mirror of
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Replace the JFDuke3D release notes with a HTML version of the ChangeLog because we don't really need to ship JonoF's notes anymore, and some minor changes to the NSIS installer script
git-svn-id: https://svn.eduke32.com/eduke32@162 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
6ef29edc7b
commit
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4 changed files with 180 additions and 529 deletions
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polymer/eduke32/ChangeLog.html
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polymer/eduke32/ChangeLog.html
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@ -0,0 +1,161 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1" />
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<meta name="Author" content="TX" />
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<title>ChangeLog for EDuke32</title>
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<style type="text/css">
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||||
body {
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||||
font-family: "Bitstream Vera Sans","Tahoma","Arial",sans-serif;
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||||
font-size: 10pt;
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||||
margin: 0.5em;
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||||
border: 2px dashed #ccc;
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||||
padding: 1em;
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||||
}
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h2,h3,h4 {
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||||
margin-top: 0;
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margin-bottom: 0.5em;
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color: #777;
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}
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h1 {
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margin-top: 0; margin-bottom: 0.5em;
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padding: 3px;
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background-color: #ddd;
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font-size: 170%;
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color: #444;
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}
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h2 { font-size: 145%; }
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h3 { font-size: 125%; }
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h4 { font-size: 110%; }
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p { margin-top: 0.5em; margin-bottom: 0.75em; }
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||||
pre { margin-left: 0.75em; padding-left: 0.75em; border-left: 2px solid #ddd; }
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||||
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dl { margin-left: 3em; }
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||||
dt { font-weight: bold; }
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||||
dd { padding-bottom: 1em; margin-left: 2em; }
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||||
table { margin: 1em; }
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||||
table.center { margin-left: auto; margin-right: auto; }
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caption { font-style: oblique; }
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||||
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span.warning { color: #f00; }
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||||
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address {
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||||
margin-top: 3em;
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font-size: 85%;
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font-style: normal;
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}
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@media print {
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||||
body { border: none; margin: 0; }
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}
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</style>
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</head>
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<body>
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<h1>ChangeLog for EDuke32</h1>
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<p>1.4.0 beta 1, released May 11, 2006</p>
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<h2>Core changes</h2>
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<ul>
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<li>added support for defining dummy tiles in the def files to eliminate the need for placeholders for hightile art</li>
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<li>added a temporary projection hack to reduce HOM at the top and bottom of the screen</li>
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<li>fixed P2P multiplayer with more than two players</li>
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<li>fixed a nasty memory corruption issue with screen tinting that resulted in crashes in the classic renderer</li>
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<li>fixed a palette issue with the in-game textured 2D map in Polymost</li>
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<li>fixed a mouse input bug in winlayer that resulted in loss of input precision</li>
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<li>modified the def loader to perform two passes; one to load GRPs early in game startup, and one to do the rest later on</li>
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<li>tweaks to caching system to leave more memory available for hightile art</li>
