diff --git a/polymer/eduke32/ChangeLog b/polymer/eduke32/ChangeLog index 6c4205929..9b5988ed5 100644 --- a/polymer/eduke32/ChangeLog +++ b/polymer/eduke32/ChangeLog @@ -1,373 +1,84 @@ -=EDuke32 ChangeLog= +EDuke32: -==1.4.0 beta 2= - - Core: reworked/enhanced Polymost shading - - Core: cleaned up code to properly build without Polymost/OpenGL support - - Core: added widescreen support for Polymost - - Core: added support for toggling correct HUD model rendering on/off - - Core: removed broken support for linking OpenGL statically - - Core: added support for DDS textures (JF) - - Core: added support for dynamically loading GTK (JF) +Added: activatecheat CON command to trick the game into thinking a specific cheat was typed in +Added: addlogvar console command to print the value of a gamevar +Added: althud to get/setuserdef to allow forcing the althud on or off +Added: ambient light level slider in video setup and r_ambientlight cvar +Added: a menu option and cvar to control crosshair size +Added: animtilerange to .def format to allow assigning animation flags to dummytiles +Added: basic Mac OSX support +Added: cmenu CON command and current_menu special gamevar to jump to a different menu index when a menu is being drawn +Added: code to automatically replace "SPACE" in quote 13 with "OPEN" +Added: color code support to minitext +Added: CON access to tsprite via new EVENT_ANIMATESPRITES event and gettspr/settspr commands +Added: crosshairscale to get/setuserdef to allow manipulation of the crosshair size +Added: display_bonus_screen to setuserdef to allow coders to force the bonus screen to display when using startlevel +Added: drag-and-drop support for maps, CONs, GRPs, et cetera +Added: experimental software-based 3D model visibility checking (r_modelocclusionchecking) +Added: extended control over console text display via osdeditpal/osdeditshade/osdhightile/osdpromptpal/osdpromptshade/osdtextmode/osdtextshade/osdtextpal cvars and a new menu option to switch console text between "nice" sprite-based rendering and "fast" internal text rendering +Added: gettimedate CON command to get the current month/day/year/time into gamevars +Added: htflags member to get/setactor to control the spritenoshade/spritenvg/spriteshadow flags +Added: line numbers to in-game CON errors thrown when attempting to operate on invalid data and improved error messages +Added: map listing printout to "map" console command when no map name is given +Added: menu option to control multiplayer death messages and cvar r_obituaries +Added: mod directory selection to startup and unified "configuration" and "game" tabs of startup window +Added: new alternate version of the small HUD (enabled by default) and a menu option to turn it off if so desired and several hud_* cvars to control it +Added: new brightness/contrast/gamma controls and new cvars vid_brightness, vid_contrast and vid_gamma +Added: new sound configuration menu which allows changing bitrate, sample size and voices in-game +Added: obituaries to get/setuserdef to allow forcing the multiplayer obituaries on or off +Added: r_downsize cvar and texture quality slider to video settings menu, defaults to medium and allows hightile textures without the nocompress flag to be scaled down to improve performance +Added: r_fullbrights cvar to control rendering fullbright pixels for 8-bit tiles in OpenGL +Added: savemapstate/loadmapstate/clearmapstate commands to manipulate map states and GAMEVAR_FLAG_NORESET (131072) to allow specific gamevars to be preserved when the map state is loaded +Added: scriptsize CON command to set the CON script size manually to avoid resizing the chunk of memory several times at startup with large CONs +Added: setdefname CON command to set the name of the definitions file to be loaded +Added: setgamepalette CON command to change between normal/water/slime/nightvision palettes manually +Added: support for changing the crosshair color via the crosshaircolor console command +Added: support for changing the window title of a mod via the setgamename command +Added: support for colored console text +Added: support for importing configuration data from duke3d.cfg when a config specified by command line or CON isn't found +Added: support for saving/loading the state of a map separately from savegames, enabling Hexen and Half-Life style map setups +Added: vsync menu option