centralized column drawer selection to make adding more render styles
in the future more convenient. The function is R_SetPatchStyle(). The
selection of fg2rgb and bg2rgb has also been moved out of the various
column drawers and into R_SetBlendFunc() so that they can be more
generalized. What was a translucent column drawer is now blending without
clamping, and what was an additive column drawer is now blending with
clamping. Their names have been changed to reflect this.
- Changed WallMost()'s frac bits back to 30, but now it uses SafeDivScale.
Now it should never crash there.
- Fixed: -playdemo did not like to use files in other directories.
February 1, 2001
- Fixed: Particles would not draw properly if a mirror was visible.
- Fixed: Viewing decals in mirrors could crash because PrepWall() only knew
about non-mirrored surfaces when it clipped the lwall values.
- Changed the number of frac bits in WallMost() when clipping a line to 28
instead of 30 to (better) avoid possible integer overflow.
- Fixed: Hub travel would hang when visiting a previously visited level.
- Got rid of linear.nas. It was only there to try and make things better for
486s, and as I care even less about 486s now, there didn't seem to be much
point in having it around wasting space in the executable.
- Removed RF_FORCECENTER renderflag and added a new RenderStyle actor member
that's used to specify the render style instead of renderflags. Some
styles are just aliases to other styles based on cvars (r_drawfuzz and
transsouls), and others are styles that specify drawing. I also added a
new style: STYLE_Add (additive blending) and made many of the DOOM
projectiles that I had previously made translucent use it instead.
January 30, 2001
- Fixed xtoviewangle generation in R_InitTextureMapping(). (It was phase
shifted 90 degrees)
- Removed R_ScaleFromGlobalAngle(), rw_distance, rw_angle1, and
rw_normalangle.
January 27, 2001
- Fixed: Things made fuzzy with dehacked appeared no different when
r_drawfuzz is false, because they also need to have their translucency set.
- Set the default for vid_bufferarea to 0, because large translucent areas
suddenly coming into view (such as firing the BFG) can cause a very
noticeable slowdown. I may take out the support for unbuffered output
entirely.
- Fixed: Demons in nightmare mode would end up with 0 tic chase states.
- Fixed: A_BFGSpray() was using the player's autoaim setting for finding
things to spray.
January 19, 2001
- Fixed some text prompts (e.g. "Do you want to quit?") so that they properly
release the input code from GUI mode.
- Fixed ABossEye::Serialize() and DBrainState::Serialize().
- Extended Dehacked thing sound replacements so that you can use any sound
defined in a SNDINFO lump.
- Fixed Dehacked thing sound replacements -- a 0 sound index means "no sound"
and should not be treated as an offset into the sound list.
- Fixed translation table selection in R_ProjectSprite when using flags to
specify a translation.
- Fixed HeadsOnAStick to be solid.
January 18, 2001
- Added some invisible bridge things.
- Fixed the sky around the tunnel in E1M1.
- Fixed P_DrawSplash2 not centering splashes around their point of origin.
- Fixed assignment of codepointers in [CODEPTR] sections of bex files.
December 24, 2000
- Added the firstvissprite and firstdrawseg variables so that I can restrict
the vissprites and drawsegs drawn in skyboxes without changing their base
pointers, which could move when they get realloced.
December 19, 2000
- Fixed Ceiling_LowerByValue acting like Ceiling_RaiseInstant.
- Fixed game grabbing the mouse during startup when the IWAD dialog
is shown.
- Fixed dmflags not changing in gameplay menu.
- Fixed standard Doom colors not showing up on automap if the game was
started with am_usecustomcolors 0.
- Fixed demons moving very slowly in nightmare mode.
- Fixed dehacked patches not setting bright frames properly.
- Fixed dehacked patches that change the player sprite's name.
- Fixed dehacked patches setting a thing's fuzzy property.
- Moved lots of supplementary dehacked data into zdoom.wad so that it's
only in memory when it's needed.
December 18, 2000
- Fixed my sidedefs decompressor so that it works with maps that have
unused sidedefs. As a consequence of this, the ordering of sidedefs in
memory may be completely different from their ordering on disk.
- Fixed P_LoadSectors() to clamp each sector's light to the range [0,255]
instead of ignoring the high byte stored in the wad.
- Fixed rendering of shaded decals when the light amp is on.
- Fixed the generation of the shading tables in R_InitTranslationTables() to
not create values > 64.
- Gave spawnids to some things that were missing them.
- Reduced the default for vid_bufferarea to 6000.
- Reread the description of the SAL/SAR/SHL/SHR instructions. The OF
flag is undefined for shifts other than 1--not unchanged. Rewrote
the stretchers in blocks.nas to correct for this. On my Pentium II,
the OF flag is left unchanged, so I got the desired result, but
other processors can change it. :-(
- Added back triple buffering, because double buffering can be
(but is not always) significantly slower.
- Fixed up the sound code for the new FMOD 3.3 API.
December 15, 2000
- Fixed fourth and fifth episodes not appearing in the menu for the
extended Heretic IWAD.
- Reorganized DCajunMaster::WhatToGet() so that Reachable() is called
less often.
- Fixed multikill messages appearing for everyone and not just whoever
got it.
- Divided thinkers into thinking and non-thinking classes. By default,
a FThinkerIterator will not iterate through non-thinking classes.
Those must be specified explicitly. Made the decals non-thinking so
the think code doesn't waste any time on them.
- Fixed bots not being able to spawn in deathmatch mode if there are
not enough coop starts.
- Added support for compressed SIDEDEFS lumps.
- Made the splash bases MF_NOGRAVITY so that they stay at the surface
of BOOM deep water instead of sinking into it.
- Made splashes work as expected in sectors with the BOOM deep water
effect (and set as a water zone).
- Fixed positioning of weapon sprite. (Was one pixel too high.)
- Fixed vertical aiming on railgun being swapped.
- Fixed SUBCLASS_NS macro in a_doomdecorations.cpp. It was using radius
as the height.
December 14, 2000
- Fixed lines not being considered for rendering when at least one side
is sloped but the heights on each side of the line are identical at
both ends.
- Fixed physics and rendering of non-horizontal slopes. They were both
messed up because I had been subtracting b*y in the ZatPoint
calculations when I should have added it. Clipping the right edge of
non-horizontal slopes to the screen was also wrong because I was
subtracting from x instead of y for the y component of the point
intersecting the screen.
- Fixed automap being all black when am_usecustomcolors is false.
- Updated Heretic status bar for unbuffered output.
- Stopped creating the primary surface as a complex flipping surface so
that I can set colors 0 and 255 under NT.
- Made the video code better able to cope with different surface lost
conditions.
- Fixed alt-tab killing the program by listening to WM_ACTIVATEAPP and
forcing buffering (that never gets flushed to the screen) when the app
goes inactive.
- Moved the palette change to occur immediately after the page blit.
- Fixed GUI capture being lost when the demo cycle returns to the title
screen and the menu is active.
- Fixed being able to get stuck in the edges of sloped ceilings. In
PIT_CheckLine(), I was using the actor's current position instead of its
desired position to calculate the nearest point on the line.
- Fixed skyboxes so that sprites seen through multiple visplanes are visible
in all the visplanes and not just the first one.
- Made a bunch of changes to slope walking to try to make walking along the
very edge of a slope work better. This included adding a floorsector field
to AActor that records the sector that the floorz field came from.
- Changed the nearest point on line calculation in PIT_CheckLine() to use
floats, because ints aren't large enough for the intermediate calculations.
- Changed S_StopSoundID() to not stop sounds with the same priority.
- Fixed normal mace balls so that they fall down after some distance.
Apparently, in Heretic MF2_LOGRAV has precedence over MF_NOGRAVITY.
- Fixed sky boxes so they are not lit by extralight.
December 13, 2000
- Fixed image collections not remapping any instances of color 0 in a patch
to a different color. This was most evident in the multiplayer status bar
where the background could be seen through the player's eyes and eyebrows.
- Made normal skies work with animations found in an ANIMDEFS lump.
- Made screen melts work by forcing them to use buffered output.
- Reimplemented screenshot command.
- Changed DCanvas::Dim() to read and write four pixels at a time so that
the first frame dimmed before buffering is forced only takes about 1/4th
the time to draw as it would if single pixels were read and written.
- Made shaded and fuzzy decals count toward transparent area.
- Fixed not being able to pick up a Megasphere if your armor is already full.
- Fixed Dehacked patches not being able to clear a frame's fullbright
property.
December 12, 2000
- Renamed zdoom.cfg to zdoom.ini so that old versions can coexist in the
same directory as this one with less hassle.
- Reimplemented decals.
- Changed the player setup menu to use number instead of named teams.
- Fixed stack overflow caused by floating point imprecision when setting
turbo out of range.
- Fixed DGlow not working properly because lightlevels are now unsigned.
- Fixed the second DScroller constructor not setting m_vdx and m_vdy.
- Changed R_SetDefaultColormap() to look in the colormaps namespace before
looking in the global namespace.
- Fixed fade MAPINFO command not working.
- Fixed picking up the green armor showing the generic pickup message.
- Fixed massacre cheat to not let pain elementals spew out lost souls upon
their death. This also fixes massacre from crashing if the dead lost soul
was patched to actually stick around in a map.
- Separated AGibs into ARealGibs and AGibs. ARealGibs is what gets spawned
automatically when something gets crushed. AGibs is what gets spawned when
gibs are explicitly placed on a map.
- Fixed C_BackupCVars() recording the specific value of a cvar instead of
making a copy of that value.
December 11, 2000
- Fixed generic ceilings with texture/type changes from using model floor
sectors instead of model ceiling sectors if they had type raise to highest
ceiling or type lower to highest ceiling.
- Fixed elevators.
December 9, 2000
- Made old Doom level translation programmable through the use of simple
precompiled scripts that the game loads from a wad.
December 6, 2000
- Restored Doom's original 50-element fuzzoffset table and rewrote the
fuzz drawers to accomodate it while still using as few branches as I
thought reasonable.
December 5, 2000
- Got the display mostly up and running again without PTC. The new design
allows for automatic switching between buffered and unbuffered modes
based on how many transparent pixels were visible in the previous frame,
similar to Build. Unlike Build, the cutoff is always a specific amount
of pixels (cvar-controlled) instead of one-eighth the total area of the
screen.
November 28, 2000
- Removed the use of PTC and returned to my rudimentary DirectDraw support.
- Got rid of all the funky multiple palette handling stuff in v_palette.cpp.
Paletted textures haven't been realized yet, and if they ever are, the way
I had things set up probably isn't the way to utilize them.
November 25, 2000
- Fixed BossTargets automatically destroying themselves.
- Got rid of the global brain state and moved it into a thinker that gets
spawned if any BrainEyes are present on the level.
- Made PIT_RadiusAttack() calculate damage based on distance from the
thing's bounding cylinder instead of its center point.
- Made thinkers use Exec-style lists because of their simple insertion and
deletion code.
- Made R_TextureNumForName() return 1 instead of 0 for missing textures so
levels that lack textures are easier to navigate.
- Changed ADecal's doomednum to 9200 to deconflict with Hexen coop start 5.
- Created an MMX version of the color picker routine. Building a fade table
with it is about 15% faster than with the straight C version. Not exactly
a stunning speed increase, but on slower machines, the speedup should at
least be slightly noticable.
November 24, 2000
- #ifdef'ed out most of the FColorMatcher class. Too many colors are
visibly off when building fog with it. :-(
- Simplified the calculations in DoBlending() and created an MMX version.
November 20, 2000
- Implemented Scroll_Floor and Scroll_Ceiling specials for ACS scripts.
- Fixed drawing of masked midtextures that are used as special effects (i.e.
invisible platforms).
- Updated R_AddLine() to only treat as solid two-sided lines if the upper or
lower tier (whichever is appropriate) actually has a texture.
- Made doors close to the current floor height instead of whatever the floor
was at when the door started lowering.
- Rearranged P_DoCrunch() somewhat so that non-shootable things do not block
moving floors/ceilings. (Same behavior as Doom.)
- Fixed model sector changes in EV_DoFloor() and EV_DoCeiling().
- Added mdk command to kill whatever the player is aiming at.
- Added the BOOM fix to getNextSector() so that lines that have the same
sector on both sides and are also part of the sector will not return
that sector.
- Fixed PathFollower not initializing PrevNode and CurrNode when it is
spawned.
November 18, 2000
- Added per-sidedef lighting control. Also added two new mapinfo fields
(vertwallshade and horizwallshade) to control the relative light of
vertical/horizontal walls with the sectors. Evenlighting is now obsolete.
November 17, 2000
- Added a new thing (SectorSilencer) to prevent actors from making noise in
specific sectors, in case anybody wants to use noisy actors in their
sky boxes.
- Fixed skyboxes to draw all visplanes with a skybox and not just the first
one.
- Added tilted floor physics. Actors can walk around on floors with slopes
as large as 45 degrees. For anything steeper than that, they slide down.
Monsters will treat steep floors like drop offs and avoid getting on them.
November 16, 2000
- Added a bForceSlide parameter to P_XYMovement() to force actors to slide
against walls when blocked, even if they don't specify MF2_SLIDE. This
allows for better operation of conveyor belts with corners.
- Fixed volcano sounds in Heretic.
- Revised carrying sectors again. Removed sc_carry_players. Each thing
checks the sectors it is standing on to see if they have any carry
properties. If they do, it adds those values to its momx and momy.
Thinkers are still used to set the carry properties, which are reset
to 0 at the beginning of each tic. In order to make sure all carry
properties have been set before any actors think, I introduced the
concept of statnums for DThinkers ala Build. DScrollers have lower statnums
than actors, so they all get executed before actors.
All carriers for a single sector are cumulative. If an actor is straddling
multiple sectors with carry properties, then those properties are averaged.
(X and Y components are averaged separately.) This should give the best
compromise between BOOM carry behavior and realistic behavior at sector
boundaries.
November 15, 2000
- Made A_WaterfallSound() and A_WindSound() play looped sounds.
- Fixed spelling error in SNDINFO: Heretic's waterfall sound is
waterfl, not watrfl.
- Changed P_ActivateLine() to call P_TestActivateLine() and changed
P_TestActivateLine() to allow missiles to activate regular teleporters.
This is neccessary for the Mace's Death Ball.
- Took the momz and tics setting out of P_SpawnPuff(). It is the
responsibility of the spawned puff to set these things as desired. I had
meant to do it a long time ago but forgot all about it.
- Changed deferred scripts to remember the player who triggered them.
November 14, 2000
- Removed the code for F*CVar::GetRealType() from c_cvars.h and moved it
into c_cvars.cpp. Virtual inline functions are not inlined and cause the
function to be generated for every source file the class is used in.
- Fixed bug with Transfer_CeilingLight special. I was or'ing CeilingLight
with SECF_ABSLIGHTING instead of CeilingFlags.
November 11, 2000
- Slopes don't work in mirrors. :-(
- Removed the viewangletox table and rewrote R_InitTextureMapping() to
generate xtoviewangle without it.
- Added support for per-skybox control of visibility.
November 10, 2000
- Implemented sky boxes. Total time: ~40 minutes. :-) Should probably test
it some more, though.
November 9, 2000
- Fixed a sprite clipping bug at the right edge of mirrors.
November 8, 2000
- Reimplemented mirrors.
- Improved positioning of masked mid textures.
November 7, 2000
- Increased the fractional precision of swall calculations.
- Removed all references to Doom's light tables.
November 6, 2000
- Moved the lighting calculation out of the main loop in R_MapTiltedPlane()
(and its assembly equivalent) into a separate function, since it can now
be linearly interpolated. This does away with the use of CMOVs in the
assembly code, so now I won't need to write a non-CMOV version of it. It's
also somewhat faster, especially in the non-assembly version.
November 3, 2000
- Tweaked the brown color range for console fonts to actually look brown.
- Generalized FFont::BuildTranslations() some so it's not so big. Did the
same for the FConsoleFont version.
November 1, 2000
- Got the tilted plane lighting working without the LUT in 320x200. Also
removed the divide from the nontilted version.
October 31, 2000
- Got the plane light calculation without using zlight to match the light
when using zlight (aside from the finer gradiation). Woohoo! Now to get
rid of the divide...
- Fixed creation of large (>64k) blockmaps. Also replaced the Boom version
of P_CreateBlockMap() with the MBF version.
October 17, 2000
- Tried to remove the use of the zlight lookup for plane mapping, but I'm
having a hard time actually duplicating its results. (Nevermind that I
should be able to derive the properly formula without difficulty...)
- Noticed distant sprites were way too jumpy. At first, I thought it was
because I was only using 8 bits of precision, so I temporarily upped it
back to 16 bits, and the problem persisted. It was caused by calculating
1/z in R_ProjectSprite() (as a fixed 16.16) and multiplying by that.
Dividing by z instead fixed the problem.
October 16, 2000
- I think I have all the sector movers set to properly handle tilty areas.
- Set P_SpawnDoorCloseIn30() and P_SpawnDoorRaiseIn5Mins() to set the
thinker's m_BotDist.
- Upped the fractional bits of precision for view space coordinates to 12.
This drops the upper FOV limit to ~172.8.
October 10, 2000
- Fixed pillar floors using the ceiling plane for calculations.
- Changed P_Thing_Spawn() and P_Thing_Projectile() to only set MF_DROPPED
for special things, so spawned monsters can be crushed to gibs.
- Added carrymomx, carrymomy, and carrycount members to AActor. DScroller
now effects these rather than momx and momy. Slow scrollers work now,
and there's no possibility of drift caused by friction.
- Changed earthquake behavior to match Hexen's.
October 9, 2000
- Added Unreal teleport zoom effect controlled by the telezoom cvar.
- Reduced the renderer's precision along the (x,y) plane in view space to
8 bits of fractional precision in order to accomodate large FOVs.
October 7, 2000
- Fixed lighting to not vary with different FOVs.
- Changed the initialization of finetangent to not phase shift the table,
as I did previously for finesine.
October 6, 2000
- Added support for panning, scaling, and rotating of tilted flats.
October 5, 2000
- Added FloorLight and CeilingLight members to sector_t. Changed
Transfer_FloorLight and Transfer_CeilingLight to use a thinker to copy
light levels over to these fields.
- Fixed serialization of sectors: The ceiling's xoffs was stored twice
instead of storing both xoffs and yoffs.
October 4, 2000
- Added back the "too far off side?" check to R_ProjectSprite(), since
sprites are now projected into a view space with a constant 90 degree FOV.
Also added a test for sprites above/below the screen. This test is
different from Lee Killough's test in Boom, which I never managed to get
working right with freelook (not that I tried very hard, either...).
October 2, 2000
- Added an optimization to R_AddLine(): 2-sided lines that cannot be seen
past because their openings are off-screen will be marked as solid.
- Changed the pointers in drawseg_t to ptrdiff_t so the "fun" stuff in
R_StoreWallRange for expanding the openings array and adjusting
pointers is unnecessary.
- Did the changes I talked about on September 23, except the calculations
are still associated with R_StoreWallRange() so they don't need to be
performed if the wall is entirely clipped (but they only get done once
per wall, no matter how many ranges it gets clipped to).
September 27, 2000
- Moved wall texture calculation (i.e. prepwall) back to floats, just to be
safe as far as integer overflow goes.
September 26, 2000
- All right, I've caved in. I'm now using some Build code. Build already does
everything necessary for good quality rendering, and it seems a shame to
needlessly duplicate all of Ken's work.
September 23, 2000
- After trying to get slopes to look nicer, I have come to the following sad
conclusion. Clipping walls into pieces and then doing all the drawing
calculations in R_StoreWallRange() is not the way to go when you have
slopes, since all fractional precision is lost at the edges of the
drawsegs, making an accurate calculation of (x,y) for slope calculations
impossible. So my plan for now is: Move most of the functionality of
R_StoreWallRange() into R_AddLine(), and leave R_StoreWallRange() around as
a function that just creates drawsegs and calls the texture mapping
routines.
- Made solidsegs a fixed-size array that is big enough. (It was not actually
growing before, so it might as well have been fixed!)
September 21, 2000
- Fixed C_WriteCVars() so that it doesn't delete the strings it gets
using GetGenericRep().
- Reduced the FOV range to [5,175] to combat integer overflow with extreme
values.
- Removed excess precision from texturecolumn calculations in BlastColumn,
since it was overflowing occasionally.
September 20, 2000
- Removed the offset field from r_segs, as it is no longer necessary. (Walls
are now mapped based on their linedefs, not their individual segs.)
- Bumped the wall mapper down to only 4 bits of fractional precision. The
results look just as good as floats, and don't overflow so easily--a wall
15296 units long didn't overflow. (I didn't check any longer, since walls
that long are highly unlikely to occur in any Doom map, because the
original Doom engine would render them with horrible jitter.)
In the process, I decided to go the Build route and give walls a texture
width (the number of texels that fit across the wall). When arbitrarily
moveable walls are implemented, I think it will be more useful to maintain
a constant spread of texels across a wall than to maintain a constant
texel width. Without moveable walls, this approach just makes diagonal
walls align nicer.
September 19, 2000
- Swapped the meanings of the m and n vectors for the wall texture mapper
and got the correct vectors to use. Unfortunately, under most
circumstances, they generate values too big for 16.16 fixed point.
September 18, 2000
- Changed R_RenderBSPNode() to check against the bbox for front nodes as
well as back. Must remember to be on the lookout for drawing errors this
might cause, since the old R_CheckBBox() was too inaccurate for this.
- Tried to change wall texture mapping to use the same "magic" vectors that
I use for tilted planes, but I don't trust the vectors I derived: The
u/z vector depended on (x,y), but v/z depended only on x, just the opposite
of what it should be.
- About the adjacent wall problem, that was caused by a subsector with a
single seg viewed almost head-on. Changing R_CheckBBox() to use the same
transforms as R_AddLine() fixed the problem.
- Fixed some bad cases for my clipping code in R_AddLine(). Although I had
already used it in my prototype engine with several Build maps, I found
problems in Doom2 MAP02 that needed fixing.
September 16, 2000
- Changed wall projection in r_bsp.cpp to use more standard 1/z perspective
projections instead of polar coordinates and got the desired result: no
more excessively jiggly walls. Now I need to do it with the wall texture
mapper, so that wall textures don't jiggle either. One minor problem:
Adjacent walls can sometimes be one pixel apart. (Why?)
September 13, 2000
- Added the 181 special to slope floors/ceilings at two-sided walls.
- Fixed sporadic rendering problems with masked mid textures caused by
not ensuring sprflipvert was false.
- Added "world" as a valid ambient sound type, for consistancy with the
other types. Ambient sounds without a type specified still default to
world.
- Change P_AimLineAttack() to return a pitch instead of slope. It also
returns the actor's pitch instead of 0, if nothing to aim at was found.
Also changed it to be responsible for limiting the player's autoaim,
since this is a more logical place than in the routines that call it.
This simplified P_SpawnPlayerMissile() and P_BulletSlope().
September 12, 2000
- Created a generic Trace() function.
September 11, 2000
- Finished the assembly plane drawer. Or, rather, the Pentium Pro and higher
version, since it uses CMOV instructions.
- Things to do:
Create a Pentium version of the plane drawer.
Create a trace function that knows about planes and replace all the
redundant code in the different traversal iterators.
Fix the bots so they understand planes.
Fix movement code so that planes are treated as planes and not as a
bunch of discrete steps.
September 9, 2000
- Started work on the assembly plane drawer. It's your standard subdividing
affine mapper using the overlapped FDIV trick, but with Doom-style lighting.
It's about four times faster than the previous C version, and at high enough
resolutions, it's even faster than the wall drawer. But it's not complete:
It doesn't draw incomplete subspans at the end of a span.
September 6, 2000
- Made some optimizations to the plane renderer. It now runs nearly 13 times
faster than before (in the debug build). Adding some inline assembly to
R_MapTiltedPlane() to convert floats to ints (instead of using (int) to
cast it) sped it up to 20% of its original time. Most of the rest was
achieved through the standard technique of splitting it up into spans and
using affine mapping for those spans. Interestingly, in the debug build,
the span-based approach is only about half the speed of the "perfect"
implementation and no faster. ("Perfect" is in quotes because there is
some error built up by using deltas between pixels instead of calculating
1/z, u/z, and v/z anew each pixel, so it's not really perfect, but it is
very close.) Hopefully converting this to assembly will give another good
speed up.
