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259 lines
12 KiB
Text
259 lines
12 KiB
Text
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=EDuke32 ChangeLog=
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==1.3.1-1==
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- Game: fixed issue with multiplayer switches
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==1.3.1==
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- Core: sync with JFBuild SVN
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- Core: on-disk compressed texture cache for greatly improved level load times (JF)
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- Core: virtual game file system similar to Quake (JF)
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- Core: re-tooled screen tinting and gamma correction in OpenGL (JF)
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- Game: sync with JFDuke3D SVN
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- Game: added option to disable automatic weapon switching (JF)
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- Game: mouse input smoothing (JF)
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- Game: pre-caching of HUD sprites (JF)
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- Game: redesigned game settings menu with several new options
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- Game: menus are now drawn over the status bar rather than under it and have a tinted background in OpenGL
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- Game: FPS counter color now changes when frame rate is under 40
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- Game: added -z# command line parameter to set CON compiler verbosity level
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- Game: added parsing of autoexec.cfg on startup
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- Game: adjusted default tripbomb plant delay to match Duke3D 1.5
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- CON: added getinput/setinput commands to read/write to/from sync[] in conjunction with EVENT_PROCESSINPUT
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- CON: completely rewritten compiler error handling
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- CON: findnearactor/findnearsprite and variants now exponentially faster
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- CON: better handling of duplicate event errors
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- CON: improvements to switch/case commands, fixes several bugs
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- CON: added per-actor flags for controlling shade, shadow, NVG presence, et cetera
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- CON: added EVENT_USE and EVENT_PROCESSINPUT
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- Console: added "exec", "cmenu", "gamma", "give" and "sensitivity" console commands
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- Mapster32 changes:
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- General: mouse input smoothing (JF)
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- General: informational messages now logged to console and mapster32.log
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- General: improved mass palette change function
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- General: improved mass visibility change function
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- 2D mode: improved search function
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- 2D mode: added shift-G key combination to increase grid size
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- 2D mode: added guide lines to the top and left side of the screen; hold shift for full guide
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- 3D mode: added + and - shortcut keys for incrementing/decrementing tile number
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- 3D mode: added mouse control for commonly used functions
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- 3D mode: refined various status messages
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- 3D mode: mouse cursor now fades from white to black to increase visibility
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==1.3.0==
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- Added EVENT_PRESSEDFIRE
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- Minor fixes to getwall/setwall
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- Engine updated to newest snapshot
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==1.3.0rc0==
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- Updated to current developmental JFDuke3D and engine, including precaching system.
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- New projectile definition syntax, uses labels like setprojectile
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- Cheat redefinition allowing both the "D" and "N" keys as well as the actual cheats to be changed.
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- Gametype customization via definegametype command
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- Logo and title screen customization via LOGO_FLAGS gamevar
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- All defined labels are now marked as a specific type, guaranteeing more stability and fixing some broken mods.
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- Potential multiplayer sync problems are now reported on startup
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- Con commenting system rewritten to be more error free and allow comments in the middle of commands
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- New quote manipulation abilities, allowing the user to:
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- Redefine quotes mid-game
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- Plug the values of gamevars into quotes
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- Concatenate the contents of one quote onto the end of another
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- Copy one quote to another quote position
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- All event names are now internally defined and no longer need definitions in the CONs.
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- Added EVENT_LOGO, EVENT_EGS and EVENT_DOFIRE.
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- Modified variable system to allow constants in place of read only gamevars and to allow prefixing a variable name with
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a minus to use the negative of the var's value
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- Pitch and roll control for models, accessed via get/setactor[].pitch and .roll. Also see .mdxoff, .mdyoff and .mdzoff.
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- All hard coded tile definitions are now changeable from defs.con (note: enable dynamic remapping via dynamicremap command)
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- The values of gamevars can be saved to and read from the .cfg
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- Weapon control enhancement: all weapons now have a WEAPONx_RELOADSOUND1 and a WEAPONx_RELOADSOUND2 which control which
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sounds are played when the magazine is inserted or removed.