and cvar (r_swapinterval) +Changed: adjusted framerate counter averaging +Changed: improved detection of external IP address for multiplayer +Changed: improved multiplayer text line wrapping +Changed: improved startup time on Windows +Changed: increased max sound definitions to 2560 +Changed: modified ldist to return 0 instead of 1 when the points checked are the same, but changed CON divide-by-zero errors into soft errors +Changed: renamed binds.cfg to cfgname_binds.cfg, where cfgname is the name of the main configuration file in use +Changed: reworked HUD level stats display +Changed: updated user map menu +Changed: various fairly insignificant optimizations +Changed: various improvements to many other menus +Fixed: 8-bit fullscreen palette corruption bug +Fixed: autoloading from directories other than ~/.eduke32/autoload on Linux +Fixed: bounds checking for htg_t member used with getactor/setactor +Fixed: bug where a projectile's extra_rand wasn't applied with certain weapon flags +Fixed: bug where hitscan projectile trails would continue through walls after the projectile hit +Fixed: bug with console command history and added new "history" command to print out the current history +Fixed: console crash with TCs without tile 1141 +Fixed: gibs not assuming the palette of the actor which spawned them in all cases +Fixed: occasional crash when spawning a sprite with no owner +Fixed: out-of-sync bug with DeathMessages = 0 in cfg +Fixed: problems with definemodelframe and nonexistent models +Fixed: problem with devistator rocket timing which caused an unintentional nerf of the devistator's damage +Fixed: problem with eshoot returning -1 when firing RPGs +Fixed: problem with invalid gamearray definitions mangling further errors in the log +Fixed: problem with model rendering when using animation blending and added option to toggle it to the video menu +Fixed: problem with weapon up/down transition when using pipebombs with PIPEBOMB_CONTROL set to PIPEBOMB_TIMER +Fixed: random CON value corruption issue which occurred dependent on the memory addresses and size of the compiled CON code +Fixed: several situations in which invalid memory access occurred while using noclip +Fixed: text spacing problem with gametext - - Game: new startup window (JF) - - Game: added support for using the mouse and a joystick simultaneously (JF) - - Game: fixed an issue preventing skill selection, bonus screen and episode ending animation sounds from playing - - Game: fixed a problem where the player was unable to exit some pools of water in some maps - - Game: made further adjustments to the weapon properties in order to more closely emulate Duke 1.5 - - Game: fixed an issue where you could disable map exits in multiplayer, have all players quit, start a single player game and then have exits continue to kill you +Mapster32: - - Multiplayer: fixed numerous minor bugs in the voting system - - Multiplayer: added a more noticeable message to indicate that the player hasn't voted yet in an active vote - - Multiplayer: added support for /me in text chat - - Multiplayer: increased size of player chat icon - - Multiplayer: added "nat-free" support from Adam Fazakerley - - Multiplayer: fixed inventory respawn bug - - Multiplayer: minor fixes to DukesterX 1.5 compatibility wrapper +Added: gradient background in tile selector info at bottom of screen to improve readability +Added: drag-and-drop support for maps, GRPs, et cetera +Changed: improved tile grouping support, tiles.cfg now controls the various Duke-specific actor and item related functions in 2D mode as well as 2D mode sprite colors +Changed: use underwater palette when in an underwater sector +Fixed: bug where wall coordinate editing didn't properly move both sides of a wall +Fixed: crash with previous/next map in dir shortcut keys when a .map file in the current directory is invalid +Fixed: issue in file selector where sometimes jumping to a map on the list by typing the first letter of its name would leave you at the wrong place in the map list +Fixed: possible crashes due to invalid memory access associated with the file selector +Fixed: problem where sometimes the tile selector would select the wrong tile +Fixed: problem where the tile group list wouldn't refresh after alt-tab - - CON: reworked movement_lock member of the player struct to use bit flags - - CON: reworked