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<li>proper alpha sorting on md3 models</li>
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<li>removed usegoodalpha in favor of an alternate sprite sorting algorithm (note: rendering glitches may occur)</li>
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<li>attempt to correct display perspective in order to properly display HUD models</li>
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<li>netcode packet rate now 26 (was 40)</li>
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<li>don't use 100% CPU when waiting for players to join a multiplayer game</li>
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<li>reduce mouse wheel input lock time to 25ms (was 100ms)</li>
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</ul>
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<h2>Game changes</h2>
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<ul>
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<li>completely reworked mouse sensitivity and added an input filter slider</li>
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<li>changed the weapon switching to be less restrictive in order to assist weapon changes via mouse wheel</li>
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<li>added support for alt+enter to switch between fullscreen and windowed mode</li>
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<li>added an option to disable demo playback cameras</li>
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<li>added support for scaling the crosshair to 1/2 or 1/4 normal size</li>
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<li>added an option to enable autoaim only for hitscan weapons (bullets)</li>
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<li>changed the default video mode to 1024x768x32 and added several fallback choices</li>
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<li>reworked the quicksave and quickload functions such as to not prompt the player on use</li>
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<li>set the default controls to WSAD + mouse aiming</li>
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<li>restore the pause key behavior from Duke 1.5 wherein the "GAME PAUSED" message isn't displayed when shift is pressed while pausing</li>
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<li>fixed an infinite loop and a palette corruption bug regarding the video setup menu and switching to the classic renderer</li>
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<li>fixed an issue where the automap would scroll itself and/or jitter when the game was paused while moving</li>
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<li>fixed pistol timing to more closely match Duke 1.5</li>
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<li>fixed long-standing quick kick animation bug</li>
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<li>fixed kick attack speed to more closely match Duke 1.5</li>
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<li>fixed an issue with shift+F5 not allowing selection of music defined for episode 5 and up</li>
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<li>changed the default menu background to something more pleasing</li>
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<li>restructured the option menus to make more sense</li>
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<li>expanded the "HUD weapon" menu option to allow displaying a weapon's pickup sprite instead of the HUD art</li>
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</ul>
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<h2>Multiplayer changes</h2>
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<ul>
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<li>Duke Talk menu option can now be set to "all" to hear enemy pain sounds</li>
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<li>added an option to disable nuke button exits in deathmatch</li>
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<li>greatly improved the text chat by increasing the text buffer size and by implementing basic line wrapping</li>
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<li>added a voting system for map changes along with a menu option to automatically vote yes or no</li>
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<li>added an icon above the heads of other players for when they're chatting or using the menu</li>
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<li>added an option to automatically send messages to all players rather than prompting</li>
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<li>added an option to display the name of the opponent you're currently aiming at</li>
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<li>added a player setup menu to configure player name, color, macros, and weapon/aiming options mid-game</li>
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<li>added support for Rancidmeat network configuration files via -rmnet command line parameter</li>
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<li>detect and correct internal vs external IP address issues when using Rancidmeat configuration files</li>
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<li>added dummy duke3d_w32.exe to facilitate EDuke32 multiplayer via DukesterX 1.5</li>
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<li>added support for in-game selection and loading of different user maps</li>
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<li>added support for various player death messages which can be redefined in the CONs</li>
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<li>added support for Quake-style color codes in player names and text chat (code format is ^<palette>)</li>