September 5, 2000
- Finished preliminary renderer for planes. They draw properly, but very
slowly. (With one divide, seven multiplies, and three compiler-generated
calls to ftol per pixel, that's to be expected.)
September 4, 2000
- Continued work on planes.
September 2, 2000
- Moved R_DoorClosed() into R_AddLine() so it can use the already-calculated
ceiling/floor heights without making them global variables.
September 1, 2000
- Continued work on planes.
-Removed tsilheight and bsilheight from drawseg_t, since they're not
particularly useful when the floor or ceiling isn't at a constant height.
August 30, 2000
- Continued work on planes.
August 29, 2000
- Started work on adding real floor/ceiling planes. (And I do mean planes,
not just slopes.)
August 28, 2000
- Removed the "too far off the side?" check from R_ProjectSprite(). The fix
for wide FOVs made sprites disappear when they weren't very far away.
- Started work on extended skins by writing the spec notes in skins.cpp.
August 24, 2000
- Fixed memory corruption when trying to add more coop bots than there are
enough single player starts for: DoAddBot needs to check for the start,
not PlayerThink. Otherwise, when DoAddBot calls G_DoReborn, it thinks
the player is -1, because it gets the player number from the player start
for the index passed instead of using the index itself.
- Tried to prevent drawing areas behind mirrors through a mirror. If no
segs cross the line defined by the mirror, no walls will be drawn
through the mirror. However, things can still show up through the mirror.
Another issue is that gaps can be seen through the junction of two
adjoining mirrors. I can live with this; A mirror with restrictions is still
better than no mirror at all, right?
- Added proper view positioning for mirrors at any angle.
August 23, 2000
- Made mirrors actually flip the view. I still need to handle mirroring
around arbitrary mirrors instead of just horizontal/vertical ones.
August 21, 2000
- Started working on mirrors by adding semi-portals.
- Simplified P_InitAnimDefs() by getting rid of the explicit state machine
and using a separate function to parse flat and texture animations.
- Fixed sprite clipping for high FOVs.
- Changed R_DrawPlanes() to calculate texture coordinates relative to the
middle of the screen instead of the left edge of the screen. Thanks to
this change, I was able to remove the distscale variable, as it is no
longer needed. Flats now line up with walls as perfectly as they're going
to get, given the jiggly nature of wall rendering.
August 19, 2000
- Added support for animating switches and extended the ANIMDEFS lump to
support defining them. Converted the ANIMATED lump in zdoom.wad to an
ANIMDEFS lump, and changed the code to support multiple ANIMDEFS lumps.
August 15, 2000
- Added more consistant sorting for sprites in the same (x,y) location: In
the event of a tie, the sprites' tops are used for sorting. If that is
insufficient, the sort order is undefined, as before.
- Removed all references to CALC_TABLES. The game will always generate the
tables on startup now.
- Changed finecosine to a class with a single inline operator[] member.
Now cosine lookups are just as fast as sine lookups, because it's not
necessary to dereference a pointer.
- Changed ylookup, columnofs, r_dsclipbot, r_dscliptop, floorclip,
walltop, wallbottom, negonearray, screenheightarray, xtoviewangle,
ceilingclip, yslope, and spanend back into fixed-size arrays. Their
maximum possible values aren't *that* big, and the compiler can generate
more efficient code when it always knows where the array will be.
- Another optimization: The renderer no longer draws underneath the console.
- Thanks to the span renderer's improved accuracy, I have been able to do
some optimizations to bring R_MapPlane() down to five multiplies per span.
This is better than the previous eight and also better than the original
Doom's worst case of six multiplies per span. Doom also used a cache that
could give it a best case of just three multiplies per span, but I'm not
sure doing so is really worthwhile.
As an added bonus, visplanes with the same orientation will line up with
each other no matter where they are on screen. Now I just need to fix the
wall jittering... (That may be too much to ask from the Doom engine.)
As part of the optimizations, I:
- Removed the distscale array and replaced it with a single value.
- Renamed spanstart to spanend to reflect the fact that it now holds the
right edges of spans instead of their left edges. Also changed it to an
array of shorts.
- Made R_DrawPlanes() responsible for maintaining the texture coordinates.
Now all R_MapPlane() has to do is scale and pan them.
- Removed most of my comments from R_DrawPlanes(), since the texture
coordinates are no longer calculated in a single location.
August 14, 2000
- Added code in w_wad.cpp to limit the number of open wads to some preset
amount instead of keeping all the wads open at a time, in case the user
has more wads s/he wants to use than there are file handles available.
- Figured out the crash from the other day: Decals were only being cached
if their sizes were unknown; they were not recached if they had been
flushed.
August 12, 2000
- Added bullet holes. It crashed once in testing when I was foolishly
running fullscreen, so now I am trying to replicate the problem. The
error occured in WallSpriteColumn() where it called drawfunc() and was
an access violation.
- Implemented RF_FULLBRIGHT for wall sprites.
- Moved most virtual function bodies that were in header files out of the
headers so that the compiler wouldn't generate code for them for every
derived class that didn't supply their own versions.
- Added FDecalLib and supporting classes.
August 10, 2000
- Removed the MF3_CARRIED flag and replaced it with the carrysec member. The
intent of MF3_CARRIED was to prevent neighboring sectors from having an
accelerative effect on actors (an undesirable effect in at least one of
Heretic's maps), but it also prevented multiple carriers in a single sector
from having a cumulative effect on the player.
- Optimized R_DrawSprite() to initialize the sprite clipping arrays to their
largest possible range instead of initializing them to a special "not
clipped" value. This saves the time needed to set "not clipped" columns
to valid values later. It also saves the trouble of making any passes for
clipping sprites in fake floor/ceiling sectors. Also redid the clipping
loops so that VC++ produces more optimal code for them.
- Fixed R_InitTables() to produce an accurate sine table instead of a sine
table that was slightly off. Also implemented the optimization suggestion
that was in the code.
- Moved the << 10 scaling out of R_MapPlane() and into the calculation of
xscale and yscale in R_DrawPlanes() with the intent to speed up plane
mapping slightly. As a bonus, adjacent visplanes with the same texture
now match up far better than before, so it was worth it even if it didn't
give a huge speedup.
August 8, 2000
- Changed FHelperThread() to use MsgWaitForMultipleObjects() instead of
MsgWaitForMultipleObjectsEx(), because the latter is not available under
Windows 95. I also had to change FCDThread to not use QueueUserAPC() to
handle play finished notifications, since MsgWaitForMultipleObjects() is
not an alertable function. Fortunately, the reason I used an APC in the
first place no longer applies, because the CD_WndProc will always be
called from the helper thread's context, since the window is now being
created in the thread's context. (See my July 14 log; I don't know why
it even worked under 98.)
- Fixed FHelperThread() to call Init() from within the context of the newly-
created thread, as it should.
- Eliminated BestColor() from the game and replaced its use with
ColorMatcher. Then I found a bug in R_BuildPlayerTranslation(): RGB values
were not clipped to the range [0,255].
August 7, 2000
- Wrote the FColorMatcher class to do color matching much quicker than
BestColor() with nearly the same quality.
August 5, 2000
- Changed the command parser in c_dispatch.cpp to something simpler, but
which also allows for using \" inside quoted strings.
August 2, 2000
- Implemented RF_ALPHASHADED for wall sprites.
August 1, 2000
- Implemented RF_REL* flags. They use the texture pegging flags of the linedef
to keep them in line with the underlying textures if the sector height
changes.
July 29, 2000
- Implemented RF_CLIPUPPER and RF_CLIPLOWER. RF_CLIPFULL also works for
one-sided lines, since that was the first case I did when I added the
bound wall sprites.
- Added vertical flipping for wall sprites.
July 28, 2000
- Made fullbright a separate field in FState instead of merging it with
the frame index.
July 27, 2000
- Added these fields to AActor: renderflags, picnum, and alphacolor, although
they still need to actually be implemented. Also changed the sizes of the
sprite and frame fields.
- Started work on wall sprites bound to walls (i.e. decals). Right now, it
can clip the sprite to one-sided walls.
- Fixed hotkeys not selecting appropriate item(s) in the menus.
July 22, 2000
- Fixed console drawing extra lines above the top of the screen.
- Added IWADPaths section to the config file to indicate a default set of
directories to search for IWADs.
- Added screenshot_quiet cvar to prevent the screenshot command from
displaying any messages when a screenshot is captured.
- Added wait and unset console commands.
- Changed C_DoKey() to execute a copy of the command bound to a key instead
of the original, because the key might rebind itself and mess up the
parser if the original command is executed.
July 21, 2000
- Changed FindSprite() in d_dehacked.cpp to use DWORDs for comparisons.
- Added Thing_Move and ThrustThingZ specials from Skull Tag. Also added
Skull Tag's newtid parameter to Thing_Spawn(NoFog).
- Changed blocked pillars to stay in one place until not blocked, because
they had stopped doing that, probably because of something I did for
stacked things on moving sectors.
July 20, 2000
- Removed the use of memmoves in R_ClipWallSegment(). VC++ generates more
optimal code using for loops, because memmove generated a function call.
- Fixed R_DrawVisSprite() not always drawing the full width of a sprite when
using r_columnmethod 1.
- Added x and y thing scaling factors. Range is 0-255, and 63 is the default.
Actual scale is (scale+1)/64.
- Changed R_DrawSprite() to clip sprites against drawsegs based on depth
and not vertical scale. Also added an extra parameter to
R_ScaleFromGlobalAngle() that receives the depth of the passed angle.
- Fixed Heretic's bloody skull transitioning to one of the player's states.
- Removed MF3_SKINNED flag and added a skin field for every actor.
- Made -host 1 not start a multiplayer game without starting the network,
because I currently have no TCP/IP stack installed on my computer.
- Fixed players being able to gib infinitely under a crusher.
- Changed crushing ceilings to behave more like Doom again: Things that were
on the floor stay on the floor, and things above the floor get pushed into
it.
- Fixed "jiggly" sprites where each columns' textures were not aligned
properly. Also fixed a bug in rt_map4cols_asm1() and rt_map4cols_asm2()
that was less obvious with the jiggly sprites: The right 2 pixels of
odd-length runs were swapped.
- Fixed bug in R_DrawColumnHorizP_C(): Mapped one pixel too many.
- Condensed R_ClipSolidWallSegment() and R_ClipPassWallSegment() into
R_ClipWallSegment(), since they were nearly identical.
July 19, 2000
- Fixed WritePCXfile(). I was writing two extra header bytes.
- Added assembly versions of the scaling masked block drawers and made them
support clipping the block to the screen.
July 17, 2000
- Added assembly versions of the non-scaling masked block drawers and made
them support clipping the block to the screen.
July 15, 2000
- Slightly optimized parallax sky drawing.
- Changed the controls menu to only grab the mouse when it's waiting for a
key to bind to an action.
- Changed the DirectInput keyboard reader in i_input.cpp to read the entire
keyboard state and generate events based on the differences between that
state and the previous one. Reading key transitions with GetDeviceData()
was more efficient (I assume), but it was too easy for NT to miss
transitions if CPU time got tight.
- Added an absolute parameter to I_SetGUICapture to force the setting of
GUI capturing to a specific setting instead of adjusting a counter. This
is necessary for proper recovery when catching a recoverable error, and
GUI capturing was already enabled.
- Finished CD code (at least I hope I did). Under NT, it can even loop a
track without bringing the game to a halt. (Yay!) Unfortunately, that
seems unavoidable under 9x. Oh well.
July 14, 2000
- Under NT, APC calls do not seem to work when there is an outstanding MCI
notification. Now FHelperThread uses an event to signal the thread to quit.
- Here's a mean difference between NT and 98 (as far as I can tell): Under
98, each thread has its own message queue. Under NT, each thread shares
a single queue for the entire process. Now I use an APC call to restart
playback, because I don't know what context the WndProc is runnning in.
(I could check the OS version and work accordingly, but then I'd have two
methods to do the same thing, and I have no guarantee Microsoft won't
change things in a future version of Windows.)
- Changed autoexec handling so now you can run any number console scripts
automatically.
- Added a new config file format that can store information for multiple
games (i.e. Doom, Heretic, and Hexen) and keep the appropriate settings
separate. This is your basic ini-style file, rather than a list of
console commands.
July 11, 2000
- Removed an I_PauseMouse() call from Win32Video::SetMode() that was
preventing the game from grabbing the mouse in windowed mode at startup.
(Why was that in there?)
- Implemented localized ACS strings in the game. It's even smart enough to
detect when the user changes the regional settings!
July 8, 2000
- Created enhanced ACS format (ACSE) and used it to add string localization
support to the language.
- Added InterpolationSpecial (#9075) whose special is activated whenever
a PathFollower reaches an InterpolationPoint with the same special.
- Fixed stack overflows when all the patrol points in a path are so close
together that a monster can touch them all at once, by setting
MF_JUSTATTACKED when the monster reaches one point to force it to move
when SetState() is called instead of cycling to the next point.
- Renamed AWayPoint to APatrolPaint.
July 5, 2000
- Moved the StatusBar->Tick() call inside P_Ticker() so that the status bar
doesn't tick when the game is paused.
- Reworked the string-building p-codes in p_acs.cpp so that the string gets
built as each p-code is encountered instead of waiting until the end p-code.
This is safe because a properly-generated script will never enter a wait
state between the begin and end p-codes (which I initially thought it
might).
- Changed the meaning of some HUD message X coordinates:
[ 0.0, 1.0]: Position between left and right edge valid box locations
[-1.0, 0.0): Position between left and right edge of screen
( 1.0, 2.0]: Same as [0.0,1.0], but center each line inside box
[-2.0, 1.0): Same as [-1.0,0.0), but center each line inside box
- Added FHUDMessageTypeOnFadeOut class.
- Added an id for use with Attach/DetachMessage(). The status bar can now
keep track of HUD messages for you and automatically deletes an old version
of a message when a newer one is attached. An id of 0 means not to track
the message.
- Added the hudmessage ACS command.
- Tried improving the accuracy of span drawing by increasing precision (i.e.
a>>6 is better than (a>>16)<<10), but it didn't seem to do any good. Still,
as a remnant of that there is now a function FixedMulDiv(a,b,c) that
calculates the fixed point result of a*b/c. Even if it's not much more
precise than FixedDiv(FixedMul(a,b),c), it's at least marginally faster,
since it does no shifts.
- Changed APathFollower::Activate() to reposition itself to the first node so
that it doesn't briefly appear at its old location when activated.
- Changed AInterpolationPoint::PostBeginPlay() to FormChain(). Now it's called
whenever something that uses the path wants to get on the path. Thus, we can
be sure that the path is actually completed when the thing wants to get on
it (at level start), which it wouldn't be if the thing was placed on the map
before all the points of the path.
- Simplified AInterpolationPoint::ScanForLoop().
July 4, 2000
- Added sector actions for players landing on floor, hitting ceiling, entering
a sector, leaving a sector, hitting use inside a sector, or hitting use on
a sector's wall. The way this is exposed to level designers is the same as
Skull Tag's 9999 thing (action taken whenever the player is on the floor),
but is more flexible because it supports multiple activation types and you
can have multiple actions in a single sector.
July 3, 2000
- Added an effect for respawn protection.
- Added dmflags2 cvar, and consolidated weapondrop and nobfgaim into it. Also
implemented Skull Tag's respawn protection and barrel respawning into it.
- Added the FFlagCVar class. This just maps onto a FIntCVar (i.e. dmflags)
and allows a more meaningful way for the user to manipulate it than by
changing bit values directly.
June 27, 2000
- Removed the restriction in ChangeCamera that it can only change the
player's view to SecurityCameras. Now the proper way to activate a
moving camera is to use both ChangeCamera and Thing_Activate. ChangeCamera
sets the player's view to the camera, and Thing_Activate gets it moving.
- Changed the automap so that changes to the am_*color cvars take effect
immediately instead of the next time the automap is toggled.
June 26, 2000
- Got rid of cvar_t and switched to a subclassable FBaseCVar class. Now the
game actively recognizes different cvar types.
June 14, 2000
- The -iwad parameter can now specify a directory, as in BOOM.
- Changed -warp parameter so that using -warp x with ExMx games will use
episode 1, map x instead of episode x, map unknown.
- Added a dialog box to select the IWAD to use if the game finds more than
one.
- Switched the compression library from mini-LZO to zlib. Zlib gives better
compression, but still seems pretty fast (hard to judge on a P2-350 :-).
More importantly, zlib is not GPL (it has a BSD-style license) and I can't
have something so relatively minor as a compression library trying to attach
its license terms to the included Heretic and Hexen source, which are not
GPL.
June 10, 2000
- Modified FindLevelByNum() to check that a map exists before returning a
level with that number, because I have Doom 1 and 2 using the same levelnums
for different maps.
June 7, 2000
- Added MF3_SKINNED flag to prevent sprite changing when calling SetState().
- Added fallingdamage and nofallingdamage MAPINFO flags.
- Added support for RIFF CDDA files.
- Added support for CD tracks as music. The cdtrack and cdid MAPINFO keys can
be used to select it for a specific map.
June 6, 2000
- Added the CVAR_NOINITCALL flag to allow for cvars with callbacks that
aren't called automatically during initialization.
June 5, 2000
- Moved all the CD-related MCI calls into a separate thread in an attempt to
avoid pauses when looping a CD track. A ring buffer is used to send
commands from the main thread to the helper thread. Unfortunately, the game
still stalls on MCI_PLAY commands. Apparently, every thread in the process
calling mciSendCommand() is halted until the play has begun. :-( Even
though the separate thread turned out to be useless, I'm keeping this
architecture, because if there is someway to avoid the pause, it probably
won't be by using the game thread for CD control.
June 3, 2000
- Started work on CD support after (finally) finding information about using
different CD drives hidden in the Microsoft Knowledgebase.
- Added Win32 clipboard support (copy & paste) to the console and chat mode.
May 29, 2000
- Implemented some spiffy interpolated path stuff: APathFollower,
AMovingCamera, and AActorMover.
- SetPlayerProperty should work in open scripts now. Needed to make sure it
was non-NULL.
May 24, 2000
- Did a release build under Win98, and it took ~4.25 minutes to link--about
twice as long as NT. Ack!
- Fixed improperly freeing a MUSSong after playing a MIDI. I guess
redefined virtual member functions for subclasses don't work in a
superclass's destructor. (Which makes sense, since the subclass's stuff
is already gone by the time any classes it's derived from destruct.) So
I replaced MIDISong::IsMUS() with a variable MUSSong::m_IsMUS.
May 2, 2000
- Seem to have fixed 3D sound crashes; listener position and velocity were
being calculated using FLOAT2FIXED instead of FIXED2FLOAT, so they were
very big and apparently overflowed the drivers. Unfortunately, the sounds
are really noisy.
April 28, 2000
- Revised the event system by creating a generic EV_GUI_Event type in
anticipation of creating at least a minimal windowing system. The console
now uses this system for input, which will hopefully resolve certain
console key down misses under NT. (Running 98 right now, so can't check.)
April 27, 2000
- Tried to add 3D sound support. Gave up after several nasty crashes that
left me with no clue what I was doing wrong.
April 13, 2000
- Fixed P_DamageMobj not pushing things if the source was a player.
April 11, 2000
- Increased map and world variable counts to the amounts Ty Halderman raised
them to in acc.
- Implemented clearinventory, checkinventory, giveinventory, and takeinventory
ACS functions. Still need to test them.
- Added support for playing a specific order of a MOD and changing the song
from ACS.
April 10, 2000
- Skins with sounds that precede the S_SKIN identifier now work. A side-effect
of this is that skin wads can no longer replace non-skin resources. (This is
intentional.)
- Added the sc_carry_players type to DScroller, which only carries players
(hence the name), to match Heretic and Hexen.
- Added an MF3_CARRIED flag to keep track of which actors have been pushed
by a DScroller, so that adjacent small sectors with the same scrolliness
do not have cumulative effects on a thing.
- Changed I_StartSound to let FMOD pick a free channel at the suggestion
someone e-mailed to me. It still seems to work for me, and hopefully it
will work for everyone else now, too.
April 4, 2000
- Why did I decide to use the MFC names for the macros RUNTIME_TYPE and
RUNTIME_CLASS? It's confusing. _TYPE: Return the TypeInfo for an existing
instance of an object. _CLASS: Return the TypeInfo for a class.
- Fixed running with -nosfx crashing the game when trying to play a MOD/MP3.
April 3, 2000
- Change P_Move() again so that monsters stepping down steps move down
immediately instead of falling under gravity because it looks better.
- Changed FMOD initialization sequence to be more tolerant of failure.
- Added checks for self->target to the A_FatAttack? routines.
March 29, 2000
- Fixed dehacked patches changing "BFG Cells/Shot".
- Fixed PickPrevWeapon to properly wrap from low to slot 0 to 9.
March 28, 2000
- Added the ACS internal functions spawn and spawnspot. Also added support
internal functions with optional parameters to acc.
- Fixed console not maintaining correct text color when splitting lines.
March 27, 2000
- Fixed ACS sound commands only supporting volumes 0 and 127 (was not
converting to float when dividing).
- Changed the status bar number drawers to round down to the closest "good"
number if the space allocated for the number's display is too small.
- Changed friendly fire so that it is a scaler like UT, and not a simple
on-off dmflag. Of course, this means it's a cvar now.
- Changed teamplay so you can still hurt yourself even if you can't hurt your
teammates. You can also telefrag teammates now in those instances where you
happen to respawn where a teammate is standing.
- Added MF3_NOTARGET flag so that Heretic bosses can be ignored if they happen
to hurt something, but Doom bosses are not.
- Added a playerinfo command to peek at the userinfo for any player in
the game.
- Fixed D_ReadUserInfoStrings() ignoring the last value in a compacted
userinfo list, causing neverswitchonpickup to not be replicated during
netgame startup.
March 25, 2000
- Skins with no frames get removed from the list.
- Duplicate skins get renamed to avoid conflicts.
March 24, 2000
- Fixed crash when running with +set developer 1.
- Fixed savegame slots drawn too high in the Doom menus. (I unwittingly
raised them at some point.)
- Turend off auto-monster respawning on skill 4 when not playing Doom.
- Fixed locked, repeatable, local doors being translated with their tags
intact (should be 0).
- Disabled highlighting of teleport lines if their activation type is
monster cross.
- Added support for Doom maps that use teleport dests in sectors with 0 tags.
- Fixed Heretic stair speeds (was 1/4 too slow, because they were going at
Doom speed).
- Fixed cursor drawn in wrong column on video modes menu. (184 is not the
same as 104.)
March 13, 2000
- Linking the release build now takes 2:35. :-(
- Added some more debug output to i_sound.cpp.
- Added a hack to PIT_RadiusAttack() to make the Romero head easier to hit.
- Fixed rippers doing no damage because P_CreateSecNodList() altered tmthing.
- Fixed the holdatkstate used by the powered-up phoenix rod.
- Fixed "bouncing" problems when standing still on the waggly muck in
Hexen map08.
- Discovered only players were having their z velocity reset to 0 when they
hit the floor. Fixed. Now I don't need the MF_CRASHED flag I added earlier.
- Made demon scroller more efficient.
- Fixed bunny scroller showing end screen for first 230 tics.
- Changed quit message for non-Doom games.
March 8, 2000
- Fixed New Game menu not displaying properly with Ultimate Doom.
- Made FImageCollection::Uninit() more complete to avoid potential problems
when turning off the crosshair.
March 6, 2000
- Stepping out of a floorclipping sector now adjusts the player's viewheight.
- Added the Hexen decorations.
March 5, 2000
- Tweaked P_CheckPosition() some more.
- Changed DThinker::DestroyAllThinkers() to call EndFrame() after each
thinker gets destroyed.
March 2, 2000
- Fixed console not showing top line of its buffer.
- Made some DeHackEd compatibility fixes.
- Fixed stealth Hell Knight having same doomednum as stealth Baron.
- Changed sound code to not override sounds with the same priority. Fixes
continuous ambient sounds fighting for the same channel in low channel
environments. (e.g. only one sfx channel)
- Fixed the monster morphers to transfer tids and specials to the morphed
monsters.
- Fixed ambient sounds replaying too soon (i.e. one tic after they start).
- Changed DoLoad in i_sound.cpp to use FSOUND_Sample_Upload instead of
FSOUND_Sample_Lock. Hopefully will fix sound problems on some cards.