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- Added WEAPON_FLAG_RELOAD_TIMING (defined as 32768) hack for special reload sound timing on things like the pistol
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- Added the following primitives:
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- definecheat
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- cheatkeys
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- userquote
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- precache
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- projectile
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- redefinequote
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- dynquote
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- getpname
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- qstrcat
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- qstrcpy
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- setsprite
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- rotatepoint
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- dragpoint
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- getzrange
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- changespritestat
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- getceilzofslope
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- getflorzofslope
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- neartag
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- definegametype
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- changespritesect
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- spriteflags
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- savegamevar
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- readgamevar
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- findnearsprite
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- findnearsprite3d
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- findnearspritevar
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- findnearsprite3dvar
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- dynamicremap
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- Miscellaneous cleanups all over the code (the diff is 36,000+ lines!)
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==1.2.3==
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- Updated to current developmental JFDuke3D and engine
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- Added the following primitives:
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- displayrandvar
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- displayrandvarvar
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- checkavailinven
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- globalsoundvar
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- guniqhudid
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- getprojectile
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- getthisprojectile
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- setthisprojectile
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- Modified projectile system as follows:
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- Each projectile in flight now has its own properties which can be set using
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get/setthisprojectile in event 64
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- setprojectile sets the default for all projectiles of that type, whereas
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setthisprojectile only affects the specific projectile
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- Fixed range property not working on RPG type projectiles
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- Upped max sounds to 1500
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- Added support for more/less than 4 episodes. The number of episodes is defined by
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the last definevolumename instance found upon compilation. Max is 8.
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- Added EVENT_GETMENUTILE: RETURN value sets background for main menu, set MENU_TILE
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var to 1 for tiled, leave set to 0 for an image that fills the screen.
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- Added EVENT_SPAWN: called every time an actor is spawned, use this to set properties
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on actors at spawn time.
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- Logo animation and splash screens disabled during multiplayer
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- Out of sync fix for event 64
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- Added support for setting the loogiex and loogiey members of the player struct
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- Minor internal changes, bug and compiler warning fixes
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- Added setvar console command for debugging
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- Modified WEAPKEY events; support weapon key remapping (set RETURN to desired weapon num)
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- Mapster32 changes:
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- Fixed bug which disabled creating masked walls
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- Added ' D 2D mode key combination to delete all sprites of a specific picnum
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- Added ' N key combination to enable/disable noclip
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- Fixed a few compiler warnings
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==1.2.2==
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- Updated to current JFDuke3D and engine, which brings the following:
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- MD3 support
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- fixed network sync issues
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- minor renderer fixes
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- Player movement events now work in multiplayer (thanks JonoF)
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- Added sound_pitch member to player struct
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- Added EVENT_NEXTWEAPON, EVENT_PREVIOUSWEAPON, EVENT_SWIMUP and EVENT_SWIMDOWN
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- Added multi-purpose event "64" which runs on all sprites in the game, allowing for
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manipulation of virtually everything in the game world
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- Added user-definable colored fog: simply add lines similar to the following to your duke3d.def:
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fogpal <palette number> <red intensity> <green intensity> <blue intensity>
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Intensities range from 0-63, and palettes 26, 27, 28 and 29 are pre-defined for you as
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white, red, green and blue respectively. Sector visibility controls fog density.
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- Added movement_lock[] member to player struct. Functionality will be explained upon request
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until the wiki is updated. As can be guessed, this is used to lock player movement.
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- Fixed a couple of reload bugs
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- Projectile system internally optimized and improved (ripped out remnants of variable based
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system as well as modified the system to restore projectile defaults on game restart)
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- Added the following primitives:
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- movesprite
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- checkavailweapon
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- updatesectorz
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- ssp
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- stopallsounds
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- soundoncevar
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- stopsoundvar
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Movesprite, checkavailweapon, updatesectorz and ssp work exactly as their
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internal counterparts do. The sound commands are self-explanatory.