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<li>limit player name to 10 characters (not counting color codes)</li>
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<li>fixed issue where multiple players trying to step on the same shrunken enemy would kill the game</li>
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<li>fixed issue where briefly tapping the jump key would produce a lag effect during the resulting jump</li>
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<li>fixed issue where using the jetpack + steroids would produce a lag effect in P2P mode</li>
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<li>fixed several out-of-sync issues</li>
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<li>fixed a long-standing bug wherein a player death could be counted as both a death and a suicide</li>
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<li>fixed screen resizing issue when typing - and = in chat</li>
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</ul>
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<h2>CON changes</h2>
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<ul>
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<li>added "save" command to allow the creation of automatic checkpoints</li>
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<li>added "cansee" and "canseespr" commands to easily determine whether two sprites or sets of coordinates have visibility</li>
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<li>added "definegamefuncname" command to change the key names used in the configuration file and in the control setup menus</li>
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<li>added additional safety checks to get/setuserdef/player/sector/sprite/wall/input</li>
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<li>added support for Quake-style color codes in quotes (code format is ^<palette>)</li>
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<li>added extra timing checks to the weapon system; note that weapons with strange TOTALTIME and FIREDELAY values may no longer fire</li>
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<li>save quotes, dynamic-to-static tile remapping information, extended sprite flags and sprite caching info to savegames</li>
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<li>reworked the quote system to use dynamically allocated memory and doubled the length of each individual quote</li>
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<li>fixed a savegame issue where some gamevar values may not have been restored properly and added more sanity checks to savegame loading</li>
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<li>fixed an issue with FRAMEEFFECT1 sprites ending up with the wrong tspr->picnum</li>
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<li>fixed a potential issue where custom projectiles that hit a player wouldn't knock the player back</li>
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<li>fixed a bug in the findnearactor3d command and further sped up findnearactor3d and findnearsprite3d</li>
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<li>fixed an issue where tab characters in CON files could screw up label names</li>
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<li>fixed a crash that occurred when hitscan type custom projectiles with trails were fired at a wall from a distance of 0</li>
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<li>removed the RENDERSIZE attribute for weapons</li>
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<li>made slight optimizations to various commands</li>
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</ul>
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<h2>Console changes</h2>
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<ul>
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<li>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"</li>
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<li>added "addpath" command to add a new directory to the game's virtual filesystem pool</li>
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</ul>
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<h2>Mapster32 changes</h2>
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<ul>
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<li>better smoothing of mouse input when using 3D mode mouselook</li>
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<li>add ' F key combo to replace nonexistent tiles with tile 0</li>
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</ul>
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<br />
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<p>Please see JonoF's JFDuke3D release notes <a href="http://www.jonof.id.au/modsuppt/jfduke3d/releasenotes.html">here</a> for information on features JFDuke3D shares with EDuke32</p>
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<address>Richard "TerminX" Gobeille (<a href="mailto:terminx@gmail.com">terminx@gmail.com</a>)</address>
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</body>
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</html>
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@ -3,12 +3,12 @@
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SOURCEFILES=build.cfg GNU.TXT \
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Makefile Makefile.deps Makefile.msvc Makefile.watcom MakeDistributions \
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makemsc.bat makew.bat jfduke_releasenotes.html duke3d.def.sample \
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makemsc.bat makew.bat ChangeLog.html duke3d.def.sample \
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SEHELP.HLP STHELP.HLP ChangeLog enhance.con.sample