- Fixed PatchAmmo() not checking to make sure a weapon is present before
checking its ammo member.
March 1, 2000
- Added dummy entries for the splash sounds to the Doom section of zdoom.wad's
SNDINFO to avoid warnings when starting Doom.
- Set BaronOfHell to proper mass.
- Modified DObject::DestroyScan (both versions) to scan each sector's
soundtarget field if a destroyed object is a PlayerPawn and clear
matching fields.
- Made jumping velocity a PlayerPawn property
- Set MF3_DONTSPLASH for chicken feathers.
- Fixed Heretic secret level exits.
- Fixed imps/lost souls slamming into things and crashing because they
ended up calling P_CheckPosition recursively.
- Fixed crashing when trying to scroll past the top of options menus that
fit entirely on the screen.
- Added Hexen cheats. (Note that not all Heretic and Hexen cheats are
implemented, because I didn't feel it was worth reimplementing their
behavior--such as Heretic's gimme or Hexen's version of the same).
February 29, 2000
- Redid cheat parser and added Heretic cheats.
- Added heretic.wad, heretic1.wad, and hexen.wad to the list of iwads
searched for.
- Fixed to properly detect and use shareware heretic1.wad.
- Fixed morphed player making normal player pain sounds.
- Fixed P_MorphPlayer not setting camera and morphTics.
- Fixed activated monsters not triggering SPAC_MCROSS lines, because
AActor::Activate was clearing everything in flags2. (Used ! instead of ~).
- Fixed mapthings being spawned with wrong angles due to round-off error.
- FWeaponSlot::AddWeapon no longer adds a single weapon to a slot more than
once. Fixes nextweap not working with fast monsters. They were added once
at init time, and again when fast monsters were set.
- Added LeavingIntermission state for intermission to avoid trying to draw
after the graphics have been freed.
- Loaded BigFont for Doom game.
February 27, 2000
- Implemented infinite ammo option for Heretic weapons.
- Set particle fountain heights back to 0 (missed them during conversion).
- Added option to flip player view in player setup menu between front
and back.
- Fixed stepping onto a thing and getting stuck inside another thing
above you.
- Fixed crash when starting with -loadgame.
- Fixed moving into walls when on top of things (such as when killing
something next to a wall with gauntlets and being pulled forward on top
of the dead thing before it clears MF_SOLID).
- Fixed text aligned improperly at high resolutions on the intermission's
"now entering" screen.
- Fixed missiles climbing up steps before exploding (very noticeable with
mace balls.)
- Gave AMaceFX1 MF_DROPOFF. (It was missing it.)
- Fixed P_HitFloor to return true/false based on the floor's liquid status.
- Fixed Heretic weapons drawn too high at high resolutions with st_scale 0.
- Fixed mummies not attacking you. Forgot to uncomment some stuff I had
commented out for checking the collision detection.
February 25, 2000
- Did a release build and timed it as ~70 seconds spent linking.
- Disabled messagemode when confirmation messages are up.
- Switched to the console font to display key names in the controls menu,
because the Raven fonts don't have enough characters for all the keys.
February 24, 2000
- Gave the Heretic imp chunks masses of 5 so they make small splashes.
- Made the color for locked doors default to green.
- Added more items to the controls menu and made it scrollable.
- Doom, Heretic, and Hexen now use separate config files.
February 23, 2000
- Added support for a TERRAIN lump.
February 22, 2000
- Added translations for Heretic's skullrod rain, lifegem, and player cape.
February 21, 2000
- Tried making the chasecam use the player's viewheight to smoothly move
itself up when the player stepped up, but it looked odd to see the player
jump up while the camera moved smoothly, so I took it out.
- Wrote 4 different iterators for P_ChangeSector that should be able to
properly handle moving things standing on top of other things. Such
situations were completely ignored before.
- Removed limit on intercepts.
February 20, 2000
- Fixed setting skill from menu when fullscreen console is active.
February 18, 2000
- Fixed annoying screen "jiggling" when jumping up onto ledges.
- Fixed Plat_DownByValue handling.
- Fixed a lockup problem in situations where stairs are triggered and then
retriggered, but from the opposite end.
February 15, 2000
- Fixed the display of the player's name on spynext/prev.
- Added the FHUDMessage class and change C_MidPrint to use it. This class
can be used to display text at any location on-screen and is patterned
after Half-Life's text messages. Additional effects besides plain on and
off are accomplished by subclassing it.
- Reimplemented Doom's status bar.
- Fixed instances when bots were not respawning themselves.
- Fixed bodyque so that it is actually used again.
- Fixed an (obscure?) error when a thinker destroys the next thinker
scheduled for thinking while it thinks. The problem can be reproduced
with the following steps using a deathmatch map with only one start, one
player, and weapondrop on: 1. You spawn. 2. You spawn a bot without moving.
3. The bot telefrags you. 4. You drop a clip, then the bot picks it up
when it moves and destroys it. 5. Because DThinker::RunThinkers() had cached
the next thinker, it doesn't know the clip was destroyed and tries to make
it think. The clip thinks, and relinks itself into the world, and causes a
whole bunch of problems.
February 14, 2000
- Tried separating the different game directories into static libraries to
see if that would reduce the link time. It didn't seem to have made
much of a difference, and some classes weren't being linked into the
executable, so I went back to linking everything together into a single
executable without any intermediate libraries. The different game
directories stayed, though, since I like the organization.
February 13, 2000
- Made the Heretic and Hexen scrollers accurately mimic their counterparts
from those games.
- Added more endgame types, including a customizable picture viewer.
February 12, 2000
- Also in the way of movement code, I fixed a problem that caused the
player's view to jump drastically when jumping onto another thing,
because I was using the player's z in two places where it should have
been the other thing's z.
- After much juggling, I believe I finally have the movement code fixed so
that floating monsters won't float themselves into other monsters. Testing
was done in Heretic E1M1 by summoning a bunch of mummies and wizards.
I also cleaned up P_FakeZMovement() so that it's much leaner. I was able
to find the following causes of the problem: 1. When monsters went up
steps, they didn't check to make sure there was nothing in the way above
them. 2. When P_CheckOnmobj() found a monster's move to be blocked, the
monster could still float down inside the head of it's blocker, causing
the blocking monster to get stuck until it floated up again.
February 9, 2000
- Added fixeddiv, fixedmul, setgravity, and setaircontrol commands to acs.
- Added floorclipping from Hexen/Heretic.
- Moved the turn180 code over to P_PlayerThink.
February 2, 2000
- Got ZDoom to link against ELK and run. While trying to get a setup that
worked properly with the Scheme reset procedure, I accidentally got a
setup where Scheme code was calling the main loop every tic. The result
was that it had to garbage collect a lot. And then I realized that
Scheme is not the way to go for implementing a real-time game scripting
language. If the GC has to work a lot when we only call a single
procedure 35 times a second, think how horrible it would be if 100
different procedures were called that often (for 100 different actors).
Ugh. I think I'll do something with ACS instead.
February 1, 2000
- Got ELK (Extension Language Kit) to compile into a usable library. The
idea was to use it as a simple way for the end user to create new action
functions for actors.
January 1, 2000
- Fixed P_FakeZMovement so it knows about underwater movement.
- Added a workaround for the imps continuosly performing their crashstate.
When P_ZMovement sets the crashstate, it also sets a MF_CRASHED flag, so
it knows not to do it again. I can't see why Heretic doesn't exhibit
the same problem. :-(
December 30, 1999
- Changed the changemap command to return harmlessly if called without an
instigator.
- Tried adding the Heretic Imp, and it worked, kind of; the imps continuosly
spew chunks of flesh when they hit the ground after death.
December 29, 1999
- Changed mobjinfo handling so they get set by a class' SetDefaults() method.
This means that every actor needs to have its own class, but they get more
control over their defaults depending on the game mode, and it also
condenses code some, because they only need to list the values different
from the actor defaults.
December 17, 1999
- Added the dumpmapthings command.
- Removed the testgibs cvar.
- Added angle and speed parameters to security cameras, so now they can turn
like Duke's. Also add pitch parameter.
- Made ambient sounds recognize activate and deactivate.
- In DCajunMaster::FakeFire(), the maximum distance a bot will trace is now
SAFE_SELF_MISDIST. Since they will fire if the trace would have hit
something past this, there's no sense in wasting time going further if the
trace hasn't hit anything by the time it gets that far away.
December 16, 1999
- Set the default for fullscreen under Win32 back to 1. Not sure why I had
it at 0.
- Made mobjinfos dynamic so they don't need to be in one monolithic info.cpp.
Now they can be in the file with their related code, and subclassing AActor
is useful.
December 12, 1999
- Changed DPolyAction::m_Dist to be signed. I'm not sure why I changed it
to unsigned, because there are lots of places where it gets checked if
it's less than zero.
- Added sorting of the cvars that get sent during netgame arbitration. In
the old system, they were sent out in whatever order they were registered,
which was compiler-dependant. This worked fine when playing against a copy
built with the same compiler, but broke when trying to play a version
built with a different compiler. Thus, Windows, Linux, and OSF/1 versions
could not play each other.
December 11, 1999
- Made some changes to get the code to compile and run without
unaligned accesses on Alpha processors. ZDoom will now compile and run
under OSF/1. It appears to play ordinary Doom levels properly. Levels
with Hexen features will crash it, and savegames seem to have problems,
too. (Some of which, I think, is attributable to using LZO for
compression. It apparently isn't 64-bit friendly.)
November 30, 1999
- Made the Scroll_Texture_Both and TranslucentLine specials dynamic.
That is, they can be used from inside the game after the level is
loaded.
November 26, 1999
- Added the hud_scale cvar to control scaling of the fullscreen hud.
- Removed targettic from AActor, because it's no longer meaningful (and
hasn't been for quite a while). Replaced it with dummies in the
AActor serializer so that savegame compatibility can be retained.
- Fixed a next thinker determination problem in DThinker::RunThinkers().
A thinker can destroy itself during its RunThink(), so the next thinker
to run needs to be determined before we run the current thinker, not
after.
- Added calls to I_FinishUpdateNoBlit() and I_BeginUpdate() at
strategic locations in R_RenderPlayerView().
November 25, 1999
- Removed the outer layer of compression from savegames. Since all
the snapshots in the savegame are already compressed, compressing
them again will do little good.
- Fixed archiving of defered ACS scripts. There were actually two
problems here. One, if there were any, it would get stuck in an
infinite loop. Two, they were being saved in a format different
from what they were being loaded as.
- Fixed the operation of FLZOMemFile's serializer so that it restores
to the state it was archived in (e.g. an imploded file stored in
m_ImplodedBuffer, as opposed to an uncompressed file stored in
m_BUffer).
November 24, 1999
- Fixed BOOM generalized locked doors so that the open/close type will
actually close.
November 23, 1999
- Machines that use -join will now select their port automatically.
- Here's another problem the bots helped me catch: DThinker::
DestroyAllThinkers() was still deleting each thinker. The correct
approach now is to call Destroy() on each thinker, and then call
DObject::EndFrame() to perform the actual deletion.
- Those bots are great for stress testing. Thanks to them, I was able to
find and correct a problem with my Destroy() implementation: DThinker
also needs to implement Destroy() to get the object out of the thinker
list. Otherwise, you can do things like destroy an actor, then have
the thinking code move it before it gets removed from the thinker list,
which leaves the block and/or sector pointers messed up and causes all
sorts of odd and nasty behavior.
October 27, 1999
- Added my own fixes for -host and -join to handle aborts better.
- Tweaked underwater friction in P_GetFriction().
- Added Jeffrey Cuenco's fixes for the -host and -join parameters.
October 26, 1999
- Added a check in A_Scream() to make sure the actor has a death sound.
- Fixed demo sync problems caused by playing demos back with a cl_pufftype
different from what they were recorded with. I have no idea why it should
make a difference, since the puffs are supposed to be inert, but spawning
them and keeping them hidden when cl_pufftype is 1 fixes the problem.
- Implemented stale pointer cleaning. If you want to remove an object now,
call its Destroy() method instead of deleting it. The object will be
placed in a queue. At the end of the frame, all objects will be scanned
for references to objects in the queue, and any references that are found
will be NULLed. Then the objects will be deleted.
Any objects that have (DObject *) (or some subclass of DObject) members
need to be implemented with the IMPLEMENT_POINTY_SERIAL or
IMPLEMENT_POINTY_CLASS macros. See the implementation of AActor in
p_mobj.cpp for an example of their use.
September 15, 1999
- Fixed a nasty bug when saving big games. FArchive used pointers into the
m_ObjectMap array when mapping objects to indices. Now it uses indices
all the way through so that they will still remain valid if m_ObjectMap
has to grow.
- Reduced the rate at which arbitration packets are sent out to 4 times per
second. Combined with their reduced size, this will hopefully solve
problems I understand some people were having using 1.18 with DoomServ.
(Based on the assumption that their problems were caused by the lack of
bandwidth offered by modems.)
- Reduced the size of netgame arbitration packets by removing the names of
the cvars the values represent. When playing with the same copy of the
executable, these are implicit in the order in which the values appear in
the stream, so storing the name of the key is essentially redundant.
- Pulled out the original 1.18a source and fixed loading of savegames before
a new game is begun. The problem was in DCajunMaster::RemoveAllBots(),
where the consoleplayer's camera is restored to the console player if
viewing a bot. Before the game begins, the camera field is NULL. Also
changed caught recoverable errors so that bots are removed and level
snapshots are deleted.
September 12, 1999
- Made actor movement floating-point based. I had already done the fp time
system (to an extent) before I had to pull out the 1.18 source and fix
bugs. Gravity seems to be inversely proportional to the ticrate. Can't
figure out why.
Okay, I was stupid. I accidentally erased the version of the log file that
contained my changes from 1.18 to 1.18a.
September 5, 1999
- The +moveup and +movedown commands finally do something.
- Added a fly cheat.
- Changed the handling of action commands so that they increment and
decrement numbers in an array instead of setting and clearing bits in an
int.
- Fixed R_AlignFlat(). Apparently, I broke it sometime (or it never worked
properly in the first place). Also made it simpler.
September 3, 1999
- Added localambientsound and activatorsound ACS commands.
- Fixed the DLevelScript constructor to place new scripts in the array of
RunningScripts (if not ACS_ExecuteAlways).
September 2, 1999
- Replaced the error abort in FArchive.cpp when an attempt is made to store
a DObject, with a NULL object save instead. There are conditions that will
come up during regular gameplay that will result in dangling pointers.
Example: A lost soul attacks a monster. The attacked monster then sets its
target field to the lost soul. Something kills the lost soul, and it
destroys itself. The other monster is now left with a pointer to nowhere.
The only reasonable solution to this problem I can think of is to collect
a list of all objects that want to destroy themselves. At the end of each
tic, they get destroyed, *and* all thinkers are searched for pointers to
those object. If any pointers are found, they get NULLed.
September 1, 1999
- Significantly cleaned up G_ParseMapInfo(). It's easier to follow what it's
doing, and now it's smart enough to give you an error message if you make
a mistake in your MAPINFO lump instead of hanging.
- Added a flat warping effect similar to Quake's liquid textures.
August 31, 1999
- Added swimmable water. The forcewater cvar can be used to make all BOOM
deep water swimmable.
- C_MidPrint() now adds messages to the console as well as the middle of
the screen.
- Fixed the "you need a key" messages to only appear for the player who
tries to activate the locked door.
- Restored the code for storing server cvars in savegames.
August 30, 1999
- Made items respawn the default for -deathmatch.
- After creating some huge log files, I believe I finally fixed the demo
and network sync with bots. The bots use P_CheckPosition() to determine
if a spot is free. This function can also causes items to be picked up.
Thus, on the arbitrator's machine, bots pick up items before they do
on the other machines, and they can also pick up items that they decide
not to touch (and so don't pick them up on other machines). To fix, I
made a wrapper for the bots that turns off their MF_PICKUP flag before
performing the check and then sets it back after the check is made.
- Fixed the loading of the "straight-ahead" status bar graphics for skins.
The corresponding patches weren't being moved into the skin's namespace.
August 28, 1999
- Fixed the bot's FakeFire() so that it doesn't do damage to anything
that it might hit, by adding another thing instead of using MT_HEADSHOT.
- Another cause of the sync problem is in P_CheckSight(). If a monster
is invisible, a random number is used to determine if the thing
should be reported as not visible.
- Found part of the problem with bot sync: P_SpawnPlayerMissile() used
a special routine when a bot wanted to fire. The routine aimed at
whatever the bot's enemy was set at. Only on the arbitrary (and not
during demo playback), can enemy ever be non-NULL. Changed this to
just disable autoaim for bots. Should be effectively the same.
- Changed P_SpawnPlayerMissile() so that if a player has autoaim set to
0, it doesn't try adjusting the angle left and right.
- Fixed projectile velocities by using vector math. Doom calculated the
velocity on a 2D plane, then added in the vertical component.
- Fixed the bot's vertical aiming.
- Rewrote the parts of the Cajun that used degrees to use binary angles
instead.
- Changed the Cajun's TurnToAng() function to let it turn both left and
right, depending on which results in a shorter distance.
August 27, 1999
- Added the Cajun 0.97 code. Needs work yet: Bot looks up/down too far,
always turns right, demos don't stay in sync, and networking with bots
probably doesn't work either.
August 14, 1999
- Cleaned out a lot of the no longer relevant docs from the docs dir that
came from the Linux source.
- Changed IdentifyVersion() so that it can look for an IWAD in one of four
directories: current, program, $DOOMWADDIR, and $HOME. (The same search
order used by BOOM.)
August 13, 1999
- Fixed the DLevelScript constructor. (Using local vars with the same names
as member vars still isn't a good thing. :-)
August 12, 1999
- Made the vertical calculations in the renderer subpixel-accurate. This
negates some of the work I did on the 10th. A pity. Something also needs to
be done about the walls--they are horribly jittery.
- Moved the calculation of the initial texture coordinate out of the column
drawers and into their callers. Besides making the column drawers simpler,
it also allows for some optimizations of masked texture/sprite rendering,
where the initial coordinate is almost always 0.
- Added variable field of view. Use the fov command to change it.
August 11, 1999
- When using -nosound, MIDAS's dsmClearBufferFloat() sometimes tries to free
memory that isn't allocated (apparently already freed). To compensate, I
avoid initializing MIDAS when -nosound or -nosfx is specified instead of
setting MIDAS's nosound option.
- Found that when a stat display is active when the game is quit, a pure
virtual function call was being made. Unfortunately, when I tried to track
it down, the problem stopped.
- Optimized away two multiplies I had added to R_MapPlane() earlier. Oddly,
performance seems unaffected.
August 10, 1999
- Did some performance tuning for the yslope movement loop in
R_SetupFrame(). memmove() is not an intrinsic function, so I wrote some
loops that VC++ optimizes nicely. (Other optimizing compilers should be
able to do the job just as well.) I also split up the loop that calculates
the yslope values into three cases so that the body of the loop can be as
simple as possible.
It probably wasn't worth the effort...
- Changed P_SpawnPlayer to set player_t::attacker to NULL so that invalid
attackers aren't carried over across levels, which can cause the problems
if you try to save your game before being attacked on the new level.
- Finished reimplementing hub travel. The new code in FArchive worked
properly on the first try. (Yay!)
August 7, 1999
- Added some code to FArchive that distinguishes player-controlled actors
(but not voodoo dolls) so that the stored actors can be overridden by
explicitly spawned ones when travelling between levels in a hud. Untested,
but I think it should work.
- For curiosity's sake, a did a comparison of savegame sizes with 1.17c and
test9. The map tested was map29, just after spawning. The 1.17c snapshot
for the level was 99542 bytes uncompressed (20659 compressed). The test9
snapshot was 111786 bytes uncompressed (14824 compressed). So the new
archive format is bigger but compresses better, which I'll consider to be
a good thing, because snapshots are normally stored in memory in their
compressed state.
August 6, 1999
- Changed the tag changing behavior of W_CacheLumpNum(). Before, it would
always change a block's tag. Now, it will only change the tag if the new
one is less than the previous. This way, a block can be promoted from
PU_CACHE to PU_STATIC, but not the other way around. This was the cause
of intermittant bugs that were visible in st_new.cpp. ST_New uses some
graphics that also serve as sprite graphics. When those sprites are drawn,
their tags were changed to PU_CACHE, and with enough spawning, their data
could be overwritten, and st_new would never know.
August 5, 1999
- Changed M_Drawer() to use V_BreakLines() to split lines for prompt
messages, because it wasn't working right. Also fixed a bug in
V_BreakLines() so that now it will recognize blank lines.
- Added nofilecompression cvar to prevent compression of LZO files.
- Fixed savegames.
- Made the thinkers the first thing that gets serialized in a level
snapshot (instead of sectors and walls), because a sector's specialdata
fields might cause a thinker to be serialized. But when
DThinker::SerializeAll is called, it destroys all existing thinkers,
including the ones that were created while reading the sectors. Storing
the thinkers before anything else avoids this.
- Moved the serialization of player data into G_SerializeLevel. The bots
use pointers to some actors in their player_s, so we need to keep the
player data in the same context as the actors they reference. (i.e. They
need to go in the level snapshot instead of outside of them as was done
previously.)
- Also fixed a bug with FLZOFile::Write. If a large write request was made,
it would only double the amount of memory to store the file in, which
might not have been enough. Now it doubles it until the buffer is large
enough to store the new data.
- Figured out what was wrong with storing FLZOMemFiles in an archive: I was
forgetting to add the 8 bytes of header to the size of the block to write
out.
August 4, 1999
- Hubs somewhat work. Level data is properly stored on exit and loaded when
reentering the level. I just need to fix the player spawning. Savegames
are another matter. I seem to be having trouble embedding an FLZOMemFile
inside an archive. It appears to be getting saved properly, but trying to
decompress it crashes.
- Got the FArchive class working. It is now able to write out objects and
reconstruct them, filling in pointers as appropriate. Cool.
August 3, 1999
- Instead of relying on Z_FreeTags to remove all thinkers when a new level
is started, I now call DThinker::RemoveAllThinkers, so that any subclasses
of DThinker that have custom destructors can have them called. Currently,
the only one with a destructor is DACSThinker, which destroys all the
active scripts.
- Created a thinker responsible for running the ACS scripts, because it
makes serializing them easier.
- Moved some of the mobj handling functions into the AActor class. Most
notably, P_SpawnMobj and P_RemoveMobj are gone. Use the new and delete
operators instead. AActor has a constructor that takes the same parameters
as P_SpawnMobj, so converting old code to use new is easy enough.
August 1, 1999
- Changed the code in i_music.cpp to use a simple class hierarchy for
defining music formats and how to play them. This removed some (messy)
switch statements and the nameless unions (that I guess mingw32 chokes on).
- Rearranged the atterm functions so that I_ShutdownMusic() is called before
I_ShutdownSound() to prevent crashes when a MOD is playing at shutdown time.
July 31, 1999
- Removed the lists of active ceilings and plats, mainly because it makes
the serialization code simpler, but also because the same result can be
achieved (albeit more slowly) by searching the list of thinkers for each
instance of DCeiling or DPlat.
- Made the active buttons (button_t) and earthquakes (quake_t) subclasses of
DThinker (DActiveButton and DEarthquake, respectively).
- Created a TThinkerIterator template class to manage iterating through the
list of active thinkers.
July 28, 1999
- Ever since I added the extra network commands (like say) around a year ago,
I have been executing them the instant they arrived from the network. I
have only now figured out that this is wrong. They should be stored and
only executed when the gametic they arrived with is executed. With commands
like say, the timing is unimportant. With other commands, like changemap,
it can be vital that all machines execute the command on the same gametic.
- Made some changes to the ticcmd building code in d_net.cpp to compensate
for ticdups greater than 1 by dividing pitch and yaw deltas by the ticdup
value so that the end result of moving the mouse a certain distance is the
same as if a ticdup of 1 were used. This is also necessary to make bots
work with ticdups other than 1.
- Fixed the crazy bot turning. The cause? I was calculating angle deltas for
the bots' ticcmds based on their yaw when their think routine was called.
This is incorrect, because that yaw can incorrectly reflect the state of
the current gametic, because maketic can be more than 1 tic in advance of
gametic. The correct way is to take the bot's current yaw, add all the
deltas that haven't been played yet to it, and using the resulting yaw as
the base for the current maketic's yaw delta. In some ways, this is exactly
what you would also do for player prediction.