findnearactor3d, findnearactor3dvar, findnearsprite3d, and findnearsprite3dvar - - CON: added findnearactorz, findnearactorzvar, findnearspritez, and findnearspritezvar - - CON: added WEAPON_FLAG_RESET (65536) to weapon system in order to properly emulate the chaingun and freezer - - CON: fixed "eshoot" and added "ezshoot" - - CON: reworked weapon system; note that your custom weapons may need adjustments to work again - - CON: updated sample enhance.con - -==1.4.0 beta 1= - - Core: added support for defining dummy tiles in the def files to eliminate the need for placeholders for hightile art - - Core: added a temporary projection hack to reduce HOM at the top and bottom of the screen - - Core: fixed P2P multiplayer with more than two players - - Core: fixed a nasty memory corruption issue with screen tinting that resulted in crashes in the classic renderer - - Core: fixed a palette issue with the in-game textured 2D map in Polymost - - Core: fixed a mouse input bug in winlayer that resulted in loss of input precision - - Core: modified the def loader to perform two passes; one to load GRPs early in game startup, and one to do the rest later on - - Core: tweaks to caching system to leave more memory available for hightile art - - Core: proper alpha sorting on md3 models - - Core: removed usegoodalpha in favor of an alternate sprite sorting algorithm (note: rendering glitches may occur) - - Core: attempt to correct display perspective in order to properly display HUD models - - Core: netcode packet rate now 26 (was 40) - - Core: don't use 100% CPU when waiting for players to join a multiplayer game - - Core: reduce mouse wheel input lock time to 25ms (was 100ms) - - - Game: completely reworked mouse sensitivity and added an input filter slider - - Game: changed the weapon switching to be less restrictive in order to assist weapon changes via mouse wheel - - Game: added support for alt+enter to switch between fullscreen and windowed mode - - Game: added an option to disable demo playback cameras - - Game: added support for scaling the crosshair to 1/2 or 1/4 normal size - - Game: added an option to enable autoaim only for hitscan weapons (bullets) - - Game: changed the default video mode to 1024x768x32 and added several fallback choices - - Game: reworked the quicksave and quickload functions such as to not prompt the player on use - - Game: set the default controls to WSAD + mouse aiming - - Game: restore the pause key behavior from Duke 1.5 wherein the "GAME PAUSED" message isn't displayed when shift is pressed while pausing - - Game: fixed an infinite loop and a palette corruption bug regarding the video setup menu and switching to the classic renderer - - Game: fixed an issue where the automap would scroll itself and/or jitter when the game was paused while moving - - Game: fixed pistol timing to more closely match Duke 1.5 - - Game: fixed long-standing quick kick animation bug - - Game: fixed kick attack speed to more closely match Duke 1.5 - - Game: fixed an issue with shift+F5 not allowing selection of music defined for episode 5 and up - - Game: changed the default menu background to something more pleasing - - Game: restructured the option menus to make more sense - - Game: expanded the "HUD weapon" menu option to allow displaying a weapon's pickup sprite instead of the HUD art - - - Multiplayer: Duke Talk menu option can now be set to "all" to hear enemy pain sounds - - Multiplayer: added an option to disable nuke button exits in deathmatch - - Multiplayer: greatly improved the text chat by increasing the text buffer size and by implementing basic line wrapping - - Multiplayer: added a voting system for map changes along with a menu option to automatically vote yes or no - - Multiplayer: added an icon above the heads of other players for when they're chatting or using the menu - - Multiplayer: added an option to automatically send messages to all players rather than prompting - - Multiplayer: added an option to display the name of the opponent you're currently aiming at - - Multiplayer: added a player setup menu to configure player name, color, macros, and weapon/aiming options mid-game - - Multiplayer: added support for Rancidmeat network configuration files via -rmnet command line parameter - - Multiplayer: detect and correct internal vs external IP address issues when using Rancidmeat configuration