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BINARYFILES=build.cfg mapster32.exe eduke32.exe GNU.TXT \
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jfduke_releasenotes.html setup.exe duke3d.def.sample SEHELP.HLP STHELP.HLP \
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ChangeLog enhance.con.sample
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ChangeLog.html setup.exe duke3d.def.sample SEHELP.HLP STHELP.HLP \
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ChangeLog enhance.con.sample duke3d_w32.exe
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.PHONY: source binary
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@ -37,7 +37,7 @@ source:
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binary:
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make RELEASE=1
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upx mapster32.exe eduke32.exe
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upx -9 mapster32.exe eduke32.exe duke3d_w32.exe
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rm -rf $(binarydir)
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mkdir $(binarydir)
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# mkdir $(binarydir) $(binarydir)/models
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@ -45,15 +45,8 @@ var ICONS_GROUP
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!insertmacro MUI_PAGE_STARTMENU Application $ICONS_GROUP
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; Instfiles page
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!insertmacro MUI_PAGE_INSTFILES
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; Finish page
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; !define MUI_FINISHPAGE_RUN "$INSTDIR\datainst.exe"
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; !define MUI_FINISHPAGE_RUN_TEXT "Run GRP file installer"
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; !define MUI_FINISHPAGE_RUN_PARAMETERS ""
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!define MUI_FINISHPAGE_RUN "notepad.exe"
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!define MUI_FINISHPAGE_RUN_TEXT "Show ChangeLog"
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!define MUI_FINISHPAGE_RUN_PARAMETERS "$INSTDIR\ChangeLog"
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; !define MUI_FINISHPAGE_SHOWREADME "$INSTDIR\ChangeLog"
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; Finish page
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!define MUI_FINISHPAGE_SHOWREADME "$INSTDIR\ChangeLog.html"
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!insertmacro MUI_PAGE_FINISH
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; Uninstaller pages
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@ -81,7 +74,7 @@ Section "!Game" SEC_GAME
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CreateDirectory "$SMPROGRAMS\$ICONS_GROUP"
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CreateShortCut "$SMPROGRAMS\$ICONS_GROUP\EDuke32.lnk" "$INSTDIR\eduke32.exe"
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File "..\GNU.TXT"
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File "..\jfduke_releasenotes.html"
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File "..\ChangeLog.html"
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File "..\ChangeLog"
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File "..\setup.exe"
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CreateShortCut "$SMPROGRAMS\$ICONS_GROUP\Setup.lnk" "$INSTDIR\setup.exe"
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@ -95,6 +88,12 @@ Section "Editor" SEC_EDITOR
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CreateDirectory "$SMPROGRAMS\$ICONS_GROUP"
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CreateShortCut "$SMPROGRAMS\$ICONS_GROUP\Mapster32.lnk" "$INSTDIR\mapster32.exe"
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SectionEnd
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Section "Dukester X Support" SEC_DX
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SetOutPath "$INSTDIR"
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SetOverwrite ifdiff
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File "..\duke3d_w32.exe"
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SectionEnd
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Section /o "Samples" SEC_SAMPLES
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SetOutPath "$INSTDIR"
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@ -125,7 +124,8 @@ SectionEnd
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; Section descriptions
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!insertmacro MUI_FUNCTION_DESCRIPTION_BEGIN
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!insertmacro MUI_DESCRIPTION_TEXT ${SEC_GAME} "The main EDuke32 game components (required to play EDuke enhanced mods)"
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!insertmacro MUI_DESCRIPTION_TEXT ${SEC_EDITOR} "Enhanced Mapster32 editor (optional)"
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!insertmacro MUI_DESCRIPTION_TEXT ${SEC_EDITOR} "The enhanced Mapster32 editor (optional)"
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!insertmacro MUI_DESCRIPTION_TEXT ${SEC_DX} "Dukester X 1.5.1 support (optional)"
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!insertmacro MUI_DESCRIPTION_TEXT ${SEC_SAMPLES} "Sample enhancement definition files (optional)"
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!insertmacro MUI_FUNCTION_DESCRIPTION_END
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@ -147,12 +147,13 @@ Section Uninstall
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Delete "$INSTDIR\duke3d.def.sample"