July 26, 1999
- Removed G_InitPlayer(). It was never used and just called G_PlayerReborn().
July 23, 1999
- Spent too many hours tracking down a circular #include dependancy I had
inadvertantly created yesterday.
July 22, 1999
- Did some work with the savegame serialization.
July 21, 1999
- Changed P_SpawnMapThing() to silently reject mapthings of type -1.
- Fixed kill command to restore player's MF_SHOOTABLE flag before doing the
damage.
- Changed bot observer mode to use noclip instead of noblockmap. Otherwise,
the player is unable to ride lifts while observing.
- The bot code spawns bglobal.body1 and bglobal.body2 actors to help with
aiming. The original code would carry pointers to these over between
levels, even though all actors disappear when travelling between levels.
Not a good thing. Fixed.
July 20, 1999
- Changed the network code so that now bots work in network games. Their
ticcmds are sent along with the arbitrator's to the other players in the
game. This way, only one computer is responsible for doing the bot
thinking. (BOOM's random number generator was extremely useful for this.)
Unfortunately, the bots seem to have trouble aiming with more than one
live player and often end up spinning wildly.
- Made weapondrop a server variable.
- Fixed bots so that they can be recorded in savegames. There were two things
preventing it before: 1) The bots ticcmd was being written directly to the
player structure instead of netcmds, so the demo writer never had a change
to see the bot's commands. 2) There are several places in the bot code that
fiddle with the bot's angle directly. The quick (and acceptable) fix was to
keep the fiddling in, but use the new angle to calculate the bot's ucmd.yaw
value and set its angle back to what it was before being fiddled.
- Delayed the call to I_InitMusic() in I_InitSound() until after MIDAS
is initialized. Also removed the call to I_ShutdownMusic() in I_InitSound(),
since I_ShutdownMusic() will be called automatically at exit.
July 19, 1999
- Made the network arbitrator changeable, so that if player 1 leaves the game,
someone will still be able to control things.
- Moved the call to I_FinishClockCalibration() before D_CheckNetGame().
July 17, 1999
- Changed several references in am_map.cpp from plr to the console player's
camera. Also added colors for inter- and intra-level teleporters.
- Changed P_PlayerThink() so that the game doesn't die if you try to add more
bots than there are coop starts (in a coop game, of course).
- Fixed removebots command so that if you are looking through a bot's eyes
when you remove the bots, your vision is restored to your own head.
July 16, 1999
- Fixed the rotation of player arrows in the rotating automap in coop games.
- Changed wipe_initBurn to allocate FIREHEIGHT+5 rows. Apparently FIREHEIGHT+4
wasn't enough.
- Fixed SN_StartSequence so that it doesn't attempt to play nonassigned
sequences. I had broken it when I separated part of the code into a
separate TwiddleSeqNum function.
July 14, 1999
- Moved the "VectorCopy (RailEnd, end);" line in P_RailAttack() in front of
the for loop.
July 12, 1999
- Enclosed the bot thinking code inside if (bglobal.botnum) {} blocks so that
no bot thinking occurs when there are no bots. Also defaulted bot_calcnodes
to 0. If a bot is spawned, and there are no nodes loaded, bot_calcnodes
will automatically be set to 1. Now the bots don't eat up any time if none
are present in the world.
- Added a generic FStat class. Different statistics can be measured and
reported by subclassing it. The console command "stat" provides the
interface to select which stats to view.
- You cannot directly call a constructor from inside another constructor to
help do initialization. Instead, you end up with a temporary object that
is destroyed immediately when the second constructor finishes. This was
causing crashes with wall scrollers, because their constructor was calling
the constructor for more general scrollers.
July 11, 1999
- Changed the bot code so that it doesn't go into multiplayer mode until
after a bot is spawned, so the game won't be in coop mode when players have
no intention of playing with bots.
July 10, 1999
- Changed ReplaceString() function to properly handle the case where the
string being replaced is the same as the new one.
- Cajun bot now runs under ZDoom, although some things aren't perfect (such
as skin color).
July 9, 1999
- Received the Cajun bot source. Started moving it to ZDoom.
July 7, 1999
- The sky can now scale horizontally as well as vertically (when using
r_stretchsky), so its aspect ratio is preserved when stretched.
- Redid the Wu line drawer to support 64 intensity levels and wrote a version
that used the translucency tables so that it could look good in overlayed
mode. Also cleaned up the code to make it more readable (to me anyway) and
removed the use of short ints.
July 6, 1999
- Restored Cmd_Exec to it's 1.17c version. I'm not sure what I was trying to
accomplish with the changes I made, but they broke it under certain
situations.
July 5, 1999
- Added Heretic's anti-aliased Wu line drawer to the automap.
- Delayed the execution of cvar callbacks until the video subsystem has been
initialized.
July 3, 1999
- ST_Start() now sets the status bar dimensions.
- Fixed some of the DCanvas member functions that used width and height as
parameters. Having two function parameters with the same names as two
member variables is not a good thing...
July 2, 1999
- Converted screen_t to class DCanvas and moved a bunch of the screen drawing
functions into it. This let me catch a few instances where the screen
dimensions were being referenced before they were initialized.
- Found this code in i_input.cpp under WM_ACTIVATE:
if (Fullscreen)
{
extern int DisplayWidth, DisplayHeight, DisplayBits;
I_SetMode (DisplayWidth, DisplayHeight, DisplayBits);
}
Apparently, I added it when converting the video code to OpenPTC and
completely forgot about it. I still don't remember adding it. This was
probably the cause of problems starting up in fullscreen mode with some
chipsets. (Banshee and Voodoo3 are the two I know about.)
- Changed refreshDisplay() in i_video.cpp to not do anything during startup.
- Added a WM_GETMINMAXINFO handler to prevent the user from shrinking the
window smaller than the surface.
July 1, 1999
- Added default aliases for idclip and idspispopd that point to noclip.
- Further fleshed out the DConsoleCommand and DConsoleAlias classes. Commands
and aliases are now hashed in the same array, and aliases get saved to the
config file again.
- Changed PIT_ChangeSector() to not call P_DamageMobj() if the crushing damage
is 0. This is the way it used to be in Doom (so I hear; I don't feel like
checking), but not in Hexen.
- Added a check to P_SpawnMapThing() to not bother checking mapthings of
type 0. Apparently, some maps in Final Doom actually have these.
- DActor.movecount needs to be signed; there are places in p_enemy.cpp that
test if it is < 0. I had changed it to unsigned. Making it signed again
fixed the problem in test1 that made monsters act as if they had "bad
vision."
- Changed P_AimLineAttack to calculate the top and bottom slope based on a
spherical 64 degree vertical field of view instead of just adding some
values to the center slope. With things that look straight ahead, the
result is the same as the original Doom. With things that don't, the result
is more correct than before. Also fixes the BFG problem in test1.
June 30, 1999
- Did some cleanup. Released 118test1.
June 29, 1999
- Made the actor's pitch member variable represent an angle between -ANGLE_90
and +ANGLE_90 exclusive instead of a screen sliding amount. Now the same
representation can be used for the current engine and any possible future
ones that offer true 6 DOF. This also makes the relationship between pitch
and all the slope values Doom uses for collision detection more apparent--
just take the tangent of the pitch instead of multiplying it by a magic
number.
June 23, 1999
- Moved the multiplication by lightscalexmul out of the inner wall
rendering loop so that it can be stepped instead, saving all the time I
used to be spending multiplying.
- Finished converting all cvars to a cvar_t class. Use the macros defined in
c_cvars.h for declaring them. One (possibly significant for mods) change
is that callback functions are now always called when a cvar is created.
If callback depends on something else being initialized to work properly
(see snd_mididevice in i_music.cpp), either make sure the callback only
does its thing once the stuff it needs has been initialized, or don't
create any instances of the cvar until the initialization has finished.
June 17, 1999
- Added flat scaling, manual panning, and rotation.
- Fixed a problem with PCD_UNARYMINUS. It was popping the result off the
stack, so any calculations that used it were wrong and could potentially
crash.
June 15, 1999
- Got the program to compile and link as C++ code. Some structs have been
transformed into classes, and savegames are disabled until I can get
serialization to work.
June 11, 1999
- Found an interesting problem with EV_StartLightFlickering. It takes two
parameters describing the light levels, but they were completely ignored.
Fixed.
June 7, 1999
- Changed R_FakeFlat to optionally not care about whether or not the camera's
current sector is also in a sector referenced by a Transfer_Heights special.
- Changed all numspechit loops in the code to test against (numspechit > 0)
instead of (numspechit--).
- Changed Thing_Projectile(Gravity) so that it should work properly with any
non-missiles.
- Fixed a bug in P_NightmareRespawn caused by mindlessly cutting-and-pasting
from P_SpawnMapThing.
- Found a bug in the translation of BOOM generalized floors/ceilings. One
of my bit shifts was off by one. Also fixed the code in zwadconv.
- Changed the boss brain's height back to 16 for compatibility with
Strain MAP20.
- A few days ago, I tried sorting the edges of polyobjects at runtime to
support concave polys at any rotation. It didn't work. I'll probably
have to use a span buffer.
- Stuck in my new span drawer. I actually wrote it about two months ago.
Now it's finally going to be in a release version of ZDoom. It's about
6 fps (~23%) faster at 1024x768. Also removed ds_colshift (because it is
no longer used) and the unrolled span drawer in linear.nas.
- The turbo cvar's callback wasn't being called when it was set. Fixed.
- This a huge gap between log entries. Sorry, but I've been too lazy to
write anything here.
March 15, 1999
- Added support for custom ambient sound attenuations. This is an optional
floating point value that follows the point keyword.
- For 1.17, I had changed the sound volumes in s_sound.c to floats
*except* for the ambient sounds which were still being treated as byte
values between 0-255, so they would always play at full volume. Fixed.
March 14, 1999
- Discovered a savegame bug: An mobj's translation table was being saved
improperly and could point to invalid memory on reload. Fixed.
- Added another dmflag, DF_RESPAWN_SUPER, to cause invulnerability and
invisibility to respawn. No room in menu, so you have to set it by hand.
- Added an alwaysapplydmflags cvar that can be used to cause dmflags that
normally only affect deathmatch to apply to single player and coop games
as well.
- Changed P_Thing_Spawn() so that it can spawns things anywhere and not
just at map spots. (Useful for making it look like a monster was carrying
an item.)
- Added support for MBF's sky texture transfer linedefs. Also added support
for Hexen's Sky2 sector special.
- In r_plane.c, spanstop was never used anywhere. Removed it.
March 10, 1999
- Made the network code "better." htons is used in the appropriate places,
and the port a packet is sent from is used to determine which node sent
a packet (so now I can test more than two-player games on my machine).
- Added an event-driven timer routine. Instead of busy waiting for a new tic,
I can wait on an event and give other processes some CPU time. This makes
two-player games on one machine run much more smoothly on Windows 95/98.
(It was already smooth for the foreground player on NT.)
March 8, 1999
- Fixed a problem with R_DrawPSprite. It was leaving vis->translucency unset,
which could produce odd results depending on the contents of the stack.
March 7, 1999
- Discovered a big problem with my linked list of ceiling_t's implementation.
Fixed.
March 6, 1999
- Added two new screen wipes: burn and crossfade.
- The mid-screen message gets cleared out on level load now.
- Stopped using the zone heap to store level snapshots.
- Enhanced the stealth monsters so that they will take advantage of all
translucency levels available.
- Fixed the damage for A_MonsterRail. I guess DOOM doesn't copy the damage
amount out of the mobjinfo when an mobj is spawned.
- Added a check to the fullscreen HUD to prevent it from going outside the
array of armor pictures if the AC was above 2.
- The DeHackEd code was setting the Blue AC for max soulsphere health. Fixed.
- Tried out Rick Clark's toxplant.wad and discovered a bug with the
particles: They were colored by whichever sector was drawn last and not
the sector they were in. Fixed.
- Pulled the old info.h from the 1.17a source so I could get things in a
working state to put up a fixed DeHackEd version for the Ground Zero TC.
March 4, 1999
- Word of advice: When you have 2847 states and 399 mobjinfos (from Hexen)
to reformat, don't try to do it all by hand. I was smart enough to use a
program to convert all the states into the multigen format, but I thought
I could handle the mobjs myself. Ha ha ha ha ha ha! After a few hours,
my arm was aching, and I had only done about one fourth of the mobjinfos.
Then I wrote a program to convert the ones from Hexen's info.c into
multigen format, and all I had to do was drag them to the correct place
with my mouse. Much easier, and much less strenuous. (Also much less
error-prone.)
For comparison, Heretic has 161 mobjinfos and 1205 states.
Doom 2 has a mere 137 mobjinfos and 967 states.
March 3, 1999
- Had a change of plans about how I want to implement multiple games in a
single executable. All the data in info.c and info.h will be moved to an
external data file whose format is based on that used by multigen (the
tool id used to generate info.c). The list of spawnable things will also
be moved out of p_things.c and into this file.
This means that everything I did in info.h on March 1 was wasted. Oh well.
March 1, 1999
- Pasted labels for the Heretic and Hexen things into info.c. Had to
shuffle a few of them around:
--- Things renamed ---
MT_MISC* -> MT_DMISC* (if Doom)
MT_HMISC* (if Heretic)
MT_XMISC* (if Hexen)
MT_BARREL -> MT_HBARREL (for Heretic)
MT_DBARREL (for Doom)
MT_TFOG -> MT_DTFOG, MT_HTFOG, MT_XTFOG
created a new MT_TFOG elsewhere. the others should be
copied on top of it as appropriate.
MT_HEAD -> renamed Doom's to MT_CACODEMON
MT_KNIGHT -> renamed Doom's to MT_HELLKNIGHT
MT_FIREBOMB -> MT_HFIREBOMB, MT_XFIREBOMB
--- Things moved into common Heretic/Hexen section ---
MT_ARTIFLY
MT_ARTIINVULNERABILITY -> ditto
MT_ARTIEGG -> ditto
MT_EGGFX -> ditto
MT_ARTISUPERHEAL -> ditto
MT_ARTITELEPORT -> ditto
MT_SPLASH
MT_SPLASHBASE
MT_LAVASPLASH
MT_LAVASMAKE
MT_SLUDGECHUNK
MT_SLUDGESPLASH
MT_BLOODSPLATTER
MT_BLOODYSKULL
MT_MNTRFX1
MT_MNTRFX2 (deathsound is sfx_phohit in Heretic, no sound in Hexen)
MT_MNTRFX3
MT_SOUNDWATERFALL
--- Things moved to global section ---
MT_BLOOD (note that Hexen's blood has mass 5, not 100. was #38)
MT_TELEPORTMAN (was #41)
MT_PLAYER (was #0) Hexen's is name differently, so it didn't move.
(Hexen things renamed)
MT_MINOTAUR -> MT_MAULATOR
MT_SOUNDWIND -> MT_XSOUNDWIND
- Added a pulsating effect for the invisibility powerup that slowly
"pulses" it in and out of visibility, but never going below 25%, so it's
never totally invisible.
- Spent a few hours with the DOSDoom translucency code. I think the
greenness of it is probably more the fault of DOOM's limited palette,
particularly after comparing the 25% translucency table from before
with 25% translucency now. Very low levels of translucency with one
of the colors being dark are still too green, though.
February 28, 1999
- Added DOSDoom 0.65's translucency code. I'm not sure if it was really
worth it, though. I tried Allegro's RGB table code to speed up the
generation of the translucency table, but it didn't seem to produce
very satisfactory results, so I use BestColor to find palette colors
to use. The results are satisfactory, but they seem a bit too green.
- Delayed gathering of data on a sprite's patches (width, topoffset, and
offset) until it is needed (either when the level is precached, or when
the sprite is first seen). Game startup is a great deal quicker without
any noticable performance hit elsewhere. Cool.
February 27, 1999
- Note: Hexen's friction is roughly equivalent to a Sector_SetFriction of
171 (ends up as 0xf909, Hexen uses 0xf900). Player movement thrust should
be halved at this level. Changed the calculation of sector->movefactor
accordingly. (With the BOOM code, player thrust was nearly one fourth
normal with that level of friction.)
- Discovered that MBF's code to affect monsters with friction doesn't
work without the change it made to how mobjs are linked into the blockmap.
February 24, 1999
- Stopped using stdio in w_wad.c.
- Had left some calls to W_Profile in W_InitMultipleFiles(). Removed.
February 21, 1999
- Added support for real looping sounds, because Herian 2 used so many of
them, and the old method sounded pretty bad with them.
- Found a problem with sliding polyobj doors: If, when they try to close,
they can't move anywhere from their open position, they would move
slightly further open and leave a gap when they managed to close. Fixed.
- Added support for auto-loading of skins if they're in a skins directory
in the same directory as the executable.
- Added support for C-style formatting codes to ACS print statements.
- Fixed a problem where, when a player turns into a pile of bloody gibs
(from e.g. a crushing ceiling), they would assume their standing position.
This is because the gibs are a different sprite, and I wasn't letting
player mobjs change their sprite.
- Fixed ceilings so that they stop making noise when they get put in stasis.
- PIT_ChangeSector() can spawn particle blood now.
- Fixed R_DrawSplash2() so that it doesn't draw all the particles to the
left of the impact point.
- Added an A_MonsterRail function so monsters can shoot a railgun too.
- Fixed the railgun sound when you're not the one shooting it. My algorithm
for finding the closest point on the line was wrong and still should
remnants from when I was calculating the distance from the line.
- Fixed some player bobbing problems.
February 20, 1999
- Changed sparks to play with static attenuation.
- Found out why pickup messages would sometimes seemingly print several
times for a single item. Some maps have several of the same item on top
of each other so that a player can get more than they would normally
without even realizing it. I get around this by disallowing two identical
pickup messages from being printed back-to-back in a single tic.
- Fixed transsouls. I wasn't calling its callback at initialization, so it
wouldn't take effect until the next time it was changed at the console.
- Recompiled PTC with DDFLIP_WAIT enabled. I had accidentally left it off
from my testing run on January 8.
- Dug up the DirectDraw code from 1.12 and used it to add DirectDraw support
back into the game. Now even people who can't get PTC to work should be
able to use it.
One interesting thing I noticed is that IDirectDrawSurface's Blt method
is horribly slow for blitting between system and video memory. I tried it,
thinking it would be optimized, but it wasn't even close.
- Added the A_Die, A_Detonate, and A_Mushroom routines from MBF.
- Removed the screens array and replaced it with a single variable named
(oddly enough) screen.
- Added a V_SetBlend() to F_StartFinale() to get rid of any palette flashes
that might have been on screen (such as after finishing E1M8).
- Discovered the real reason why the brain shooter wasn't working. DOOM
doesn't explode noclip missiles when they go above the ceiling or below
the floor; it just adjusts their positions. Hexen doesn't have that check
for noclip, so it will explode/remove it. I guess I didn't check MAP30
after adding Hexen's z-checking.
February 19, 1999
- Finally got around to fixing V_DrawPatchFlipped(). Wow, that was easy. I
wonder why I was having so much trouble with it the last time I touched it
many months ago.
- Changed the item pickup sounds to play with a NULL entity for the local
player (like before), but still play on CHAN_ITEM for other players.
- Fixed the problem of monster names not being drawn in the cast finale: I
was still xoring each character with 0x80 to make it red under the old
text system.
- Changed the keyboard code so that the keypad isn't translated into number
keys in full console mode with the menu active.
- Fixed the Read This! sequence of menus in Ultimate Doom. When it's
finished, it's supposed to re-enable the skull and empty the stack.
- Fixed a problem with raise doors. In Doom, you can close them prematurely
by activating them again. I had the right idea:
if (GET_SPAC(line->flags) == SPAC_PUSH)
but it should have been
if (GET_SPAC(line->flags) != SPAC_PUSH)
February 18, 1999
- Release 1.17 again, hopefully this time for good.
- Fixed some problems that were already found with 1.17:
* The cubes spawned by the boss on DOOM2/MAP30 would be in the ceiling and
disappear right away. (All I can say is that it worked before; I don't
know why it stopped.)
* Because of my quick hack for voodoo doll obituaries, getting killed by
the world would crash.
* Open scripts above 255 wouldn't properly restart when the level
reloaded because the game thought they were still running.
February 17, 1999
- Made a final "final" compile of 1.17.
- Removed the hack that could transform normal exits into Teleport_NewMaps
during the level translation process.
- Realized I had forgotten to do the following, so I did them:
* Support the MF_TRANSLATION bits for DeHackEd patches that use them.
* Add a TRANSLUC75 .bex mnemonic for symmetry.
* Add a defaultmap entry for MAPINFO lumps.
* Make r_columnmethod 1 the default.
* Add a neverswitchonpickup cvar.
* Extralight and fullbright need to be ignored in foggy areas.
February 16, 1999
- Did a final compile for 1.17 under both DOS and Win32. This will be the
first release where I release versions for both operating systems
simultaneously. Eventually, I'll have to abandon DOS if I want to keep
progressing, but for now it's nice to be able to do this.
- Removed the limit on the number of sound sequences that can be loaded.
There's still a limit on the number of translation slots, and I think
it's good to leave it that way.
- Added a menu stack, so that pressing escape to back out of a menu only
backs up through the menus the user has visited.
- Tried adding some code to djgpp/i_video.cpp so that it could write
directly to VGA memory. Then I found out that regular VGA mode 13h
doesn't support page flipping, so I took it out.
February 14, 1999
- Added some #ifdef's to i_sound.c so that it works equally well with
both VC++ and DJGPP.
- Added support for Hexen's parallax skies. I'm not sure why I thought
the front one was a normal masked texture. (It uses color 0 to indicate
transparency instead.) I also removed R_DrawMaskedSky() and added the
restriction that both sky textures must be the same height.
February 13, 1999
- Tried boomedit.wad, and it turns out I was wrong about ML_PASSUSE. Non-
use lines could and did eat uses. Changed it so that only SPAC_USE
does now.
- Moved the functionality of the ML_PASSUSE flag into a new activation
type: SPAC_USETHROUGH. The flag was only applicable to use activation
lines, so it seemed sensely to have it wasting a bit for all other
types. Now I have a free linedef flag if I need it.
- Removed the hack to allow players to move if they were currently stuck.
With it in, polyobjects could push players through walls, which is even
more undesirable. Since I'm now using MBF's momentum code (which, like
Doom's but not Boom's, allows players to build up enough momentum to
escape from walls if they're trivially inside them), I don't really need
the "fix" anyway.
- Added a revert argument to the ChangeCamera special that causes the camera
to move back inside the player's head if he moves.
- Added a SetPlayerProperty special.
- Created things for the particle fountains and sparks.
- Created sound sequences for the appropriate Doom sector movements. I also
had to expand on the language as defined by Hexen a bit.
- Replaced my floor waggling code with Hexen's, so now it's right.
- Added three new level flags:
* evenlighting
* noautosequences
* forcenoskystretch
- Added a progress indicator for the translucency table building process.
February 12, 1999
- Removed the round-robin assignment of virtual channels in i_sound.c. Since
we're no longer letting MIDAS pick the sfx channels for us, this is
pointless (and potentially hazard-prone if many sounds are being played
very frequently).
- Added support for sound sequences, so now the polyobjects aren't silent
when they move.
February 11, 1999
- Added "support" for 0-length sounds. (Meaning they get replaced by dsempty
instead of crashing when malloc tries to alloc 4 gigs for them.)
February 10, 1999
- Adopted Hexen's script parsing code (sc_man.c). It lends itself toward
much cleaner script handling code. [no association with ACS]
February 7, 1999
- Incorporated MBF's friction code in place of BOOM's. (Incidentally, I also
discovered that I had left out some of BOOM's. No matter now.)
- Added a hack to P_XYMovement() so that players will still be able to move
if they get stuck inside a line or another thing.
February 6, 1999
- Played some deathmatch with gothicdm2 and noticed two problems:
* On rare occasions, I would spawn and be stuck.
* Weapon pickup messages would sometimes print more than once. (Was I
picking them up more than once when I ran over them? Not sure.)
* Once when the other player died, he didn't turn into a corpse.
- Added the ability to activate scripts by picking up items.
- Changed the polyobject functions called from p_lnspec.c so that they take
individual paremeters rather than a byte array of args.