files - - Multiplayer: added dummy duke3d_w32.exe to facilitate EDuke32 multiplayer via DukesterX 1.5 - - Multiplayer: added support for in-game selection and loading of different user maps - - Multiplayer: added support for various player death messages which can be redefined in the CONs - - Multiplayer: added support for Quake-style color codes in player names and text chat (code format is ^) - - Multiplayer: limit player name to 10 characters (not counting color codes) - - Multiplayer: fixed issue where multiple players trying to step on the same shrunken enemy would kill the game - - Multiplayer: fixed issue where briefly tapping the jump key would produce a lag effect during the resulting jump - - Multiplayer: fixed issue where using the jetpack + steroids would produce a lag effect in P2P mode - - Multiplayer: fixed several out-of-sync issues - - Multiplayer: fixed a long-standing bug wherein a player death could be counted as both a death and a suicide - - Multiplayer: fixed screen resizing issue when typing - and = in chat - - - CON: added "save" command to allow the creation of automatic checkpoints - - CON: added "cansee" and "canseespr" commands to easily determine whether two sprites or sets of coordinates have visibility - - CON: added "definegamefuncname" command to change the key names used in the configuration file and in the control setup menus - - CON: added additional safety checks to get/setuserdef/player/sector/sprite/wall/input - - CON: added support for Quake-style color codes in quotes (code format is ^) - - CON: added extra timing checks to the weapon system; note that weapons with strange TOTALTIME and FIREDELAY values may no longer fire - - CON: save quotes, dynamic-to-static tile remapping information, extended sprite flags and sprite caching info to savegames - - CON: reworked the quote system to use dynamically allocated memory and doubled the length of each individual quote - - CON: fixed a savegame issue where some gamevar values may not have been restored properly and added more sanity checks to savegame loading - - CON: fixed an issue with FRAMEEFFECT1 sprites ending up with the wrong tspr->picnum - - CON: fixed a potential issue where custom projectiles that hit a player wouldn't knock the player back - - CON: fixed a bug in the findnearactor3d command and further sped up findnearactor3d and findnearsprite3d - - CON: fixed an issue where tab characters in CON files could screw up label names - - CON: fixed a crash that occurred when hitscan type custom projectiles with trails were fired at a wall from a distance of 0 - - CON: removed the RENDERSIZE attribute for weapons - - CON: made slight optimizations to various commands - - - Console: added the following cvars: "crosshair", "cl_autoaim", "cl_automsg", "cl_autovote", "cl_democams", "cl_drawweapon", "cl_idplayers", - "cl_messagetime", "cl_mousefilter", "cl_showcoords", "cl_showfps", "cl_smoothinput", "cl_statusbarmode", "cl_statusbarscale", - "cl_weaponswitch" and "r_precache" - - Console: added "addpath" command to add a new directory to the game's virtual filesystem pool - - - Mapster32: better smoothing of mouse input when using 3D mode mouselook - - Mapster32: add ' F key combo to replace nonexistent tiles with tile 0 - -==1.3.1-1== - - Game: fixed issue with multiplayer switches - -==1.3.1== - - Core: sync with JFBuild SVN - - Core: on-disk compressed texture cache for greatly improved level load times (JF) - - Core: virtual game file system similar to Quake (JF) - - Core: re-tooled screen tinting and gamma correction in OpenGL (JF) - - - Game: sync with JFDuke3D SVN - - Game: added option to disable automatic weapon switching (JF) - - Game: mouse input smoothing (JF) - - Game: pre-caching of HUD sprites (JF) - - Game: redesigned game settings menu with several new options - - Game: menus are now drawn over the status bar rather than under it and have a tinted background in OpenGL - - Game: FPS counter color now changes when frame rate is under 40 - - Game: added -z# command line parameter to set CON compiler verbosity level - - Game: added parsing of autoexec.cfg on startup - - Game: adjusted default tripbomb plant delay to match Duke3D 1.5 - - - CON: added getinput/setinput commands to read/write to/from sync[] in conjunction with EVENT_PROCESSINPUT - - CON: completely rewritten compiler error handling - - CON: findnearactor/findnearsprite and variants now exponentially faster - - CON: better handling of duplicate event errors - - CON: improvements to switch/case commands, fixes several bugs - - CON: added per-actor flags for controlling shade, shadow, NVG presence, et cetera - - CON: added EVENT_USE and EVENT_PROCESSINPUT - - - Console: added "exec", "cmenu", "gamma", "give" and "sensitivity" console commands - - - Mapster32 changes: - - General: mouse input smoothing (JF) - - General: informational messages now logged to console and mapster32.log - - General: improved mass palette change function - - General: improved mass visibility change function - - - 2D mode: improved search function - - 2D mode: added shift-G key combination to increase grid size - - 2D mode: added guide lines to the top and left side of the screen; hold shift for full guide - - - 3D mode: added + and - shortcut keys for incrementing/decrementing tile number - - 3D mode: added mouse control for commonly used functions - - 3D mode: refined various status messages - - 3D mode: mouse cursor now fades from white to black to increase visibility - -==1.3.0== - - Added EVENT_PRESSEDFIRE - - Minor fixes to getwall/setwall - - Engine updated to newest snapshot - -==1.3.0rc0== - - Updated to current developmental JFDuke3D and engine, including precaching system. - - New projectile definition syntax, uses labels like setprojectile - - Cheat redefinition allowing both the "D" and "N" keys as well as the actual cheats to be changed. - - Gametype customization via definegametype command - - Logo and title screen customization via LOGO_FLAGS gamevar - - All defined labels are now marked as a specific type, guaranteeing more stability and fixing some broken mods. - - Potential multiplayer sync problems are now reported on startup - - Con commenting system rewritten to be more error free and allow comments in the middle of commands - - New quote manipulation abilities, allowing the user to: - - Redefine quotes mid-game - - Plug the values of gamevars into quotes - - Concatenate the contents of one quote onto the end of another - - Copy one quote to another quote position - - All event names are now internally defined and no longer need definitions in the CONs. - - Added EVENT_LOGO, EVENT_EGS and EVENT_DOFIRE. - - Modified variable system to allow constants in place of read only gamevars and to allow prefixing a variable name with - a minus to use the negative of the var's value - - Pitch and roll control for models, accessed via get/setactor[].pitch and .roll. Also see .mdxoff, .mdyoff and .mdzoff. - - All hard coded tile definitions are now changeable from defs.con (note: enable dynamic remapping via dynamicremap command) - - The values of gamevars can be saved to and read from the .cfg - - Weapon control enhancement: all weapons now have a WEAPONx_RELOADSOUND1 and a WEAPONx_RELOADSOUND2 which control which - sounds are played when the magazine is inserted or removed. - - Added WEAPON_FLAG_RELOAD_TIMING (defined as 32768) hack for special reload sound timing on things like the pistol - - Added the following primitives: - - definecheat - - cheatkeys - - userquote - - precache - - projectile - - redefinequote - - dynquote - - getpname - - qstrcat - - qstrcpy - - setsprite - - rotatepoint - - dragpoint - - getzrange - - changespritestat - - getceilzofslope - - getflorzofslope - - neartag - - definegametype - - changespritesect - - spriteflags - - savegamevar - - readgamevar - - findnearsprite - - findnearsprite3d - - findnearspritevar - - findnearsprite3dvar - - dynamicremap - - Miscellaneous cleanups all over the code (the diff is 36,000+ lines!) - -==1.2.3== - - Updated to current developmental JFDuke3D and engine - - Added the following primitives: - - displayrandvar - - displayrandvarvar - - checkavailinven - - globalsoundvar - - guniqhudid - - getprojectile - - getthisprojectile - - setthisprojectile - - Modified projectile system as follows: - - Each projectile in flight now has its own properties which can be set using - get/setthisprojectile in event 64 - - setprojectile sets the default for all projectiles of that type, whereas - setthisprojectile only affects the specific projectile - - Fixed range property not working on RPG type projectiles - - Upped max sounds to 1500 - - Added support for more/less than 4 episodes. The number of episodes