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- Minor fixes to the error handling system -- it is now impossible to redefine internal
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pointer gamevars. Some error messages also made more descriptive.
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- Fixed handling of bad CON files
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- Added "-condebug" command line parameter which prints one line to the init window per line
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compiled. This is useful in cases where you've encountered a bug in the CON parser which
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throws you into an infinite loop on compile, as you can see where the problem happened.
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- Fixed "DNITEMS" cheat not triggering item cheat events
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- CON commands "addlog" and "addlogvar" now print to console and log to eduke32.log
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with all of the other log information rather than log.log
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- Fixed multiplayer menu problem
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- Added PROJECTILE_FLAG_RPG_IMPACT (defined as 32768) to projectile flags. This flag causes
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an RPG type projectile to directly damage whatever it hits rather than do radius damage.
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- By request, changed how Duke moves when submerging into and emerging from underwater sectors
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- Various minor code clean-ups and fixes
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- Mapster32 changes:
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- Added ' 5 2D mode key combination for changing the shade of every parallaxed ceiling
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on the map at once
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- Added ' 6 2D mode key combination for changing the height of every parallaxed ceiling
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on the map at once
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- Added ' Z 2D mode key combination for offsetting an entire map on the Z plane. This
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is useful for merging sections of maps into other maps.
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- Added Left ALT ' 7 2D mode key combination for scaling the entire map (multiply)
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- Added Left ALT ' 8 2D mode key combination for scaling the entire map (divide)
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- Added ' M key combination for setting .extra member (this is the SW middle tag)
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- Help menus re-organized to be more useful
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- Added ' P 3D mode key combination to set palette on all sectors selected in 2D mode
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- Added ; V 3D mode key combination to set visibility on all sectors selected in 2D mode
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- Added support for running without lookup.dat (obviously, this will disable alt pals)
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==1.2.1==
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- Updated to current JFDuke3D and JFBuild release, see releasenotes.html for details
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- Mapster32 updated to 1.0.1, hit F1 in 2D mode for new feature rundown
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- Added "spritenoshade" command. This command works just like spritenvg and spriteshadow, and does
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exactly what it claims to do.
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- Fixed 1.2.0 bug which made the player's APLAYER sprite's position shift across the map each time a
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bullet hole was left on a wall.
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==1.2.0==
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- Updated to current JFDuke3D and JFBuild release, see releasenotes.html for details
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- Introduction of Mapster32, the enhanced Build editor version 1.0.0
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- Lots of miscellaneous code clean-ups and bug fixes
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- Fixed pre-placed tripbomb bug from EDuke32 1.0.0
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- Increased MAXCYCLERS to 1024
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- Renumbered EVENT_AIMDOWN to be event 63
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- Ripped out unused NAM and WW2GI-specific code
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- Ripped out unused code specific to foreign, demo and beta versions of Duke
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- Added several new primitives, as follows:
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- whilevarn
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- switch
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- case
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- default
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- endswitch
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- shootvar
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- soundvar
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- findplayer
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- findotherplayer
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- activatebysector
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- operatesectors
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- operateactivators
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- operatemasterswitches
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- checkactivatormotion
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- zshoot
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- dist
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- ldist
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- shiftvarl
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- shitvarr
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- spritenvg
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- getangle
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- whilevarvarn
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- hitscan
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- getplayervar
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- setplayervar
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- mulscale
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- setaspect
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Descriptions of these commands will be available soon on EDukeWiki
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- Added "reloading" member to player struct (1 when reloading, 0 when not, weapon changes blocked while 1)
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- Fixed setuserdef
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- Fixed eventloadactor
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- Added ud.statusbarscale to get/setuserdef
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- Restricted all screen drawing commands to events
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- Fixed issues with several events
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- SHOTSPARK1 now sets temp_data[6-8] to hitwall, hitsect and hitspr, in that order
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- Tweaked the operation of weapons to allow identical operation to Duke3D 1.5 (may cause issues with some existing mods)
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- All effector sprites now made non-blockable non-hitscan-sensitive on map start
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- Added "range" field to custom projectile system
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