- Demos can now be played from disk without first loading them with the
-file parameter.
- The automap will now follow the console player's camera rather than the
console player himself.
- Added a notice warning that a demo will go out of sync if it was recorded
with a different version of the game.
- Added playdemo and timedemo commands.
- Added colored text support and different message levels. This was
planned for several months, and now I've finally written the code for it.
February 4, 1999
- Modified C_AddNotifyString() so that it properly supports lines
ending with '\r' or '\n' instead of assuming that they all end with
'\n' and starting each on a new line.
- Fixed a problem with PTR_CameraTraverse() that could position the
chasecam inside a two-sided wall.
- Removed the handling for ANIM_RANDOM from wi_stuff.c since it wasn't
used anywhere.
February 3, 1999
- Removed the use of screens[1] in wi_stuff.c by allocating a new screen
just big enough to hold the background image and then blitting that to
the screen each frame.
- Changed the demo loop a bit so that it will automatically try to play
any number of demos beginning with DEMO1 and continuing up in sequence.
(Of course, since I removed the ability to play old-style demos, it's
only of use for wads that provide their own demos.)
- Did a bunch of miscellaneous cleanup from the Hexen source.
- Fixed player extreme deaths playing "*gibbed" instead of "*xdeath1".
- When a player leaves a network game, their body is now removed.
- Removed the check against monsters crossing secret lines. They *can*
cross secret lines and activate them, they just don't use/push secret
lines.
January 31, 1999
- Linedef type 134 was being improperly translated to require a blue key.
It should have been red.
- Fixed a round-off problem in P_ZMovement() that could cause the player's
landing sound to play when the player wasn't falling fast enough. For
some reason, converting the floating point minimum momz to an it was
subtracting one (even though it was already integral). So, for normal
gravity, it was comparing the player's z momentum against -524287
instead of -524288.
- Fixed a crash bug in M_LoadDefaults() when migrating from a pre-1.14
config file without any binding for F5.
January 30, 1999
- Added blood, gunshot, and grenade particle effects.
January 29, 1999
- Fixed up the handling of .bex thing mnemonics and added the names for
the second set of flags (albeit, not many are actually implemented).
January 27, 1999
- Created a new traversal function for the rail gun.
- Finally figured out why so many lost souls spawned by pain elementals
were getting stuck. I was spawning two lost souls in the same spot (where
there should have been only one). Oops.
- Found a case where the sight-checking code could trace a line that missed
its ending cell and continue off the edge of the map, thus crashing the
game. Made some changes to compensate: When the ending column or row is
reached, mapxstep or mapystep will be set to 0 to prevent it from
traversing any further in that direction.
- Using spynext and spyprev now briefly display the name of the player
you switched to.
January 25, 1999
- Added armor and keys to the fullscreen HUD.
January 24, 1999
- Imported Hexen's z-checking code in place of my own. Hopefully it will
work better. Also added a few other Hexenism while I was at it, like
bouncy objects.
- Sped up wipes on tall screens so they should be about the same speed as
one 200 pixels tall.
- Fixed plats so that they properly rebound off the ceiling. I was
checking if the plat's crush field was non-zero when I should have been
checking that it wasn't -1.
- Made some more improvements to D_ErrorLoop().
- Fixed some problems with the lighting with different r_detail values.
- columnofs[] was being constructed wrong for horizontally stretched
detailed modes (too far to the right). Fixed.
- Added some unrolled drawers based off the Hexen source for 320x200
and 320x240. I don't expect anything but a 386/486 to benefit from them.
January 23, 1999
- Fixed the light-amp so that it doesn't turn off colored lighting.
- Added positional sounds. Now that I have them, I also removed the
temporary switch mobj that was used to provide a place to play the
switch sounds.
- During demo playback, the chase command will now let you switch to
and from the chasecam, so chasedemo isn't really needed unless you want
to start the demo in chasecam mode.
- Added the player's score to the fullscreen HUD in deathmatch.
- Fixed the spynext/spyprev commands so that they properly update the
status bar when you switch to another player. Also fixed it so the
camera doesn't stay in a dead player's corpse if you're not watching
the person who recorded the demo.
- Fixed the alignment of the scores display at high resolutions and also
added a level countdown timer if timelimit is in effect (ala Lithium).
- Removed Hexen's solution for getting the player to produce more than
one sound and adopted Quake's: each mobj has 8 channels with some of
them set aside for predefined uses.
January 21, 1999
- Stopped using MIDAS's auto effect channels and started using the ones
calculated by the game's own sound code. This seems to have fixed all
the previous problems with sounds cutting out prematurely.
January 20, 1999
- Adjusted the WEAPONTOP #define in p_pspr.c so that the player sprites
will meet the bottom of the screen at higher resolutions instead of
leaving a gap.
January 17, 1999
- Added a chasedemo cvar. When it's true, the demo is played back in
chasecam mode.
- Fixed a memory leak when the game had to generate a translucency table.
(out was not being freed.)
- Stopped using Z_Malloc() for temporary compression buffers and switched
to the libc functions. (libc has a bigger memory pool.)
- Fixed problem with skins that used sounds in the IWAD.
- Fixed a bug that could crash the game if something went amiss during
the startup process but after setjmp() was called. Now D_ErrorLoop()
explicitly enters the GS_FULLCONSOLE state before doing anything else.
January 16, 1999
- Added particle fountain effects with the following colors:
red, green, blue, yellow, purple, black, and white
- Got rocket trails into a state I think looks nice.
- Improved the particle system further by making the particle sizes
adjustable, letting particles fade out over time, and moving all of
the particle thinking out of the renderer and into the play simulation.
- Imported some of Hexen's sound code to limit the total number of same
sounds playing and also to allow players to make more than one noise
at a time.
- Fixed the operation of FloorAndCeiling_(Raise/Lower)ByValue. Contrary
to what the Hexen specs state, they do not multiply their height
argument by 8.
January 14, 1999
- Switched to the p_sight.c of Hexen. This is benefitial for two reasons:
1. It knows about polyobjects.
2. It doesn't traverse the BSP tree. Yes, I know this means it's slower,
but it also means I can use it with a portal engine, which doesn't
even have a BSP tree.
- Moved the locating of the polyobj spots out of PO_Init() and into
P_SpawnMapThing().
January 12, 1999
- Added the polyobject stuff from Hexen.
- Copied Hexen's earthquake viewshifting code into R_SetupFrame().
- Changed P_Thing_Projectile() so that it can play a thing's sight sound
and sets some other values properly.
- Added a delay to open and deferred scripts of one second after seeing
that the Hexen code does it (and it's a good way of avoiding delays in
open scripts to get past the screen wipe).
- Fixed a bug in P_StartScript() that would cause it to crash if someone
tried to start a nonexistant script.
January 11, 1999
- Added an r_drawflat cvar to draw segs as flat colors instead of textures.
- In R_StoreWallRange(), changed the lighting calculation so that lines will
have the same amount of light no matter what their orientation if a
non-black fade is applied to them (otherwise the fog effect looks dumb).
January 10, 1999
- Added a rocket trail using the particle system.
- Added a particle system.
- Added support for PWADs like Gothic DM2 that used a hack to get sprites-in-
a-pwad with regular Doom by making some changes to W_MergeLumps().
January 9, 1999
- Added a progress-meter to the console.
- Made a fix (submitted by John Cole) to the height-checking code so that if a
player stands on another player, the player on the bottom doesn't get
stuck.
- Changed P_GiveWeapon() to check if there are any graphics for a weapon. If
there aren't, then it won't give the player the weapon. Also changed "give
weapons" to call P_GiveWeapon() so that it won't give the player a weapon
that doesn't exist in the current iwad (like the ssg with doom.wad).
- Fixed psprites so that the muzzleflash has the same visibility (fuzz) flags
as the weapon sprite.
- Added the setting of YourColor when am_usecustomcolors is 0. It should have
been there a long time ago.
January 8, 1999
- Since the new column rendering code is essentially done (unless I decide
that it's actually worth the hassle to draw columns in bunches of 8--4 was
enough bother), I took some timings with the new and old routines. These
are for looking directly at a wall, the worst-case scenario for the old
routines. I tried disabling vbl wait, but DirectDraw always seems to do it
even when I don't tell it to, so the numbers for the low resolutions aren't
very informative since they cap at the screen's refresh rate. Rates from
two Build games under similar conditions are also given for comparison.
This is on my PII-350:
mode old new Blood Duke3D
320x200 70 70 212 324
320x240 60 60 174 274
400x300 60 60 120 212
480x360 60 60 91 147
512x384 40 60 80 128
640x400 32 64 60 96
640x480 27 57 51 83
800x600 27 42 34 51
960x720 12 27 24 37
1024x768 8 21 21 33
1152x864 9 19 17 23
1280x1024 6 15 12 17
It looks like the new routines are about twice as fast as the old ones. It
also looks like I can draw walls faster than Blood but not Duke. For
rendering a real scene that consists of more than just a single wall, ZDoom
beats them both, since a single wall is the best-case scenario for Build.
Frame rates in ZDoom seem to be pretty even now, which is nice since the
old routines were significantly slower at drawing walls than anything else.
- Put in a check in R_RenderSegLoop1() and R_RenderSegLoop2() for NULL
walllights. Right after starting a level, it seems walllights isn't
getting set properly, but it appears to work fine afterward. Hmm...
- Got back to school and had a chance to try the new routines on my machine
and, wow! I can now do a steady 35 fps at 800x600. 960x720 hovers around
27 fps. 1024x768 is around 20 fps. Not bad.
January 6, 1999
- Wrote a better assembly version of R_DrawColumnHoriz() with no partial
register stalls and presumably no AGI stalls on regular Pentiums. If it's
faster than the C code, it's not much faster. (At least it's not
significantly slower, anyway.)
January 5, 1999
- Tried an assembly version of R_DrawColumnHoriz(). It was actually
slower than the C code by about 8 fps. Probably because of all the
partial register stalls. I guess they really can kill performance.
Stupid Intel processors. :-)
- Continued work on the optimized column drawers so that they have
analogues of all the regular column drawers and can also be used to
draw sprites. On this P-II 300, 720x480 runs at a pretty consistent
35 fps. 864x480 isn't much worse, either. (Yeah, weird modes, I know.)
800x600 runs at about 25 fps. Not bad, considering that this is all
C code.
- Added R_StretchColumn() and R_DrawTlatedLucentColumn() functions.
January 4, 1999
- Recompiled everything with __fastcall as the default parameter-passing
convention. Is it better? Not sure, but the exe did shrink by 11k. I
think the framerate may have risen by 0.5 fps, too.
January 3, 1999
- Added support for using RIFF WAVEs as sound lumps.
January 2, 1999
- Fixed EV_StopPlat() so that it doesn't get stuck looping on the first
plat because I had forgot to advance scan inside the while loop.
- Fixed P_LineAttack() so that it can still spawn bullet puffs on the
floor or ceiling even if the bullet path never hits a line within range.
January 1, 1999
- Worked some more with the cache optimized column drawers. Now they work
for masked walls and skies as well as solid walls.
December 28, 1998
- Added some C code to do "interleaved column drawing" (the method that
proved to be the fastest in my test two days ago). Wall drawing is about
twice as fast at 1024x768. Lower resolutions show less, but still
measurable, improvement. Hopefully converting it to assembly will
result in a further speedup.
- Fixed problem with monsters continuing to attack their target even after
they had killed it.
- Adjusted the minimum distance between the chasecam and a wall/floor/
ceiling.
December 27, 1998
- Added a chasecam. Use the chase command to turn it on and off.
December 26, 1998
- Ran a simple texturing test drawing a 128-pixel tall texture into a
1024x768 block using several different methods. The methods and
average times for one pass of each method are:
> drawing it directly to the buffer: 94.18 ms
> drawing four columns into a temp array and then merging
them into the buffer: 24.456 ms
> interleaving four columns into a temp array and then copying them
into the buffer as a series of longword writes: 24.338 ms
> interleaving four columns into a temp array and then colormapping them
as they get copied to the buffer: 21.71 ms
using variations of the fourth method for translated columns:
> translating during the copy to the buffer: 21.684 ms
> translation during the mapping to the temp array: 24.29 ms
using variations of the third and fourth method for translucent columns:
> colormapping into the temp array: 31.75 ms
> colormapping during the copy to the buffer: 30.42 ms
using variations of the third and fourth method for translated,
translucent columns:
> translating into the temp array: 32.58 ms
> translating during the copy to the buffer: 31.45 ms
These tests give me an idea of what I need to do to improve the game's
renderer.
- Added an extension to normal exit lines during translation so that if a
map has a MAPINFO entry, then it gets translated to Teleport_NewMap
instead of Exit_Normal. The levelnum is (tag % 1000) and position is
(tag / 1000). Thus, you can create hubs with regular Doom maps provided
that they have MAPINFO entries.
- The video drivers on this machine at home have a weird bug. Apparently at
random, when the palette is changed, random colors will have their blue
values set to the opposite of what they should be. I can't see any way to
work around it. Ah well. It's not my machine anyway... :-)
- Fixed togglemap so that it does nothing if the player isn't in a level.
(Could have crashed if used on the title screen.)
December 25, 1998
- Added Static_Init special (190) to handle BOOM-like control linedefs for
setting sector properties (at the moment: color, fog, damage, and gravity)
at level load time.
December 24, 1998
- Fixed a problem in G_CheckSpot() where a corpse would get moved vertically
to check for collisions in a spawn spot, but then it wouldn't be restored
to its original height after the check.
- Fixed a problem I had introduced in P_LookForPlayers(). I had been
operating under the assumption that whenever it was called, actor->target
was NULL. Thus, I thought that assigning actor->goal to actor->target was
safe even if actor->goal was NULL. This isn't the case. In coop, this
function can be called with a valid actor->target. Setting it to NULL can
then play havoc with P_NewChaseDir(), which can get called immediately
afterward in A_Chase(). Now it only sets actor->target to actor->goal if
actor->target is already NULL.
December 22, 1998
- Fixed the thing spawners so that they don't spawn monsters if the
nomonsters dmflag is set.
- Changed the imp fireball to be 75% opaque.
- Replaced the am_key?color cvars with am_lockedcolor. Finally rewrote the
code in the automap that uses it, too. (Up until now, it was still using
the old Doom specials to determine locked doors, even though they all get
converted into Door_LockedRaise before the automap ever sees the line.
December 21, 1998
- Added ML_BLOCKEVERYTHING linedef flag.
December 20, 1998
- Added support for a ChangeCamera special.
December 19, 1998
- Added a fire effect to the player setup menu (which I had wanted to do
ever since I saw Unreal).
December 15, 1998
- Went through commands.txt, and documented new commands and cvars (and also
some that I had missed from 1.14). I still count 4 undocumented commands,
but I can't figure out what they are even when I compare it with the output
of the cmdlist command.
- Fixed problem with V_BreakLines() not properly setting the pixels width
of lines that were broken.
- Fixed problem of Plat_UpByValue not going back down.
December 13, 1998
- Fixed problem of lighting in hires modes lightening too quickly.
- Added outsidefog key to MAPINFO lump parser to set the fog color for
any sectors with sky ceilings.
- Removed the translucency on health bonuses.
- Improved some of the error-handling code in the midi playback routines,
and the problem seems to have gone away.
December 12, 1998
- Started experiencing a strange midi problem: it works with the debug
build but not the release.
- Added soundlist command to display the assignment of sounds.
- Added dynamic sound linking so that sounds that refer to the same lump
use the same copy of the sound. Added the soundlinks command to view
the linking of sounds.
- Fixed problem of punching someone to death being treated as an
unknown means of death in the obituaries.
- Spawning players now telefrag things standing at their spawnpoint, so
it's no longer possible to get stuck inside another player when
spawning. Also relaxed the restriction on deathmatch starts so that
only one is needed to start a game.
- Added nobfgaim cvar to disable freeaiming of the bfg. (suggested by
Tony Fabris)
- Was trying to figure out why weapnext and weapprev only worked for
player 0 in network games, when they suddenly started working.
Hopefully it's permanent... [Now that I've thought about it a little
more, I probably just wasn't getting the mouse captured when I alt-tabbed
to the other player's window.]
- Rewrote weapnext and weapprev commands to use the inventory "system."
- Added a dir command.
- Added support for the second joystick device because my joystick somehow
got assigned to it (and made me aware that it exists :-). Also added
joy_xthreshold, joy_ythreshold, joy_xsensitivity, joy_ysensitivity, and
joy_speedmultiplier cvars.
- Added support for double bindings (for double clicking, but it works with
all keys, not just the mouse buttons) to C_DoKey() and some associated
console commands.
- Changed C_DoKey() so that it takes an event as input.
- Added some code to PTR_ShootTraverse so that bullet puffs can appear on
floors and ceilings.
December 6, 1998
- Fixed problem of monsters being slow to attack a player if they were
on a route: Their reactiontime was too high.
- Added a gender option to the player setup menu.
- If getsfx() tries to load a sexed sound, and it doesn't exist, it will
try to load a male version of the sound.
- Added an empty sound (dsempty).
- Changed sound handling slightly so that sounds are now loaded when
they are first used instead of during I_InitSound(). They still stick
around forever after that.
- Changed the names of every sound in SNDINFO. It's no longer Hexen-
compatible, but it should at least be compatible with what I want to
do eventually. I also redid the way skin sounds are handled to better
fit my new sound naming conventions: Any gender/skin-specific sounds
can be used by prefacing them with a '*' and passing a player mobj to
a sound function. (If a player mobj is not passed, it defaults to male).
- Fixed the problem of button sounds being played in the wrong place
when they're deactivated. For some reason, I had this line in
P_UpdateSpecials():
S_StartSound ((mobj_t *)&button->soundorg, "Switch1", 78);
but button->soundorg is an mobj_t *. I'm surprised it didn't crash.
- Changed P_Thing_Spawn() and P_Thing_Projectile() so that they will only
spawn things at map spots and not just anything with a matching tid.
- Fixed P_Thing_Projectile() so that it will still spawn missiles even if
there is something at their spawn spot.
December 4, 1998
- Was playing a dark level and noticed that the fog isn't "thick"
enough at higher resolutions: It transitions from darkness to fullbright
far too quickly.
- Tweaked the falling damage some more using some code from Q2.
- Rearranged the startup sequence slightly so that I_Init() gets called
before I_InitGraphics() (like it was before).
- Added support for gendered death messages.
- Rewrote portions of d_dehack.c so that it takes less space when compiled
and also added .bex support. (Tried it with a few .bex files, but didn't
do any extensive testing. Assuming it works. :-)
- Added a check in Printf() to avoid drawing to the console too rapidly
during startup, because that can slow it down.
- Changed P_LoadSegs so that it clears a line's ML_TWOSIDED flag if an
associated sidedef doesn't point to a back sector (otherwise the game
could crash in p_sight.c when the line came into view).
- Removed foreign language "support." It's been broken for a while and was
too hard to add new strings.
- Moved string names out of d_dehack.c and into dstrings.c (which is where
they should have been in the first place.)
November 30, 1998
- Had a flash of insight for how I could speed up the rendering of walls. A
quick test shows that filling the screen with columns of shorts is about
twice as fast as filling it with columns of bytes. If I draw wall columns
into memory in consecutive bytes, and then copy them to the screen in
another pass, I should be able to combine the writing of two or more
columns together, obtaining a speed boost that should, at the very least,
let me maintain 35 fps at 800x600 on my machine. I'll have to try it and
see if it actually works in practice. The overhead of writing the walls
twice might kill any performance boost this could offer. On 486s and slow
Pentiums, this will almost certainly be more of a hinderance than a help,
and it's not needed at low resolutions anyway, so I plan on keeping it
optional if it turns out to be benefitial.
November 29, 1998
- Tested a theory, and I was right. :-( Drawing vertical columns is
inherantly slower than drawing horizontal spans, probably because drawing
them vertically results in a whole lot more cache misses. What I did to
test it was replace most of D_Display() with a loop that filled the screen
a solid color. At 800x600, filling the screen by columns was no faster than
if I textured the walls (23 fps). Filling by rows, I could get 35 fps.
Apparently, any further optimizations in the renderer will have to focus
on drawing walls by rows instead of colums.
November 28, 1998
- Did some slight performance tuning in R_RenderSegLoop() by making more
variables local to only certain blocks in the function. In 800x600,
looking straight at a wall now gives ~23 fps vs ~20 fps before. (I really
wasn't expecting such a marked improvement. It might be worthwhile to try
and tweak this in assembly.)
- Pulled some blending addition code from the Q2 DLL. I had been trying to
do the same thing myself, but couldn't quite manage it until I found
id's code.
November 26, 1998
- Added support for cancelling messagemode by pressing escape.
- On the automap, a player with invulnerability is drawn with a color
slightly off from the background rather than being hard-coded to palette
entry 246 (which is almost black with the normal Doom palette).
- Finally got around to working out the bugs in teamplay. (Missiles would
still hurt you even with friendly fire on.)
- Disabled intermission texts in deathmatch.
- Pretty sure I got a non-fatal version of I_Error working now. It uses
setjmp() and longjmp() to do its magic.
- Removed the check for -statcopy in d_main.c.
- Removed the system menu from the ZDoom window. Unfortunately, this also
means it doesn't get a minimize box. Oh well.
- Removed the restriction on using messagemode only during a netgame.
- Added mouse wheel support. Under Win95, it ought to work with DirectInput.
Under NT 4.0 and 98, it should always works.
November 23, 1998
- Changed the startup code so that the graphics mode is initialized as early
as possible, allowing us to use the in-game console for most startup text.
- Moved all the functionality of I_StartGraphics() into I_InitGraphics()
because the game starts up in a fullscreen console now.
- Added endgame to quit out of a game and drop to the fullscreen console.
- Removed the ormask parameter from V_PrintStr() and V_PrintStr2(). It was
almost never used, and in those cases where it was, it was easy enough to
just or the string beforehand.
- Adjusted the colors of the CONCHARS lumps and changed a few special
characters. With the fullscreen console, it was obvious that they were
all too dark.
- Added a fullscreen console.
- Changed handling of WM_DESTROY messages in i_input.c to call exit()
directly, because the WM_QUIT message didn't seem to be making its way
into the message stream.
- Removed some unused #defines from doomdef.h
- Removed the store demo check from D_ProcessEvents().
November 22, 1998
- Fixed saving of monster goals (was referencing the tracer field instead).
- Made one-sided lines pushable.
- Made P_PushSpecialLine aware of the side of the line that was pushed.
- Moved the execution of deferred scripts out of P_StartOpenScripts so
that going to a level with a saved snapshot would not terminate the
script prematurely when the snapshot was loaded.
November 21, 1998
- Teleport_EndGame and Teleport_NewMap no longer execute if crossed
along a linedef's back side.
- Discovered I had missed implementing Teleport_EndGame, so I added it.
- Fixed problem with level snapshots where plats and ceilings that were
in stasis were saved incorrectly.
November 15, 1998
- Just tried listening to D_RUNNIN after a clean boot, and it didn't work
the first time. :-( At least it plays properly after I use iwinit now...
November 14, 1998
- Bumped the height of the three small torches up from 34 to 37 units so
that the player can't jump on top of them.
- Tweaked the thing auto step up in PIT_CheckThing some more so that it
will only do the auto step up if you're not in the air. It seemed funny
to be able to jump on top of most monsters. Never mind. I can't seem to
get it to work only when I'm not jumping. :-(
- Added code to mus2strm.c so that it generates a tempo event at the
beginning of the song. (The tempo used appears to be the default for
midiStreamOpen, but I felt like being safe anyway.) AddEventToStream() in
mid2strm.c also keeps track of all instruments used in a song now. This
way I can get around what appears to be a bug in the GUS PnP drivers
that would cause it not to play some instruments if they weren't already
loaded in the card's RAM. Just before I start playing the actual song, I
play each instrument very briefly and very quietly to get the instruments
into the card's RAM.
November 2, 1998
- Added snd_mididevice cvar to allow the user to select which MIDI device
to use and a snd_listmididevices cvar to enumerate the available devices.
- Added MIDI volume cvar snd_midivolume and a corresponding menu item.
- Finished mus2strm.c and made a few cleanups to the MIDI streaming code.
Now I just need to switch to MikMod, and I won't have to use temporary
files anywhere. (MIDAS can only load MODs from disk and not from memory.)