is defined by - the last definevolumename instance found upon compilation. Max is 8. - - Added EVENT_GETMENUTILE: RETURN value sets background for main menu, set MENU_TILE - var to 1 for tiled, leave set to 0 for an image that fills the screen. - - Added EVENT_SPAWN: called every time an actor is spawned, use this to set properties - on actors at spawn time. - - Logo animation and splash screens disabled during multiplayer - - Out of sync fix for event 64 - - Added support for setting the loogiex and loogiey members of the player struct - - Minor internal changes, bug and compiler warning fixes - - Added setvar console command for debugging - - Modified WEAPKEY events; support weapon key remapping (set RETURN to desired weapon num) - - Mapster32 changes: - - Fixed bug which disabled creating masked walls - - Added ' D 2D mode key combination to delete all sprites of a specific picnum - - Added ' N key combination to enable/disable noclip - - Fixed a few compiler warnings - -==1.2.2== - - Updated to current JFDuke3D and engine, which brings the following: - - MD3 support - - fixed network sync issues - - minor renderer fixes - - Player movement events now work in multiplayer (thanks JonoF) - - Added sound_pitch member to player struct - - Added EVENT_NEXTWEAPON, EVENT_PREVIOUSWEAPON, EVENT_SWIMUP and EVENT_SWIMDOWN - - Added multi-purpose event "64" which runs on all sprites in the game, allowing for - manipulation of virtually everything in the game world - - Added user-definable colored fog: simply add lines similar to the following to your duke3d.def: - fogpal - Intensities range from 0-63, and palettes 26, 27, 28 and 29 are pre-defined for you as - white, red, green and blue respectively. Sector visibility controls fog density. - - Added movement_lock[] member to player struct. Functionality will be explained upon request - until the wiki is updated. As can be guessed, this is used to lock player movement. - - Fixed a couple of reload bugs - - Projectile system internally optimized and improved (ripped out remnants of variable based - system as well as modified the system to restore projectile defaults on game restart) - - Added the following primitives: - - movesprite - - checkavailweapon - - updatesectorz - - ssp - - stopallsounds - - soundoncevar - - stopsoundvar - Movesprite, checkavailweapon, updatesectorz and ssp work exactly as their - internal counterparts do. The sound commands are self-explanatory. - - Minor fixes to the error handling system -- it is now impossible to redefine internal - pointer gamevars. Some error messages also made more descriptive. - - Fixed handling of bad CON files - - Added "-condebug" command line parameter which prints one line to the init window per line - compiled. This is useful in cases where you've encountered a bug in the CON parser which - throws you into an infinite loop on compile, as you can see where the problem happened. - - Fixed "DNITEMS" cheat not triggering item cheat events - - CON commands "addlog" and "addlogvar" now print to console and log to eduke32.log - with all of the other log information rather than log.log - - Fixed multiplayer menu problem - - Added PROJECTILE_FLAG_RPG_IMPACT (defined as 32768) to projectile flags. This flag causes - an RPG type projectile to directly damage whatever it hits rather than do radius damage. - - By request, changed how Duke moves when submerging into and emerging from underwater sectors - - Various minor code clean-ups and fixes - - - Mapster32 changes: - - Added ' 5 2D mode key combination for changing the shade of every parallaxed ceiling - on the map at once - - Added ' 6 2D mode key combination for changing the height of every parallaxed ceiling - on the map at once - - Added ' Z 2D mode key combination for offsetting an entire map on the Z plane. This - is useful for merging sections of maps into other maps. - - Added Left ALT ' 7 2D mode key combination for scaling the entire map (multiply) - - Added Left ALT ' 8 2D mode key combination for scaling the entire map (divide) - - Added ' M key combination for setting .extra member (this is the SW middle tag) - - Help menus re-organized to be more useful - - Added ' P 3D mode key combination to set palette on all sectors selected in 2D mode - - Added ; V 3D mode key combination to set visibility on all sectors selected in 2D mode - - Added support for running