November 1, 1998
- Started cleaning up qmus2mid.c and transforming it into mus2strm.c.
October 31, 1998
- Took the mid2strm sample from the dx5sdk and used it to redo my MIDI
support so that I can use the MIDI stream API now, the primary benefit
being that it lets me set the MIDI volume for just that stream and not the
entire system.
- Changed I_DetectOS() so that it doesn't identify Windows 98 as Windows 95.
October 24, 1998
- Discovered the blockmap generation wasn't actually working. Can't figure
out why, since the same code works just fine in BOOM...
- Incorporated several of the changes from BOOM 2.02 such as "loose files",
fire trail elimination, and automatic blockmap generation for large maps.
October 17, 1998
- Implemented the Radius_Quake line special.
- Removed limit on the size of recordable demos.
- Changed P_SpawnPlayer() so that it always spawns players on the ground.
- Created an MT_TELEPORTMAN2 that can be used to teleport things to points
above the ground and fixed MT_TELEPORTMAN so that it teleports things onto
the ground.
- Updated the teleport code so that it finds destinations using P_FindGoal()
instead of searching through all the active thinkers.
- Fixed a memory allocation problem with the -iwad parameter.
October 16, 1998
- Rewrote IdentifyVersion() so that it identifies IWADs by their contents
instead of their names. (except for tnt.wad and plutonia.wad, since I
don't know of any other way to distinguish them from doom2.wad)
- Doors that needed yellow skull keys to be opened said they needed yellow
cards instead. Fixed.
- Finally added proper support for substituting translucency for the fuzz
effect. Instead of using a NULL colormap to represent fuzz, it takes
advantage of the vissprite's flags field and sets MF_SHADOW. Then the
colormap points to the colormap that would be used if the sprite wasn't
shadow, so that it can be properly shaded when r_drawfuzz is 0.
- Got the colormaps code working. I just wasn't allocating enough space for
the realcolormaps array. Oopsy.
October 15, 1998
- Decided to support changing of colormaps via Boom's 242 linedef after all
instead of just changing the blend, so I started adding some code to
support that. Unfortunately, now it doesn't work without any C_START/C_END
colormaps. :-( Will fix tomorrow.
October 14, 1998
- Added a callback for the splashfactor cvar that prevents it from being
set to illegal non-positive values and also computes the inverse of the
cvar for scaling of the thrust felt by things that chew on their own
missiles. That way, a player will always rocket jump the same height no
matter what their splashfactor is set to.
- Fixed a problem with continuous sounds that prevented them from being
played. When I had consolidated to using a single mobj thinker for all
sounds instead of splitting them up as I had previously, I was erroneously
setting the activation time for continuous sounds to 0 because I wanted
their thinkers to get called right away. But the mobj thinker decrements
the tic counter and *then* compares it with 0, so it would decrement the
0, see -1, and then never doing anything with that mobj again.
October 10, 1998
- The button list gets saved in level snapshots now.
- Added full support for activation types of projectile cross, projectile
hit, and push. Also added support for a few linedef types to be
monster-activatable depending on their activation type even if
ML_MONSTERSCANACTIVATE is not set. (So that, e.g. a monster can still
open a local door of type Door_Raise without the level designer
having to do anything special.)
- Removed the MAXBUTTONS limit and also fixed a problem with the sound
origin used when activating switches/buttons.
- Changed the error messages in V_DrawWrapper() and V_DrawSWrapper() to
use DPrintf() instead of Printf().
- Fixed problem with invulnerability I introduced yesterday. (Walls were
still being drawn with the normal colormap.)
October 9, 1998
- Spent about an hour changing the rendering code so that each sector can
have its own colormap. The light tables are now indices into a colormap
rather than pointers into one. Spent about half an hour afterward
figuring out why it seemed to be merging visplanes that were alike in
everyway except for colormap. All in all, it was easier than I had
expected. Unfortunately, it's also too slow to build a colormap in the
middle of gameplay, so I guess an open script will have to be used to
build any colormaps before the level starts if anyone wants to change a
sector's color on the fly.
Ocober 8, 1998
- I had earlier changed PIT_RadiusAttack() to do only half damage to targets
that originated the explosion, so that rocket jumping didn't hurt so much.
The scale factor has now been moved into the cvar splashfactor and
defaults to 1.0. The former behavior can be restored by setting it to 0.5.
October 5, 1998
- Spent about 15 minutes writing a routine to build a colormap for non-
white lights. Tested it using an orange light for the entire level. It
worked nicely, so now I just need to make it possible to set the light
color on a sector-by-sector basis.
- Issue: Teleport destinations need to be flush with the floor instead of
remembering the position they are spawned at. Discovered this while
playing MAP20. A teleport destination lowers a great distance the first
time you land on it. Going on it again will teleport you to its original
height, and you fall from there. Maybe another type for destinations that
remember their height, then?
October 4, 1998
- Added say_team and messagemode2 commands and team and teamplay cvars.
- Externalized the obituary messages and added a "Strings" section to the
dehacked code. Since I'm pretty sure I'll be switching to scripted code
ala Quake, this is only temporary (along with everything else dehacked).
- Added support for showing both skull and card keys in the status bar
ala Boom.
- Added Sector_SetDamage and Sector_SetGravity line specials.
- Added another mobj flag (MF2_NOADJUST) so that you can walk on floating
bridges without worrying about them getting bumped up above your head.
- Adjused PIT_CheckThing() so that it allows stepping up on top of things
if their tops are no more than 24 units above the thing moving.
October 3, 1998
- Added an MT_AMBIENT mobj (doomed #14065). Its first argument determines
which ambient sound it represents. (And is valid in the range 0-255.) It
also subsumes the earlier MT_AMBIENT0 - MT_AMBIENT63 mobjs (doomed
#14001 - 14064), and P_SpawnMapThing translates them into an
instance of MT_AMBIENT. Also merged the world ambient thinker into the
mobj thinker so that all ambient sounds are controlled with a single
thinker function and not two.
- Removed sounds.h. Everything necessary to use sounds is now found in
s_sound.h
- Disabled the recognition of any display modes other than INDEX8 in
i_video.cpp. I'm no longer sure high/true color is such a good thing.
Without a major loss of performance, I can't see any way to avoid a
huge memory loss with more than a few palettes in those modes. :-(
- Did some work with ARGB8888 modes: I_Blit can now blit from INDEX8 to
ARGB8888 surfaces. The console font now gets drawn on ARGB8888 surfaces
(pretty sure it was before, but it stopped working sometime).
- Fixed the cast drawer so that the names don't get squashed together in
resolutions at least 640 pixels wide.
- Fixed bug where pressing a key with a menu active would move the cursor
to a blank line if it wasn't assigned as a hotkey.
- Added support for actually seeing skins as well as setting them in the
player setup menu.
- Fixed bug with player colors for players 5-8.
October 1, 1998
- Continued work with "skins." Everything works now except actually
seeing them.
- Did away with the spriteoffset[], spritewidth[], and spritetopoffset[]
arrays and moved their contents into the sprite frame structure.
September 30, 1998
- Started work on supporting Doom Legacy "skins." (Personally, I think
skin is a misnomer, but I'm afraid the term's probably here to stay.)
- Removed the maskdraw_t structure from r_things.c since it wasn't used
anywhere. Here it is preserved for history:
typedef struct {
int x1, x2;
int column;
int topclip, bottomclip;
} maskdraw_t;
Wonder what it was for.
September 27, 1998
- Fixed long-standing bug in R_DrawSprite that could cause sprites to be
drawn through the floor of a cliff if you look down just the right amount
(when the top edge of the floor is exactly two pixels above the top of
the screen).
- Added hacked-in support for colormaps with the Transfer_LightsHeights
special. ZDoom actually sets the blending through this special instead
of changing the colormap. To accomodate BOOM levels that use colormaps,
it will average all the colors in the colormap together and derive a
blend from that. Alternatively, you set the blend directly by setting
the appropriate texture name to a hex string of the format AARRGGBB.
- Fixed barrels (again) so that barrel traps work as expected. Not sure if
this problem existed in 1.14a or not, but it's gone now.
- Added ignoreInvisibility parameter to P_CheckSight(), because it is
occasionally used to determine if there is an unblocked line between two
things (not if one can see the other).
- Switched to using a logarithmic scale for pain flashes.
- Added support for Boom's push/pullers, wind, current, and friction effects.
September 26, 1998
- Saw this at the Team TNT message board:
the bug has been found and fixed. What was happening was that the fake
sector was being passed instead of the real one, and this messed up
the check for whether a sector had had its sprites added to the view
already. As a result each sprite generated was being added once per
subsector rather than just once.
So I went looking around in the code some and found this in R_Subsector():
"R_AddSprites (frontsector)". I replaced frontsector with sub->sector, and
that seems to have done the trick. A test level I made went from 15 fps to
35 fps (the max) with this fix.
September 23, 1998
- Using -cdrom creates the directory if it doesn't exist (like it used to).
- When used with -cdrom, screenshots now get saved to C:\ZDOOMDAT instead of
the game directory.
- Put back support for taking screenshots by pressing F1 with -devparm
active, since some people probably won't read the docs and realize there's
a screenshot command bound to the "Print Screen" key by default.
- Added "ticker" cvar to control display of the -devparm ticker at the
bottom of the display (so that -devparm is now totally useless).
- Changed the directory for -cdrom from C:\DOOMDATA to C:\ZDOOMDAT and added
support for using that directory to store zdoom.cfg.
- Fixed bug that caused using -devparm or -cdrom to crash the game during
startup. (They referenced the Strings[] table before it was fully
initialized.)
September 19, 1998
- Turned off screenwiping when moving between levels in a hub (but only if
the level the player just left has LEVEL_NOINTERMISSION set).
- Fixed a savegame bug I had added with hubs that caused the game to
forget the player's state.
- Added noise cvar to control display of sound debugging info.
- Added turn180 command to quickly turn the player around.
- Added support for the ACS thingsound(), sectorsound(), and ambientsound()
commands.
- Changed every reference to S_StartSound so that they refer to sounds
by name rather than id and specify priority information (since it's
no longer a part of the sfxinfo).
September 18, 1998
- Finished S_ParseSndInfo so that it has no maximum number of sounds it
can define and works with more than just ambient sounds.
- Changed w_wad.c back to using the buffered I/O functions again. (I had
done this a long time ago, but thanks to some mistakes on my part, I
ended up putting taking it out. Now it's back for good. :-) It doesn't
seem to have any effect on disk performance, but it will let me use
MikMod functions to load samples and MODs directly from the wad.
- Played around with MikMod some. With the assembly mixer, its
performance seems to be about the same as MIDAS', so I will
probably switch to it at some point.
September 17, 1998
- Improved support for analog joysticks by using their full range of
motion instead of treating them like digital devices.
September 15, 1998
- Added support for world vars and controlling scripts on other maps.
- Added the hub clusterdef flag and supporting code.
- Figured out what the problem with hub savegames was: Instead
of writing out a copy of the snapshots for each level with one,
I wrote out a copy of the current level's snapshot for each
level with a snapshot. Whoops! Easy fix.
September 14, 1998
- Worked with supporting hubs. For maps that belong to a hub,
whenever you exit the level, the game makes a mini-savegame
of the level. When you return, the world state is based on
the mini-savegame. Theoretically, saving games to disk should
be as simple as storing each of these "snapshots" along with
some extra info, but I couldn't get it to work. The current
level worked, but trying to go to a previously visited level
after loading the savegame crashed the game.
September 13, 1998
- Redid my ACS code a bit so that scripts are now kept track of
through a private linked list rather than thinkers. The only
real advantage this offers is that I have complete control
over when scripts get executed, so a script that executes a
scriptwait command will be guaranteed to run in the same tic
that the script it's waiting on terminates.
September 12, 1998
- Replaced my visplanes code with Lee Killough's hashing method
and got a noticable performance boost in high visplane areas
(even those with <128!).
September 4, 1998
- Added weapnext and weapprev commands courtesy of
Papst Johannes J<>rg IV. [which were later completely
rewritten by me]
- Add support for suspending and resuming scripts (easy when
you know you can only have one copy running at a time).
- Added checks to ensure that only one instance of a script is
running at a time (like Hexen).
September 3, 1998
- Took out the stuff for sliding doors. You want it, then
fake it with a script.
- Ran around in hexen.wad for a while and fixed a few bugs.
- Added support for ACS scripts (except for the sound p-codes
and polywait).
September 2, 1998
- Added support for monsters remembering their previous target
from BOOM.
- Made the mobj's targettic a counter that decrements to zero
instead of a time relative to gametic (so that it works properly
across savegames).
- Added more mobj flags bits and consolidated invisible into it.
- Implemented all the Thing_* line specials.
- Added support for stairs that reset and/or have delays and the
sync stair builders.
September 1, 1998
- Fixed problem with several plat types that didn't deactivate
themselves.
- Fixed bug that caused Plat_UpWaitDownStay to act like
Plat_PerpetualRaise.
- Made NOINTERMISSION levels work by moving the check for it later
in G_DoCompleted().
- Added HealThing special to match DamageThing.
- Added full support for the Teleport_NewMap special. Levelnum is
actually used for something in the MAPINFO now, too.
August 31, 1998
- Implemented Hexen's thing specials that don't use tids.
August 30, 1998
- Added support for Hexen pillars.
- Finished ceilings.
- Finished floors.
- Added compression of .tch files and significantly rewrote the
associated part of v_video.c in the process. Not quite the savings
I would have liked: only about 57%.
- Tried using the LZ(77?) code from the Doom utilities to compress save
games, but it was too slow to be practical. I now use minilzo which
seems to compress about the same but is a *lot* faster. As an example
of the kind of savings this offers, the size of a savegame on one
level shrank to 20% of its original size.
- Used BOOM's code to remove the savegame size limit and fix some other
savegame bugs.
- Used Killough's global boss brain state.
- Tweaked I_FatalError() so that if something really bad happens, you
shouldn't end up in an infinite recursion sequence because Printf()
gets called somewhere during the exit sequence.
- Implemented Floor_Waggle. Unfortunately, it's not the same as Hexen's
since I couldn't find any decent documentation about it and also had
a hard time determining just how every different parameter affected it
by watching it in a test level. It's close, but not the same.
August 29, 1998
- Added support for normal (not sync) Hexen stairs.
- Added support for Hexen's phased lighting.
August 26, 1998
- Continued on floors.
August 25, 1998
- Started getting moving floors working again.
August 21, 1998
- Got plats working again.
- Switched to using a linked list to keep track of active ceilings and
plats. This is similar to the way BOOM does it, except I store the
list pointers in the active entities themselves rather than seperately.
August 20, 1998
- Fixed a savegame bug I had introduced. They got saved as "version 115"
instead of zdoomsv?.dsg.
August 8, 1998 - August 15, 1998
- Did some work converting to Hexen-like line specials. Sorry, I was too
lazy to record the specific changes.
August 7, 1998
- Incorporated BOOM's Pain Elemental Lost Soul shooting fix.
- Incorporated some of BOOM's changes to p_map.c.
- Incorporated Killough's changes to p_sight.c.
August 6, 1998
- Added snd_surround cvar to control use of surround sounds. If "0", then
anything that would otherwise have been played surround is played
identically from both speakers instead.
- Added cvar_defflags variable to hold any flags automatically applied to
new cvars, the intended purpose being to allow all cvars in a config
file to be flagged as CVAR_ARCHIVE. Useful if one port of ZDoom has cvars
that another doesn't, but you still want them to share the same config
file.
August 5, 1998
- Finished keyboard handler and tried to create a mouse handler for the
DOS port.
- Switched to using PTC Mode IDs to describe video modes instead of
bpp since the DOS version of PTC has multiple modes with the same bpp.
August 4, 1998
- Created partial keyboard handler for DOS port.
July 28, 1998
- Fixed use of config files in paths containing spaces. (I had forgotten to
enclose the pathname in quotes when constructing the exec command string.)
- Added calls to FixPathSeperator() in a bunch of places where it was needed.
July 27, 1998
- Uploaded a quick fix to 1.14a that lets it load save games again.
- Renamed the project and workspace to zdoom (rather than doom).
- Created a version info resource for ZDoom and moved the system-specific
files into a new win32 directory in the code tree.
July 26, 1998
- Uploaded 1.14a to notgod.com along with a source patch for 1.14->1.14a.
- If FONTA?? is available, it is now used in deference to STCFN??? (i.e.
-file heretic)
- Renamed all the WICHAR?? in zdoom.wad to FONTB?? to match the naming
convention used by Heretic and Hexen.
July 23, 1998
- I must be an idiot! I took a fix from BOOM for freeing the lnames array too
soon and stuck it into ZDoom without really thinking about it. In BOOM (and
DOOM) lnames[] is dynamically allocated. In ZDoom, it's static since it
only needs to contain two items (the patch of the level just left and the
patch of the level being entered). Fixed.
- Using the changemap command no longer says you are leaving the map you're
entering when no title patch is provided. (Unless they're one and the same.)
July 22, 1998
- Added a z parameter to P_TeleportMove() to properly handle checks in the
third dimension. Previously, I was checking for this, too, but against the
thing's original position. Now I check against the desired z location. This
prevents monsters from teleporting inside of each other.
July 19, 1998
- Improved handling of international keymaps (such as the French one) by
moving all responsibility for determining the shifted state of keys into
i_input.c. C_consol.c no longer maintains a ShiftLOT since .data3 of the
key event will contain a character that is sensitive of the current state
of modifier keys. (i.e. .data3 contains 'a' when the A key is pressed and
'A' when SHIFT-A is pressed.)
- Made some changes to D_DoAdvanceDemo() and G_CheckDemoStatus() so that
using the player setup menu during demo playback is now safe.
- Added a check to C_BackupCVars() so that it doesn't back up CVAR_LATCH
cvars are not saved. This is unnecessary since they don't actually
change until a new game anyway. The primary advantage of this is that
starting a new game during demo playback now uses the selected skill
level (again).
- Anything spawned by a boss shooter will now always telefrag even if
LEVEL_MONSTERSTELEFRAG is not set.
- Modifed PIT_RadiusAttack() (again) so that when a barrel is doing the
exploding, the original damage code is used.
- Removed the bitwise and against 0xff for angle in R_DrawSky() and
R_DrawMaskedSky(). Some skies in various PWADs are wider than this, and
R_GetColumn() masks it to the proper width for us anyway.
July 18, 1998
- Changed the unknown thing to have no gravity so that it stays at the
height it was spawned at (useful with Hexen).
- Discovered the source of a memory leak: When I added the thing_list code
from BOOM, I left out some from P_UnsetThingPosition(), so
P_SetThingPosition() was always creating a new thing_list and letting the
old one waste space. Conveyors even work now! Yay!
- Removed support for repeating the left and right arrow keys in m_menu.c
since some people had trouble with it.
- Changed D_DoServerInfoChange() so that it doesn't print messages in
single player games.
July 16, 1998
- Added entries for Heretic to SWITCHES and ANIMATED lumps (because I can).
- Did equivalent things for BOOM SWITCHES lumps.
- Removed MAXANIMS limit by scanning through the AnimDefs array to find out
how many entries it contains and then allocating that many anim_t's. Also
added support for BOOM ANIMATED lumps.
- Reduced the Revenant's height from 80 back to 56 to fix a problem with a
trap on DOOM2 MAP27. The new height caused the revenants heads to get
stuck in the ceiling, so the platforms they were on wouldn't lower. Since
there are probably other situations like this elsewhere, I went and gave
all the monsters their original heights back.
- Fixed a problem with BOOM's openings limit removal. Pointers to openings
get stored in drawsegs, and the realloc() of the openings didn't bother
to adjust those pointers. A simple fix in r_segs.c once I figured out what
the problem was.
- Incorporated BOOM's Medusa fix.
July 15, 1998
- Added Lee Killough's generalized scrollers from BOOM.
- Added Rand Phares' thing list stuff from BOOM.
- Finished support for BOOM's multiple sector thinkers and threw in the
elevator code in the process (but nothing that calls it).
July 14, 1998
- Started adding support for BOOM's multiple actions per sector.
- Uploaded the 1.14 binaries and source to notgod.com.
- Fixed bug that caused the bunny scroller to crash: Using 0 instead of
&screens[0] in the calls to F_DrawPatchCol().
- Added support for the ML_PASSUSE flag from BOOM.
- Decided using a default texture for unknowns was too complicated to bother
with at this point, so I took it back out. (Left in for flats, though.)
July 13, 1998
- Fixed IDKFA cheat to give the correct amount of armor.
- Slightly updated and reformated editing.txt and updated it to use
the new ambient thing numbers.
- Reformatted and updated zdoom.txt.
- Created red and blue checkerboards that get substituted for unknown textures
and flats.
July 12, 1998
- Created a new thing that gets substituted for unknown things in a map and
things that are known but have no sprite frames (such as Doom II monsters
using a DOOM I IWAD).
- Kill and kill monsters commands now get sent over the network.
- Reformatted commands.txt to make it fit on a 76-column display and hopefully
be more readable.
July 11, 1998
- Renumbered the ambient things to the range 14001-14064.
July 10, 1998
- Renamed -nosound to -nosfx to be more compatible with most other Dooms.
- Adjusted the autoaim values used by the player setup menu to not use
such a large range (0-5000 with big steppings in-between).
- During another deathmatch session, discovered a problem on MAP03 with
spawn farthest. No matter what, the dead player would always spawn at
the spawn spot near the beginning of the level. Realized that deathmatch
spawn spots weren't recorded as 16.16 fixed point, so I adjusted
PlayersRangeFromSpot accordingly.
- Was playing around in a deathmatch a little when I tried the changemap
command and the game bombed out in Z_Free() because the block being freed
didn't have a ZONEID. So I added a wrapper around Z_Free() to pass it
the source file and line number of the caller in case this happens again.
- Discovered that I had forgotten to add the server var sending/reading
to the netgame arbitration process, so I added it.
- Added changemap command which should be able to change the level during
netgames and demos.
- Added support for cheat network commands so that they can work in netgames
and demos (if desired).
- Added hack to DeHackEd support to use the original Doom thing height's
if the thing hangs from the ceiling but the patch doesn't set its height.
July 9, 1998
- Improved wi_stuff.c so that it can still draw the level name even if a
patch hasn't been designed for it.
July 8, 1998
- Fixed aiming. This consisted of two things: First, I needed to change
the way I generated yslopetab and looked into it so that fullscreen
windows and non-fullscreen had the same relative range. (Side effect:
When the status bar is visible, you get a larger freelook range than
before.) Second, I had to adjust my calculation of view pitch->slope
from 0.5 to 0.75 times. I arrived at this value by standing on a cliff
and firing a rocket launcher with different multipliers until I found one
that looked good.
- Fixed sky scaling with different r_detail settings.
- Fixed spacing of the ammo count numbers on the fullscreen HUD.
- Hacked around in i_video.cpp and PTC's idirectx.cpp a little to support
Mode X modes under Windows 95.
- Changed C_Drawer() so that it doesn't call C_EraseLines() if the automap
is active, since it just creates junk on top of the automap.
- Changed the notify text drawer to use Doom's standard red text instead
of white.
July 7, 1998
- Made several changes to the code to make it more portable and removed
a few unused variables. DJGPP can now compile the machine-independant
parts with only minimal warnings with -Wall.
- Thank's to gcc's -Wall, I figured out why togglemessages didn't
work: I had left out the parentheses in Cmd_ToggleMessages
when I wanted to call M_ChangeMessages(). Oops.
- Tried compiling r_draw.c with DJGPP and discovered that it doesn't
like long file names, so I renamed everything to fit the 8.3 format.
(Stupid MS-DOS! Grr!)
- Changed the midprinter to use the hu_font instead of the console font
since it looks better and also means that the "You need a * key..."
messages don't need special treatment in the DeHackEd code.
- Changed C_AddNotifyString() to use V_BreakLines().
July 6, 1993
- Created V_BreakLines() and V_FreeBrokenLines() to handle splitting of
text into multiple lines. Unlike the code I had in C_AddNotifyString(),
these will properly break lines at whitespace if possible instead of
the middle of a word.
- Stopped using the pitch field of the S_sfx table to store the sounds'
playback frequencies so that I can handle pitched sounds properly ala
some magic I found in BOOM.
July 3, 1998
- Went ahead and took some code from BOOM for "kill monsters" command
since it also kills losts souls spawned by a pain elemntal's death.
- Used BOOM's P_SetMobjState() since it has nifty state cycle detection.
- Removed a lot of stuff from cmdlib.c that I didn't actually use. (Kept
the CRC code around since I *might* use it.)
- Discovered that taking screenshots directly inside the screenshot command
was a bad thing because it can be called during the middle of a screen
draw. Fixed to delay using ga_screenshot.
- Changed the gamma command into a cvar and removed the code for
"floaters" from the options menu, since that was all they were used for.
- Fixed bug in alias code: New aliases would not properly clear the
next field if they were the first one in a bucket.
- Aliases now get saved to the config file.
- Added "Always Mouselook" to the Options menu. I thought it was already
there, but... It wasn't.
July 2, 1998
- Added autoexec cvar to determine the autoexec file (partially because
Doom Legacy decided they wanted to use autoexec.cfg--just like they
used config.cfg).
- Renamed menu_video to menu_display and added menu_video, menu_player,
and menu_gameplay commmands.
- Moved I_WaitVBL() into i_system.c and changed it to make a simple Sleep()
call because that's what it's really used for.
- Changed C_DrawNotifyText() to not draw when the menu is up.
- Added proper support for usejoystick and usemouse cvars in i_input.c
- Cleaned up the Convert() table in i_input.c by reformatting it.
July 1, 1998
- Tweaked PIT_RadiusAttack() to be more realistic.
- Fixed PCX writing code so that it properly indicates that the image is in
color.
June 30, 1998
- Added Gameplay Options menu for setting dmflags.
June 29, 1998
- Documented the map command. (How did I miss this?)
- Changed the map command so that it doesn't die fatally if the specified lump
doesn't exist.
- Borrowed some of NTDOOM's mouse input code (using Win32 functions instead of
DirectInput), and the mouse seems smoother under NT. Use the in_mouse cvar
to select which method of input to use.
- Added I_DetectOS() function and in_mouse cvar.
June 27, 1998
- Added DF_NO_JUMP and DF_NO_FREELOOK dmflags.
- Made -turbo parameter a normal cvar.
June 26, 1998
- Spent most of the day trying to beat MineSweeper at expert difficulty.
Sorry. :-)
June 25, 1998
- Implemented fraglimit and timelimit cvars.
- deathmatch is also a cvar now.
- Added q2-like dmflags cvar. It adds some new deathmatch options and also
takes over the duties of the g_falldamage and g_unlimitedammo cvars as well
as the -fast, -respawn, and -nomonsters.
- Added one second delay until respawning after death is allowed (so that when
noexit is active, and you hit an exit switch, you don't instantly respawn).
June 24, 1998
- Changes to serverinfo cvars now get transmitted properly in netgames, and
only the key player can change them.
- Finally added cvarlist command and removed the multiple variations of "set".
- Added support for 8 players. Using more should now be as simple as increasing
the MAXPLAYERS #define.
- Created brighter faceback graphics that better represent the player's
chosen color.
June 23, 1998
- Added spynext and spyprev commands. Spynext is equivalent to pressing F12
in the original Doom.
- Added +showscores action. It gets bound to \ by default.
- Save games now hold copies of every serverinfo cvar and the level locals.
With Doom 1, they also contain a list of visited levels.
- The game now keeps a cumulative frag count for each player which is the same
as what gets displayed on the status bar during a deathmatch.
- Removed "Next Weapon" from the controls menu. I need to get the inventory
system working before I can implement it, and I don't feel like doing that
right now.
- With a little help from BOOM, sounds in spy mode now center around the
displayplayer rather than the consoleplayer.
June 22, 1998
- Got dynamic player translation tables up-and-running. Status bar also uses
the translation table for the faceback instead of different patches. Automap
now uses the player's chosen color in netgames instead of a fixed array
of color values.
- Left and right arrow keys now repeat in the menus (for sliders).
- Continued work on player setup menu.
- Fixed C_AddNotifyString() so that it doesn't crash if passed a string with
a newline in the middle but not at the end of the string.
- m_menu.c's text input routine now uses the user's preferred keymap.
June 20, 1998
- Continued work on player setup menu.
- Fixed a bug in V_Clear(): 8-bit modes ignored left parameter.
- Upped number of savegame slots to 8.
- Removed all alloca() calls by replacing them with Z_Malloc()/Z_Free() pairs.
June 19, 1998
- Compiled with warning level 4 and caught a few problems and potential
problems as well as some code that was never executed. (Thanks, Grant.)
- Fixed uppercopy so that it doesn't always copy 8-chars even if the passed
string is shorter.
- Removed <windows.h>, <io.h>, <direct.h>, and <errno.h>
#includes from d_main.c.
June 18, 1998
- Removed R_OK #define from one of the source files and changed the typedef
for BOOL in doomtype.h. Also created dxcrap.c which holds some information
from dinput.lib and dxguid.lib since Microsoft seems to have left most of
the Watcom DX libraries out of its DX 5 SDK.
- Started work on player setup menu.
June 17, 1998
- Got GNU diff and patch to compile under Win32. I intend to use them to
distribute my changes to the PTC source along with the rest of the ZDoom
source.
June 13, 1998
- Fixed a shutdown bug in the new sound code.
June 12, 1998
- Changed i_sound.c to something inspired by BOOM. It now uses MIDAS's
auto effect channels instead of a bunch of junk left over from the
Linux port to determine which channel to play a sound on. As a result,
it doesn't seem to lose the player's weapon fire anymore. (Yay!)
Also, the snd_channels cvar is now useful.
- Made spawning of unknown things in maps a warning instead of an error.
- Changed R_CheckTextureNumForName() around to use a hash table
instead of a linear search.
June 11, 1998
- Added support for BOOM's -fastdemo parameter.
- Made MIDAS initialization failure a non-fatal error.
- Did a small change to R_InitSpriteDefs() so that it scans the list of
sprites backwards.
- Rewrote R_PrecacheLevel() based on BOOM's.
- Found a better way to trap Alt-Space: I listen for WM_SYSCOMMAND messages
and filter out any for SC_KEYMENU events.
June 10, 1998
- Removed Martin Howe's sprite rotation fix in R_InstallSpriteLump()
and replaced it with something from BOOM.
- Discovered the Win32 function RegisterHotKey() and used it to trap
Alt-Space so that it doesn't open the window's system menu. Alas,
it doesn't seem to work with DirectDraw. :-(
- Added RGB->HSV and HSV->RGB functions to v_palette.c.
June 9, 1998
- Removed WS_POPUP style from the ZDoom window.
- Integrated the changes in PTC 0.73b with mine, and PTC stopped working
with DirectX (again). Thankfully, I managed to get it working again.
(Sometimes I wonder if using PTC is more trouble than it's worth...)
June 8, 1998
- Each machine now broadcasts its userinfo in D_ArbitrateNetStart() ala
Doom Legacy 1.11.
- Userinfo settings are now properly set at game startup.
- Modified D_ArbitrateNetStart() to use the stream reading and writing
functions for setting and retrieving some game info.
- Changed the global var startmap to be the actual name of the desired map
and got rid of startepisode global var.
- Chat messages now get sent using special "ticcmds" instead of char-by-char
in a normal ticcmd.
- Layed the foundation for special network commands besides user movement.
- Pressing escape in a menu now backs up one menu instead exiting the menu
system entirely. (And backspace is now used to clear key bindings in the
configure controls menu.)
- Menu now displays messages that don't expect any specific input without
quickly hiding them away.
- Changed some stuff so that ZDoom doesn't grab the mouse when a menu is
active and it's running in a window.
- Added some code so that during a demo, if a key is bound to toggleconsole,
menu_*, sizeup, or sizedown, it will execute that command instead of
activate the menu.
- Removed F1 screenshot hack from m_menu.c. (Use screenshot command.)
- Removed support for picking menu items with the joystick and mouse.
- Integrated the changes in PTC 0.73a with my own.
June 6, 1998
- Added -config option in GetConfigPath().
- Added messagemode and say console commands.
- Fixed C_AddNotifyString() so that it breaks lines without losing characters.
- Changed chat code to use whatever the user's selected keymap is instead of
always Qwerty. Did the same for the console.
- Made it possible to actually send chat messages.
- Added check for chat_on to C_DoKey() so that we don't try to do something
while the player is typing a message.
- Removed French stuff from hu_stuff.c.
- Discovered big booboo on my part. Chat hasn't been working since version
1.11 has it? I was comparing ev->data1 with 't' in hu_stuff.c, but data1
is a scancode, not ASCII.
- Removed RCS ID lines from all the source files. I only have RCS on my Amiga,
and that's not the machine I'm using to develop this.
June 5, 1998
- Created some new pr_* classes for the gib throwing code.
- Removed RNG shuffling from P_Random() since it was screwing up sync in
demos and network games.
June 4, 1998
- Made network ticcmd's variable length using the demo packing.
- Removed reference to turbomesage in G_Ticker().
- Simplified RefreshPalette() so that generating the invulnerability colormap
uses fewer multipilies and no divides.
June 3, 1998
- Fixed P_InitSwitchList() so that the retail version is treated like the
registered version instead of the shareware.
- Removed Martin Howe's code from w_wad.c and replaced it with a combination
of code written by me and code from Boom. (Using hash tables speeds up
level loading a *lot*--far more than I expected!)
- Added key repeating to the console. (So easy, I should have done it sooner.)
June 2, 1998
- Removed DEVONLY macro and added DPrintf() function.
June 1, 1998
- Fixed a bug in C_InitConsole when it reformats the console buffer. I had
been using Printf (string); to reformat the text, but if string contained
any sequences like "%s" I would be in big trouble. So now I use
Printf ("%s", string);
- Fixed a problem with the invulnerability color map being wrong. I had
been subtracting from 4278190080 when I calculated the inverse.
(Don't know where I got that number from!) Also discovered my other
stuff wouldn't work, so I just went and switched to fp like dcolors.c uses.
- Fixed a bug in the DeHackEd text replacement code I had introduced when
I added support for ambient sounds. It was checking the names of all
sound effects, but the ambient sounds start out with no names, so I
ended up dereferencing a null pointer once I reached sfx_ambient0.
May 30, 1998
- Replaced lots of constant 35's with TICRATE (when measuring time).
- Switched to the BOOM random number generator.
- Added onfloor parameter to P_SpawnMobj() for when I actually support
Hexen-style maps (which have a z parameter for Things).
- Changed to using mapthing2_t's internally instead of mapthing_t's.
- Created entries for Hexen-style maps in doomdata.c.
- Added a repeat byte to DEM_USERCMDCLONE to shrink demos even more.
May 29, 1998
- While recording a demo, discovered that I can't telefrag monsters.
Must investigate.
- Added DEM_USERCMDCLONE command to indicate that this user command in the
demo is the same as the previous one. Drastically reduced demo sizes.
- Scrapped support for my previous ZDEM format completely and adopted
an IFF FORM instead.
- Changed all SVC_* labels to DEM_* since they have nothing to do with
server-to-client communication and everything to do with demos.
May 28, 1998
- Got ZDEM recording and playback working again.
- Got idea from Boom: Rewrote all occurences of P_Random()-P_Random() that
I could find so that they don't make assumptions about the order of
execution. Old demo playback improved noticably (but it still gets out
of sync easily). Even better, ZDEMs now appear to play back properly in
both the release and debug builds.
May 26, 1998 - May 27, 1998
- Studied the code generated by the Hexen utility ACC and wrote a utility
capable of disassembling BEHAVIOR lumps.
*******
May 25, 1998
- Released ZDoom 1.13
- Made gibs toggleable with testgibs cvar.
- Created zdoom.wcf file.
- Wrote some more documentation.
- Finished demo.wad
- Finished ambient sound support:
Point random and periodic.
World (& surround) continuous, random, and periodic.
Limited SNDINFO lump support.
- Added the new level flags to the MAPINFO parser.
May 23, 1998
- Continued work on ambient sounds:
Positional sounds with specific volumes work.
- Fixed intermission maps for Doom I. (I had broken them when I stopped
identifying maps by episode and level numbers.)
- Added some more level flags to generalize behavior that had previously
been restricted certain levels. Also removed LEVEL_SECRET and didsecret
references, since I can now mimic them using LEVEL_VISITED.
May 22, 1998
- Started support for ambient sounds:
Positional, continuous sounds work.
- Fixed coop intermission stats.
- Fixed bug in I_FinishUpdate() that could cause it to crash if the
fps meter was up and it was called in very quick succession.
- Tried the following to fix the NT mouse bug:
Read the mouse after reading the keyboard.
Poll the mouse's position using GetDeviceState().
Both methods failed to fix the problem. :-(
- Fixed handling of secret levels in G_WorldDone().
- Fixed problem with finale writer showing the full text of a message
during wipes.
- Fixed display of cluster entry text in G_WorldDone().
- Discovered that R_DrawMaskedSky() doesn't work for sky textures that
are actually masked (probably due to the way the composite texture
generator works, but I could easily be wrong). Will investigate
further later.
- Discovered that DITerm() was never being called, so I threw a call to
it into I_ShutdownGraphics().
- Failure to specify a next map in the MAPINFO now repeats the current
map instead of crashing.
- Added support for maps without music specified in their MAPINFO.
May 21, 1998
- Finished MAPINFO parser, began work on demo (and test) wad.
May 20, 1998
- Started work on a parser for MAPINFO lumps.
May 19, 1998
- Changed ST_doPaletteStuff() to be dynamic and use a larger range of
blendings.
- Added W_FindLump() command.
- Changed W_CacheLumpNum() so that it allocates an extra zero byte after
the end of the lump.
- Modified dehacked code to parse the patch file from memory so that
they can be stored inside a wad file.
- Added limits command to list the state of all dynamic limits.
- Added default binding to the SysRq (Print Screen) key: "screenshot".
- Discovered the pause key wasn't getting bound by default. Fixed.
- Changed .cfg comments to anything starting with '//' rather than lines
starting with ';'.
- Changed the default config file to zdoom.cfg and added the -config
parameter to choose alternate ones. (Blargh! Doom Legacy decided to
use config.cfg as it's default config file, when I've been using it
all along!)
May 18, 1998
- Tried adding support for saving TGA screenshots and discovered that PTC's
image class doesn't actually do anything for a save.
- Changed M_ScreenShot() to accept a filename (if desired) and added a
screenshot console command that can be used to specify one.
- Changed WritePCXFile to use ARGB values instead of RGB triples so that
I can pass it the colors array from a palette_t.
- Bumped the screenshot limit in M_ScreenShot up to 10000 different
images (properly this time); changed the I_Error to a simple error
message (no reason to kill the program if you can't take a screenshot);
and added support for dumping true color files.
May 16, 1998
- Removed the MAXSPECIALCROSS limit.
- Made palette blending dynamic and added the testblend command to
make sure that it actually works properly.
- Moved the gamma correction stuff from v_video.c into v_palette.c.
- Fixed the color of the red player in the automap.
- Changed I_SetPalette() to take a pointer to an array of uints instead
of RGB triples and avoid gamma correction since that should be done
before the call to I_SetPalette().
May 15, 1998
- Added V_Clear() function to set a rectangle to a solid color.
- Added dmflags, fraglimit, and timelimit cvars. Alas, they are just
placeholders for the moment.
May 14, 1998
- Discovered a bug in Doom Legacy's assembly R_DrawColumn while I was
in the process of rewriting it: They were calculating (centery-dc_yl)
when it should have been (dc_yl-centery).
- Rearranged FixedDiv_ASM() to make it pair better on a Pentium and
aligned the main division code to a 16 byte boundary.
May 13, 1998
- Removed the next and prev links from the definition of a vissprite_t
since they were used only for the bubble sort.
- Changed R_SortVisSprites() to use the stdlib qsort() function instead
of a bubblesort, the end result being that scenes with a lot of sprites
are a *lot* faster than before. For means of comparison, I played DOOM2
MAP30 until I got MaxVisSprites up to 1824, and the lowest my framerate
ever went was 13 fps. That's compared to my earlier run where a mere 992
sprites slowed me down to about 3 fps.
- Fixed bug in the C-based R_DrawFuzzColumn?()s: I wasn't properly
masking fuzzpos when I added 3 to it at the end.
- Added preliminary C-based ARGB drawers to r_draw.c. They work, but
slower than I would like.
- Changed the main column drawers in r_draw.c into pointers that can
point to different routines depending on the screen depth (and/or
presence of assembly/MMX routines). This is essentially the route
DOSDoom takes, except I didn't split r_draw.c into two files.
May 12, 1998
- Fixed the below bug. I now set dc_mask to 0xff at the beginning of
R_DrawVisSprite() since it wasn't always large enough. A nice side
benefit of this is that it allows for taller sprites than before.
(Considering that I added dc_mask a few weeks ago, I'm surprised it
took me so long to notice this!)
- Discovered a weird bug. Things were occasionally being drawn with their
heads being repeated near their feet but still clipping to the original
shape of the thing. In DPaint, I could do this by drawing the thing once,
then turning the background into a stencil so I can't draw over it and
drawing the thing lower but in the same horizontal position.
May 11, 1998
- Started adding gibs (sprite grouping in w_wad.c is always enabled now).
- Started adding support for RGB modes in various spots.
- Separated all the V_DrawPatch* functions into various wrappers and
column drawers. This makes it easy to use the same function for both
indexed and direct color modes and to add more (which I have done)
without too much work.
- Created R_DrawSky() out of first part of R_DrawPlanes() for
double sky drawing. Created R_DrawMaskedSky() that draws masked
sky textures (i.e. the front one for a double sky); it can also
properly tile any height sky but at a performance hit.
- Moved definition of skyiscale from r_things.c int r_sky.c and split
it into sky1iscale and sky2iscale. Also created their inverses:
sky1scale and sky2scale.
- Added r_stretchsky cvar to stretch the sky if it isn't taller than
128 pixels.
- Rewrote DimScreenPLoop() so that it should be slightly faster now.
Still has lots of AGI stalls, though. :-(
May 8, 1998
- Added detail mode setting to display options menu.
- Implemented horizontal pixel doubling.
- Added ds_colshift to go along with ds_colsize.
- Changed R_ExecuteSetViewSize() so that the view window it creates is
always a multiple of 16 bytes wide.
- Moved definition of rowbytes out of tmap.nas and into r_draw.c and
renamed it dc_pitch. Also created ds_colsize variable. Renamed
ASM_PatchRowBytes() to ASM_PatchPitch() and created ASM_PatchColSize().
- Moved the call to I_BeginUpdate() in D_Display() after the call to
R_ExecuteSetViewSize(). This lets it update the display pitch
properly based on any changes to detailyshift. Previously, it would
use the old pitch for one frame before switching over, which is why
it was crashing yesterday.
May 7, 1998
- Started adding detail modes back in. Got vertical doubling working
although I ran into a few unexpected problems. Also crashes when I
switch from doubled to non-doubled. :-(
- Added fullscreen option to video modes menu.
- Created a "Video Modes" patch and changed the "Video Options" patch
to "Display Options."
May 6, 1998
- Fixed the drawing of the faceback on the status bar in network games.
(I can't believe I messed that up!)
- Added fragcount to player quit (netgame) messages.
- Added -noidle parameter to disable lowering of ZDoom's priority to
the idle class when the window loses the focus (so that running a
netgame on a single machine doesn't slow down too much because one of
the sessions only receives processor time during idle moments).
- Removed the need for the leading . in IP addresses for -net.
- Added support for different ports per machine in network code.
- Changed i_net.c so that Win32 platforms now print descriptive errors.
- Fixed -net parameter so that address list can end at +commands.
- Added player obituaries.
May 5, 1998
- Adjusted options menu code so that pressing ENTER, T, and D always do
their special functions when in the video modes menu and not just when
the current item is of type screenres.
- Hacked double buffering into PTC's idirectx.cpp. Why? Because it
improves compatibility with a lot of video cards under NT (like my
old one) that don't support locking the primary surface directly.
- Mucked around in PTC's idirectx.cpp for several hours and finally got
it to work properly in fullscreen. Yay! (I really hope a future release
has proper support for this built in.)
May 4, 1998
- Changed (PTC's) idirectx.cpp so that it allows Ctrl-Alt-Del in
exclusive mode.
- Looked through V_PrintStr2() and finally realized why it was crashing
on non-MMX machines: I failed to check the status of UseMMX before
calling EndMMX().
May 1, 1998
- Downloaded PTC 0.72. It still gets slow on the blits, but at least now
I have the source code for it.
- Tried using PTC's BitBlt() inside I_Blit() and came across a weird
problem: The more blits I do, the slower they get. That sucks.
- Changed the focus-losing and gaining mechanism in i_input.c. Instead
of sending pause events, it just pauses the sound. Changing fullscreen
video modes caused the window to lose and regain its focus a bunch, and
it was messing up the pause sending code, sometimes leaving the game
paused after a mode change.
- Changed R_PlaneInitData() so that it allocates the fixed_t arrays
separately instead of all together.
- Played Blood for a little bit. That, and a prior suggestion concerning
rocket jumping made me decide to make a slight tweak to the freelook
code: You can now look down twice as far as before.
April 30, 1998
- Figured out why PTC clipping windowed modes larger than 512x384:
They were larger than the initial window size! I work around it
by resizing the window and then reinitializing PTC.
- Moved some variable declarations out of i_input.h and into
i_input.c, eliminating some in the process.
- Realized that C_AddNotifyString() really *was* perpetuating changes
to its input string. Now I make a copy of that and work with it to
save myself some headaches. Plus, the const identifier is now 100%
correct.
April 29, 1998
- Changed R_DrawColumn_ASM() and R_DrawTranslucentColumn_ASM() so
that they check the size of the column *before* looking into
ylookup and columnofs (thus avoiding the occasional page fault).
- Discovered that R_ExecuteSetViewSize() could be called outside of
D_Display(). In this case it was in G_DoLoadGame(), and that
messed things up when I used the -loadgame parameter on the command
line. Now R_InitBuffer() locks the screen before grabbing the
buffer pointer and pitch.
April 28, 1998
- Changed cvar() function so that if a cvar of the specified name
exists, it still changes the cvars flags. (i.e. it gets loaded from
the config file before this function is called.)
- Added win_stretchx and win_stretchy cvars to stretch the windowed
display.
- Fixed hang at shutdown: wasn't decrementing counter in I_WaitVBL().
- Received and installed 128 MB of RAM and a 32x CD-ROM drive. :-)
- Got ZDoom working in a window through PTC. It doesn't do fullscreen
yet, but that's only because I haven't written any code to handle it
yet. It also gets into an infinite loop during shutdown. (Should be
easy to fix.)
April 25, 1998
- Started working on PTC-ized i_video.cpp.
- Weird palette problem now. When switching modes, ZDoom will only
very rarely set the palette properly. Me guessing it's a Win95
problem, since I didn't see this under NT. Shouldn't really matter
since I'm switching to PTC anyway.
- Fixed fuzzoffset[] initialization. I was using screen[0]'s pitch
without first locking it to ensure that the value stored in the
screen was valid.
April 24, 1998
- Discovered I have a problem adjusting the fuzzoffset[] table
dynamically. Looks like it still keeps its old values. Will
investigate further tomorrow.
- Finished the video modes menu. My options menu code is nowhere near
as neat as I would have liked. Oh well...
- Implemented mode testing from the video modes menu. D_ProcessEvents()
was hacked to make it work. (There might be a better place, but this
was the first function I saw, and it works.)
- Figured it out: I wasn't reallocating negonearray when I resized the
screen. Doh! Moved its initialization from R_InitSprites() into
R_MultiresInit(). For consistancy, I now allocate screenheightarray
and xtoviewangle in R_MultiresInit() instead of V_SetResolution(), too.
- Noticed I seem to have a problem with the playersprites now. Some
columns aren't getting drawn completely. Which ones and how much is
missing seems to vary depending on the game state. This is worse the
wider the sprite is drawn. At 320 wide, I can't detect it, although
if it covered the entire width of the screen, it would probably pop
up. Don't know what's going on here, since it worked fine before.
When did this happen?
April 23, 1998
- Discovered that the boolean being used in i_video.c was only a byte,
so I looked through the standard header files, and it looks like
rpcndr.h is the culprit with this line:
typedef unsigned char boolean;
Went through all my files where I've defined __BYTEBOOL__ by hand and
changed all occurances of boolean to BOOL. Then I found out that that
caused problems with variables that had been declared as boolean in
header files, so I changed all the remaining instances of boolean to
BOOL.