without lookup.dat (obviously, this will disable alt pals) - -==1.2.1== - - Updated to current JFDuke3D and JFBuild release, see releasenotes.html for details - - Mapster32 updated to 1.0.1, hit F1 in 2D mode for new feature rundown - - Added "spritenoshade" command. This command works just like spritenvg and spriteshadow, and does - exactly what it claims to do. - - Fixed 1.2.0 bug which made the player's APLAYER sprite's position shift across the map each time a - bullet hole was left on a wall. - -==1.2.0== - - Updated to current JFDuke3D and JFBuild release, see releasenotes.html for details - - Introduction of Mapster32, the enhanced Build editor version 1.0.0 - - Lots of miscellaneous code clean-ups and bug fixes - - Fixed pre-placed tripbomb bug from EDuke32 1.0.0 - - Increased MAXCYCLERS to 1024 - - Renumbered EVENT_AIMDOWN to be event 63 - - Ripped out unused NAM and WW2GI-specific code - - Ripped out unused code specific to foreign, demo and beta versions of Duke - - Added several new primitives, as follows: - - whilevarn - - switch - - case - - default - - endswitch - - shootvar - - soundvar - - findplayer - - findotherplayer - - activatebysector - - operatesectors - - operateactivators - - operatemasterswitches - - checkactivatormotion - - zshoot - - dist - - ldist - - shiftvarl - - shitvarr - - spritenvg - - getangle - - whilevarvarn - - hitscan - - getplayervar - - setplayervar - - mulscale - - setaspect - Descriptions of these commands will be available soon on EDukeWiki - - Added "reloading" member to player struct (1 when reloading, 0 when not, weapon changes blocked while 1) - - Fixed setuserdef - - Fixed eventloadactor - - Added ud.statusbarscale to get/setuserdef - - Restricted all screen drawing commands to events - - Fixed issues with several events - - SHOTSPARK1 now sets temp_data[6-8] to hitwall, hitsect and hitspr, in that order - - Tweaked the operation of weapons to allow identical operation to Duke3D 1.5 (may cause issues with some existing mods) - - All effector sprites now made non-blockable non-hitscan-sensitive on map start - - Added "range" field to custom projectile system diff --git a/polymer/eduke32/source/game.c b/polymer/eduke32/source/game.c index dc574873f..96d3f4c83 100644 --- a/polymer/eduke32/source/game.c +++ b/polymer/eduke32/source/game.c @@ -50,7 +50,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #include extern int getversionfromwebsite(char *buffer); -#define BUILDDATE 20080809 // this is checked against http://eduke32.com/VERSION +#define BUILDDATE 20080821 // this is checked against http://eduke32.com/VERSION #define UPDATEINTERVAL 604800 // 1w #else static int usecwd = 0; @@ -10579,8 +10579,8 @@ void app_main(int argc,const char **argv) addsearchpath("/usr/share/games/eduke32"); addsearchpath("/usr/local/share/games/eduke32"); #elif defined(__APPLE__) - addsearchpath("/Library/Application Support/EDuke32"); addsearchpath("/Library/Application Support/JFDuke3D"); + addsearchpath("/Library/Application Support/EDuke32"); #endif ud.multimode = 1; diff --git a/polymer/eduke32/source/osdcmds.c b/polymer/eduke32/source/osdcmds.c index 73be63178..25fc8670b 100644 --- a/polymer/eduke32/source/osdcmds.c +++ b/polymer/eduke32/source/osdcmds.c @@ -1293,6 +1293,7 @@ static int osdcmd_screenshot(const osdfuncparm_t *parm) extern void savemapstate(mapstate_t *save); extern void restoremapstate(mapstate_t *save); +/* static int osdcmd_savestate(const osdfuncparm_t *parm) { UNREFERENCED_PARAMETER(parm); @@ -1309,6 +1310,7 @@ static int osdcmd_restorestate(const osdfuncparm_t *parm) restoremapstate(map[ud.volume_number*MAXLEVELS+ud.level_number].savedstate); return OSDCMD_OK; } +*/ static int osdcmd_vid_gamma(const osdfuncparm_t *parm) { @@ -1480,8 +1482,8 @@ int registerosdcommands(void) OSD_RegisterFunction("vid_gamma","vid_gamma : adjusts gamma ramp",osdcmd_vid_gamma); OSD_RegisterFunction("vid_contrast","vid_contrast : adjusts gamma ramp",osdcmd_vid_contrast); OSD_RegisterFunction("vid_brightness","vid_brightness : adjusts gamma ramp",osdcmd_vid_brightness); - OSD_RegisterFunction("savestate","",osdcmd_savestate); - OSD_RegisterFunction("restorestate","",osdcmd_restorestate); +// OSD_RegisterFunction("savestate","",osdcmd_savestate); +// OSD_RegisterFunction("restorestate","",osdcmd_restorestate); //baselayer_onvideomodechange = onvideomodechange; return 0;