- Started work on the video modes menu.
April 22, 1998
- Discovered I wasn't locking the back buffer in wi_stuff.c when
I wrote drew the background on it. Fixed.
- Added code to actual change the screen resolution and discovered I
wasn't reallocating the VisPlanes' top and bottom arrays, so you
couldn't switch to a screen larger than what you started with. Fixed.
April 21, 1998
- Started work on dynamic resolution changing. Most of it was already
done when I added the multires support. Just need to change the size
of the display surface now; everything else seems to works.
- Fixed evil bug in V_SetResolution(): I had been allocating
xtoviewangle[] with one too few angle_t's. Ouch.
- Fixed a bug in AddToHash() that caused it to "forget" the previous
contents of a bucket when a new entry was added to the beginning
of the bucket.
- Added a callback to the screenblocks cvar, so that ZDoom will sense
changes to it and adjust the screen as needed.
- ...I now allocate two screens for the status bar. If it's not scaled
I continue drawing to the screen as before and pretty much ignore the
second buffer. However, if the status bar is scaled, then I draw all
the changes into the second buffer and then blit the entire thing onto
the screen. It works, but it's also slower.
- Added support for scaling the status bar (use st_scale cvar). When I
did this, I noticed that V_DrawPatchStretched() looks horrid when it
draws multi-post columns, because it doesn't line them up properly.
Plus, the areas that got updated weren't being drawn in exactly the
same spot as what appeared on the screen, so...
- Changed status bar code so that widget coordinates are relative to
the status bar instead of the screen, which makes the next change
easier...
April 20, 1998
- Changed the status bar code so that the status bar surface is only as
wide as the status bar and not the underlying screen.
- Fixed the wipe: Inside wipe_doMelt(), I had neglected to account for
the fact that pitch desribed bytes, but d described shorts.
- Removed the use of DDraw's blitter inside I_Blit() since I was still
having problems with it. Now I do it myself, and it works.
- Fixed blitting: needed to make sure both surfaces were unlocked.
- Got the program running again. Blitting surfaces doesn't work yet. :-(
Neither do the wipes. (They skip every other line.)
- Removed the fractional part from the fps display.
- Got the code to a point where it builds again.
April 18, 1998
- Added new functions and changed some code in i_video.c to handle
screens as DDraw surfaces.
- Changed R_VideoErase() to take a rect as a parameter and call V_Blit().
April 17, 1998
- Removed SCREENPITCH, SCREENWIDTH, and SCREENHEIGHT variables from
doomdef.c. Now I need to remove all references to them.
- Cleaned up v_video.c somewhat in preparation of integrating PTC with
the video code: created a screen_t structure; transferred SCREENWIDTH,
SCREENHEIGHT, and SCREENPITCH into the screen_t; added some SHORT()
macros where I had omitted them; and fixed some spots where I had
left SCREENWIDTH intact from the original Linux code when it was really
referring to screen pitch. Also added a small amount of code to handle
different bit depths.
- Moved registration of vid_* commands out of c_commands.c and into
i_video.c where they belong.
- Fixed Printf() routine in c_console.c so that it doesn't apply
printxormask to control characters.
April 16, 1998
- Added code to i_input.c so that it puts the game in the idle priority
class when the user switches to another window. It also pauses single
player games now, too.
- Added some code to scroll the sky lixe Hexen. Still need to make it
configurable, but at least I know it works.
- Tried making some taller (good-looking) skies. I sucked at it.
- Fixed R_DrawFuzzColumn_ASM so that it never draws columns slightly too
tall. (When drawing the odd pixels before the loop, I had been using
ebx and bl for two very different tasks. Now I use bh and bl instead.)
April 15, 1998
- Removed tutti-frutti effect for textures 1, 2, 4, 8, 16, 32, and 64
units tall. Also allow textures taller than 128 units now.
- Tried holding the sky's vertical position constant when freelooking.
IMO, it's actually worse than letting it move: You can still see it
wrapping, and it looks weird, too. I guess I'll just have to draw
some taller skypics if I want something that really looks nice.
- Adjusted P_FindFloor() and P_FindCeiling() to check the health of
corpses intead of their tics to determine if they have been raised.
- Set the MT_SKULL height back to 56 units from the 30 I had previously
set it at, since they were occasionally getting stuck in the floor.
April 14, 1998
- Stayed on MAP30 for about 1.5 hours. MaxVisSprites got bumped all
the way up to 992, and it was slooowwww (except in the corners). Also
noticed that the plats would sometimes get stuck going up, and I
shot right through the resurrected corpses. Must fix tomorrow.
Me go bed now.
- Adjusted the heights of most things to make them better match
their image sizes. Some were okay as they were, while others were
way off.
- Did a very quick netgame to see how things looked. Some things are
too short (like the torches) and others are too tall (like the
barrels).
- For all intents and purposes, 3D collision detection is now done.
There is only one potential problem I can foresee: With enough
vertical velocity, an object could pass right through another
object in midair. I don't think situations like this will arise very
often (if at all), so I'm not going to bother rewriting all my new
code to fix it. At any rate, it's still a lot better than it used
to be.
- Added targettic to mobj_t to create a delay before missiles can
impact the thing that shot them. This fixes the problem of missiles
exploding in the shooter's face before they get anywhere.
- Adjusted P_FindFloor() to search neighboring blocks in the blockmap.
This solved the problem of occasionally falling into things. Did the
same thing to P_FindCeiling().
April 13, 1998
- Worked on more thorough 3D collision detection code than my
previous attempt. (At least it doesn't crash now!) FIXME:
Missiles are often exploding right in front of the shooter's face.
It's still possible to land inside of monsters sometimes.
- PIT_RadiusAttack() can now throw things around in three dimensions.
The only real benefit of this is that it allows for rocket jumping.
(Which is still pretty cool and well worth the effort of coding it.)
- Made health bonuses and muzzle flashes translucent.
- Fixed bug with Arch-Vile resurrecting a 25% or 75% translucent
monster. Did equivalent thing for exploding missiles.
- Put idmus cheat and command back.
- Added CVAR_CALLBACK flag for non-latching cvars.
- Added map command to the console.
- Modified G_InitNew() and associated code to use skill cvar.
- Implemented proper cvar latching.
- Hooked localization code into g_level.c. This also cleaned up
the text patching code in d_dehack.c somewhat, since level names
and cluster messages are no longer special cases.
April 12, 1998
- Multi-language support is pretty much done. A nice benefit of this
is that it makes DeHackEd text replacement support easier.
- -iwad and -deh parameters now automatically append the appropriate
extension (.wad or .deh) if none is specified with them.
- IdentifyVersion() now sets gamemission according to which IWAD
it finds.
- Removed -shdev, -regdev, and -comdev parameters.
- Fixed inadvertant bug in st_new.c that prevented ZDoom from
working with the shareware IWAD. I had previously been loading
the ammo patches with W_CacheLumpName() which bombs out if it
can't find a named lump (like CELLA0 which isn't in the shareware
WAD). Now I check for the presence of the lump before I try to
load it.
April 11, 1998
- Created strutil utility to create string lumps for ZDoom. Also
created source files for strutil containing the English and French
translations. (Though English will still be stored in the
executable as a fallback and to assist with DeHackEd patch text
replacement.)
April 10, 1998
Not much done today:
- Added g_unlimitedammo cvar.
- Added optional fall damage code originally created by Andy Kempling.
April 9, 1998
- Fixed the pickup of health bonuses. Before, the bonuses maxed
out at deh_MaxHealth. Now they max out at deh_MaxSoulsphere.
- Added I_SetTitleString() so that we can once again display the
game banner at startup.
- Removed -wart parameter.
- Completely rewrote the tab completion code. :-) It still works
the same from the end-user's point of view, but now the code is
a whole lot cleaner and more flexible.
April 8, 1998
- Implemented tab completion for the console. The associated code
is really convoluted, but at least it works.
- Implemented monster infighting for DeHackEd patches. It
was really easy once I looked in the DeHackEd source and
figured out that it was modifying PIT_CheckThing(). Too bad
I didn't do this a day earlier...
April 7, 1998
- Updated the documentation and uploaded 1.12 to cdrom.com.
- Put the integer divide code back in FixedDiv_ASM().
I'm pretty sure the real problem was with my overflow
detection code, which I fixed yesterday when I put in
the float code. It works properly now and always
rounds down. (Some code such as the sprite drawer assumed
that this was the case, but using floats rounded to the
nearest integer.) I just don't understand why the problem
didn't show up much sooner.
April 6, 1998
- Added am_showsecrets, am_showmonsters, and
am_showtime cvars.
- Added V_DrawPatchTranslatedCleanNoMove() and
V_DrawTextClean(). Changed console notify text
code and automap text code to clean scale their
text.
- Made a change to P_CrossSubsector() that ought
to speed things up marginally.
- Fixed a small bug in P_DivlineSide() that was
in the original id code.
- Rewrote FixedDiv_ASM() to use floating point
math, and it worked. Also removed division by
zero check, since it appears it's still being
called with b==0. It looks like DOOM doesn't
ensure that it never divides by zero and makes
an assumption about the way FixedDiv() will
handle these cases.
- #defined NOASM to disable the use of assembly
routines, and it seemed to run fine. Recompiled
with assembly routines except FixedDiv_ASM() and
it still worked.
April 3, 1998
- This crashing stuff is getting even weirder. At
first, if I disabled optimization in the release
build, it went away. Now it's showing up under
all configurations, and I haven't done anything
to the code. I'm at a loss as to what to do. :-(
- Fixed an obscure bug in FixedDiv_ASM(). When it
overflowed, it was popping esi instead of ebx.
Also added a check for division by zero.
April 2, 1998
- Did some bug hunting. The problem is happening in
P_CrossSubsector(), so it's likely something that
happens before then, since I never touched that
function.
- Moved the FPS drawer in I_FinishUpdate() before
the -devparm dot drawer.
April 1, 1998
- Added Andy Baker's stealth monsters code. Upon
tessting, a discovered the release build was still
crashing even without loading a .deh file. My guess
is that this is the same problem I had on the P60,
and adding the DeHackEd code just reorganized things
enough for the problem to show up on my machine too.
- Changed P_TouchSpecialThing() so that picking up a
power plays a surround sound.
- Continued DeHackEd support. Most text strings now
get replaced, and almost all miscellaneous info is
supported as well. Still crashes in the release build.
March 31, 1998
- Continued work on DeHackEd support. Everything except
miscellaneous info and text changing is supported.
Unfortunately, my release build is experiencing crash
problems not present in the debug build now. :-(
- Ripped the MHFX_LAXSPRITEROTATIONS fix out of
DOSDoom's r_things.c.
March 30, 1998
- Started work on DeHackEd support: things, frames,
and weapons done. Sounds mostly done.
- Added minimal code to handle changes to userinfo cvars.
- Changed player movement code to allow for very minimal
corrections to momentum while in mid-air.
- Did a quick test of z-checking for collisions. Needs
more work; disabled for now.
- Optimized FixedDiv_ASM() further using a neat absolute
value trick I discovered on a website somewhere.
- Did the same thing for P_BulletSlope(). One unexpected
twist: bullets always hit walls no matter what their slope.
- Added shoot up/down for projectile weapons with a
quick hack to P_SpawnPlayerMissile().
- Moved ysheer out of player_t and into mobj_t as pitch.
- Changed P_ExplodeMissile() to set missile explosion
sprites translucent.
- Changed D_DoomMain() so that it always loads zdoom.wad
first instead of second.
- Added m_alloc.(c|h) so that I can finally check to
make sure I get all the memory I ask for with malloc().
- Finished automap overlay. Use am_overlay cvar.
- Moved automap framebuffer boundary determination out of
AM_LevelInit() and into AM_Drawer(). Did other mucking
about in the automap code so it clips the automap to the
view window when the map is overlayed on top of it.
March 29, 1998
- Jotted down some code for truecolor routines.
March 28, 1998
- Worked on automap overlay.
- Changed C_DoKey() to return true if the key generated a
command, and false if it didn't.
- Automap can now rotate. Use am_rotate cvar to control it.
- Finished new HUD (for now). It gets the job done, and it's not
too cluttered.
March 27, 1998
- Continued work on new options menu: Removed old sound menu.
Created new menu title patches. Created controls menu.
Created video menu.
March 26, 1998
- Started work on the new options menu.
- Created binddefaults command.
- Created a bunch of menu_* commands to access the different
menus directly. Also added some of them to the default
bindings string.
- Fixed sky height bug. The key is that skytexturemid is NOT
resolution-dependant. It is a constant.
- Changed yesterday's sky height fix so that it is based on Doom
Legacy's aspect ratio correction rather than what DOSDoom did.
(BTW, this was not done in the 1.11 Doom Legacy source. :-)
March 25, 1998
- Fixed sky height with a little help from DOSDoom.
- Started work on the new HUD. Not yet sure what I like.
- Created the C version of Print2CharP_MMX. It sucks. I know there
must be a clever way to do it using bit shifts and masking, but
I don't feel like persuing it right now, since I have an MMX
machine, and MMX makes it very easy to do.
March 24, 1998
- Ran ZDoom on the Pentium 60 sitting next to me. It crashed whenever
I tried to enter a level. Some testing is obviously called for. :-(
- Added code to check for the presence of MMX support.
- Created misc.nas and moved the assembly versions of FixedMul() and
FixedDiv() into it. Also created an assembly inner loop for
V_DimScreen(). Also created an assembly routine to plot one conchar
to the screen (Print1CharP) and an MMX version that doubles the
conchar in size.
- Made command parameters in commands.txt consistant with other
parameter lists. (<> for required params, [] for ones that aren't.)
Also added brief descriptions of the different cvar types at the.
- Removed idmypos command. It was redundant with the
"toggle idmypos" command.
March 23, 1998
- Added dimamount and dimcolor (defaults to gold) cvars for
V_DimScreen() so that it can shade the screen to any color instead
of just darkening it (although it will revert to its old behavior if
translucency is disabled).
- Added assembly version of R_DrawFuzzColumn as well as a proper
assembly version of R_DrawTranslucentColumn().
- Changed fuzztable in r_draw.c from 50 to 64 entries so that I can
use a simple mask in R_DrawFuzzColumn() instead of conditionals.
This should speed up that loop significantly (especially once it's
in assembly). Also removed references to frac and fracstep from
R_DrawFuzzColumn() since they weren't needed.
- Can't seem to get V_DrawPatchFlipped() to position patches properly
(they keep getting drawn too far to the left and up), so for now,
it just calls V_DrawPatchIndirect().
- Added special case to V_DrawPatchStretched for full-screen patches.
Also added a scrn parameter to F_DrawPatchCol to accomodate this.
- Changed cyberdemon and spider mastermind sight and death sounds
in the cast finale to surround.
- Changed brain's pain sound to use ORIGIN_SURROUND2. That way, the
things it throws out won't override it.
- Added ORIGIN_AMBIENT3-4 and ORIGIN_SURROUND2-4 to s_sound.(c|h).
March 19, 1998
- Fixed UpdateCursorPosition() in i_input.c so that mouse
sensitivity is independent of the framerate.
- Increased speed of text wipe in f_finale.c.
- Added V_DrawRedTextClean(), V_DrawWhiteTextClean(), and
V_DrawTranslatedPatchStretched(), and V_DrawTranslatedPatchClean()
to v_video.c.
- Fixed bug in V_DrawPatchStretched(). Was using unsigned ints where
I should have used signed ints.
- Rewrote F_Ticker().
- Specifying -nomusic no longer causes I_InitSound() to allocate
channels for MOD music.
- Changed several V_DrawPatch()es and V_DrawPatchDirect()s to
V_DrawPatchClean() and V_DrawPatchIndirect() in various source files.
- Added V_DrawPatchIndirect(), V_DrawPatchClean(), and
V_DrawPatchCleanNoMove() to v_video.c.
- Made lots of changes relating to level and cluster handling.
- Fixed problem in wi_stuff.c that prevented par times from appearing
on Doom II levels 12 and above.
March 18, 1998
- Changed idmus command to changemus. Now it expects its input
to be an actual song name. (Consquently, the idmus cheat is gone.)
- Moved stuff from S_music[] into LevelInfos[];
- Changed all references to leveltime, totalsecret, totalkills, and
totalitems to level.time, level.total_secrets, level.total_monsters,
and level.total_items respectively. levelstarttic was never used;
got rid of it.
- Removed mapnames* arrays from hu_stuff.c and some ST_MAP* #defines
in st_stuff.c.
- Moved drawing of level name in automap out of hu_stuff.c into am_map.c.
March 17, 1998
- Started laying the framework for better customizability of maps.
(Any lump can be a map, use any map for the next and secret maps,
give custom maps a name, custom par times, etc.)
- Played at 640x480 for about 1.5 hours trying to get my machine
to crash. I have had a report of intermittant crashing possibly
related to high resolutions, but have been unable to duplicate
the problem on my machine. On a side note, 640x480 is way too slow.
Doom95 does ~32 fps at 640x400, and Duke 3D does ~25 fps at 640x480.
I get ~10 fps at 640x480 and ~12 fps at 640x400. Wish I knew how
they do it...
March 16, 1998
- Hacked in some code into S_ChangeMusic() to allow it to play songs
stored as individual files on disk. Added primarily because I
have a large collection of MODs, and I don't want to be forced
to pick which ones I want to listen to when I start the game
(by specifying them with the -file parameter).
- Discovered the Win32 Demo Programming FAQ. Now I can disable
code segment protection so self-modifying code can stay in
the same segment as all the other code instead of hiding in
the data segment.
- Put in the R_DrawColumn code from Doom Legacy. Took me awhile to
realize that ylookup and columnofs are now pointers instead of
arrays.
March 14, 1998
- mb_used changed to a float, so the heap doesn't need to be an
integral number of megs in size.
- Added -heapsize parameter to set size of zone heap at run time.
- Increased size of demoname[] from 32 to 256 chars.
- Rewrote snippets of -playdemo code so that demos can be played
from any directory and with any path.
- Removed all references to basedefault, since it's been replaced
by configfile.
- Fixed a really dumb bug in FixPathSeperator. Was initializing
c to progdir instead of path. Now you can add lumps in different
directories, and still refer to them by name.
- Reformatted w_wad.c for 4 character tabs.
- Looked through the PTC archive. It needs better documentation, but
I think I'll probably switch to it for the third release of ZDoom.
March 13, 1998
- Added back some of the stuff I had originally added to w_wad.c.
- Borrowed BT_JUMP and BT_DUCK from DOSDoom. Also added jumping code.
- IDFA and IDKFA now include the backpack.
- Downloaded Prometheus Truecolor. Trying to decide if I should use it
for high- and true-color support.
- Added support for caching the translucency tables to disk.
(TODO: Compress this file.)
- Added support for 25% and 75% translucency (because DOSDoom 0.60
has it.)
- Copied w_wad.c and w_wad.h from DOSDoom 0.60. (decided not to
bother trying to get PACK support in)
- Moved ConChars data into zdoom.wad as an ordinary patch. zDoom now
generates the neccessary data on the fly.
- Removed MAXCEILINGS limit. (was 30)
- Removed MAX_DEATHMATCH_STARTS limit. (was 10)
- Removed MAXPLATS limit. (was 30)
March 12, 1998
- Rewrote P_FindNextHighestFloor() so that it doesn't use an internal
array (thus also removing the MAX_ADJOINING_SECTORS limit).
- Removed some files from the code directory I had added but never used.
- Removed MAXSEGS limit. (was 32.. What are solidsegs anyway?)
- Removed MAXDRAWSEGS limit. (was 256)
- Now allocate R_DrawSprite()'s clipbot and cliptop arrays inside
R_MultiresInit() instead of each time the function is called. Should
have done this in the first place, but I obviously wasn't thinking.
One particularly sprite-laden scene went from ~25 fps to almost 35 fps.
- Created R_MultiresInit() function. Now V_SetResolution() calls it, and
it calls the various R_*() functions related to supporting multiple
resolutions.
- Changed the default am_gridcolor to a decent color that actually fits
with the rest of the color scheme.
- Took a cue from WinDoom and split my keyboard handler between the
DirectInput code and the window's message handler. Ugly, but at least
now it handles Pause and Alt-Tab properly. (The original problem with
Alt-Tab, incidentally, was that I was failing to reacquire the keyboard
when I regained the input focus.)
- Inserting text at the command line in the console now works properly.
- Pressing ` to hide the console now clears the command line. This is
the same behavior as Quake, but previously only Escape would clear the
command line in ZDoom. I found that to be too annoying.
- Pressing up and down arrow keys in the console to scroll through the
history now ensures that the cursor is always visible.
- Changed BuildString() so that if it is called with argc==1, it just
returns a copy of the string unmodified instead of sticking it in
quotes if it contains a space.
- Renamed setcolorbyname to setcolor. The former was just too long.
- Added setcolorbyname command and corresponding V_GetColorStringByName()
function and X11R6RGB lump listing a bunch of named colors.
March 11, 1998
- Added crosshair cvar and corresponding code to draw the crosshair.
Put some cheezy crosshairs in zdoom.wad, too. (Now if only you could
actually aim up and down...)
- Added V_DrawLucentPatch() function to draw translucent patches.
- Added freelook, lookspring, lookstrafe, m_pitch, m_yaw, m_forward,
and m_side cvars.
March 10, 1998
- Added invertmouse cvar.
- Put the colon back into the "startskill..." message in d_net.c.
- ylookup[] and columnofs[] tables in r_draw.c are now allocated
dynamically based on screen size. Hacked this into R_InitFuzzTable().
- Status bar finally properly draws borders to the left and right
of itself if the screen is wider than it is.
- Added documentation for am_* and developer cvars in commands.txt.
- Discovered that lines not yet seen but visible thanks to the
automap powerup were not color-configurable. Changed it.
- Changed all color #defines in am_map.c into ints that get
initialized from color values in cvars each time
AM_initVariables is called. Also added back support for the
original automap color scheme regardless of what the user's colors are
through the am_usecustomcolors cvar.
- In single player, automap can now draw the player's arrow using
any color and not just WHITE.
- Removed all references to lightlev in am_map.c, including the
AM_updateLightLev() function. The "strobe" effect was really cheap
anyway, never used, and will be fairly difficult to implement
cleanly when I make the automap colors customizable.
- Changed I_Error() call in ParseHex() to a Printf() call.
- Removed "extern byte *demo_p;" from d_protocol.c. It didn't need to
be there anyway.
- Added V_GetColorFromString() to v_video.c.
- Changed BASEYCENTER #define in r_things.c from
(100-((SCREENHEIGHT-200)/12)) to (100). PlayerSprites are now drawn
in approximately the same location at all resolutions.
March 9, 1998
- Seem to have finally fixed the problem with my visplane growing
code. Using calloc() in PrepVisPlanes() instead of malloc() seems
to have solved all my woes. Now on to something else!
- Boy do I feel dumb. Found a bug in C_DrawConsole () where the
revealed variable wasn't always being set before it was used.
Now I rewrote it so that it doesn't need to calculate
revealed at all. It ought to be marginally faster, too (although
it probably won't make a bit of difference during gameplay).
March 7, 1998
- Still working on MaxVisPlanes bug. This is proving to be more
elusive than I had expected, since VC++ is being most unhelpful.
The bug doesn't show up in the debug build (heap checking doesn't
even catch anything), and I can't use the debugger on the release
build where the bug does show up! Grrr!
March 6, 1998
- Started changing MAXVISPLANES constant into the growing integer
MaxVisPlanes. Moved some code from R_PlaneInitData() to
R_InitPlanes() and added the GetMoreVisPlanes() function to
allocate more planes. Strange crashing bugs in release but not
debug builds. Probably stomping on memory somewhere.
- Fixed stupid bug in I_ShutdownSound: was calling MIDASfreeSample()
when I should have been calling MIDASfreeChannel(). Also moved
freeing of channels to another for loop (probably not necessary, but...).
- Fixed -file parameter to work with console commands on the
command line.
- Changed MAXVISSPRITES constant into the integer MaxVisSprites,
which is the size of the vissprites[] array. This value can now
grow as needed to accomodate more vissprites.
- Added developer cvar and DEVONLY macro.
- Functions in i_music.c now pay attention to the looping flag.
- C_AddNotifyString() now pays attention to show_messages cvar.
- Added support for specifying console commands on the command line.