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Delete "$INSTDIR\enhance.con.sample"
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Delete "$INSTDIR\mapster32.exe"
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; Delete "$INSTDIR\build.cfg"
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Delete "$INSTDIR\build.cfg"
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Delete "$INSTDIR\setup.exe"
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Delete "$INSTDIR\jfduke_releasenotes.html"
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Delete "$INSTDIR\ChangeLog.html"
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Delete "$INSTDIR\ChangeLog"
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Delete "$INSTDIR\GNU.TXT"
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||||
Delete "$INSTDIR\eduke32.exe"
|
||||
Delete "$INSTDIR\eduke32.exe"
|
||||
Delete "$INSTDIR\duke3d_w32.exe"
|
||||
; Delete "$INSTDIR\datainst.exe"
|
||||
|
||||
; Delete "$INSTDIR\duke3d.grp"
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|
|
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@ -1,511 +0,0 @@
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|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
|
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<head>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1" />
|
||||
<meta name="Author" content="Jonathon Fowler" />
|
||||
<title>Release Notes for JFDuke3D</title>
|
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<style type="text/css">
|
||||
body {
|
||||
font-family: "Bitstream Vera Sans","Tahoma","Arial",sans-serif;
|
||||
font-size: 10pt;
|
||||
margin: 0.5em;
|
||||
border: 2px dashed #ccc;
|
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padding: 1em;
|
||||
}
|
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h2,h3,h4 {
|
||||
margin-top: 0;
|
||||
margin-bottom: 0.5em;
|
||||
color: #777;
|
||||
}
|
||||
h1 {
|
||||
margin-top: 0; margin-bottom: 0.5em;
|
||||
padding: 3px;
|
||||
background-color: #ddd;
|
||||
font-size: 170%;
|
||||
color: #444;
|
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}
|
||||
h2 { font-size: 145%; }
|
||||
h3 { font-size: 125%; }
|
||||
h4 { font-size: 110%; }
|
||||
p { margin-top: 0.5em; margin-bottom: 0.75em; }
|
||||
pre { margin-left: 0.75em; padding-left: 0.75em; border-left: 2px solid #ddd; }
|
||||
|
||||
dl { margin-left: 3em; }
|
||||
dt { font-weight: bold; }
|
||||
dd { padding-bottom: 1em; margin-left: 2em; }
|
||||
table { margin: 1em; }
|
||||
table.center { margin-left: auto; margin-right: auto; }
|
||||
caption { font-style: oblique; }
|
||||
|
||||
span.warning { color: #f00; }
|
||||
|
||||
address {
|
||||
margin-top: 3em;
|
||||
font-size: 85%;
|
||||
font-style: normal;
|
||||
}
|
||||
|
||||
@media print {
|
||||
body { border: none; margin: 0; }
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<h1>Release Notes for JFDuke3D</h1>
|
||||
<p>Release date: 9 October 2005</p>
|
||||
|
||||
<h2>New Features and Improvements</h2>
|
||||
<ul>
|
||||
<li>Improved stability with mods, particularly Duke Meets Doom which no longer crashes when you
|
||||
punch a wall for instance. Big thanks to Richard "TerminX" Gobeille for his help with identifying
|
||||
the cause of this problem and fixing it.</li>
|
||||
<li>MD3 models may now have a skin for each surface of the model. If you don't know what this
|
||||
means, don't worry. If you do, then you ought to realise the significance of this.</li>
|
||||
<li>Polymost high-resolution texture and model skin caching has been made far more comprehensive.
|
||||
This has the effect of reducing the number of pauses during gameplay when textures are loaded at
|
||||
the expense of a longer wait during the level load phase while the textures and skins are loaded
|
||||
from disk.</li>
|
||||
<li>Individual user profile support. See <a href="#profiles">this section</a> for more
|
||||
information.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Known Issues</h2>
|
||||
<ul>
|
||||
<li>You may have instances where the game goes out of sync. The master can often restart the game
|
||||
from the menu without everyone having to restart the game from scratch, and things should be
|
||||
fine.</li>
|
||||
<li>A test version in the near future will include my new sound code that supports OggVorbis and
|
||||
other sound formats. For now, the existing AudioLib code is in use.</li>
|
||||
</ul>
|
||||
|
||||
<h3><a name="profiles">Individual User Profiles</a></h3>
|
||||
|
||||
<p>With Windows 2000 and XP, having multiple user accounts for different people on the one computer has
|
||||
been very easy, with XP especially so. Linux, BSD, and other *nix-like OS users have had this ability
|
||||
forever and now JFDuke3D properly supports installations where each user can have his/her own set of
|
||||
configuration and savegame files without interfering with other players on the same PC. On Windows the
|
||||
default mode of behaviour is the same as in previous versions: everything is shared, but it is now possible
|
||||
to enable "user profile mode". Linux/BSD users will run in "user profile mode" permanently; your personal
|
||||
files will be located in <code>~/.jfduke3d</code> so if you used previous versions of the port, you will
|
||||
have to move your config and savegames there. Windows users can turn on "user profile mode" by creating an
|
||||
empty file in the JFDuke3D directory named 'user_profiles_enabled'. Here is how:</p>
|
||||
<ol>
|
||||
<li>In Windows Explorer, navigate to the JFDuke3D directory.</li>
|
||||
<li>Open the File menu, move to the "New" option, and select "Text Document".</li>
|
||||
<li>Type <code>user_profiles_enabled</code> and press Enter.</li>
|
||||
<li>If a dialog box appears asking to confirm changing the filename extension to one that may
|
||||
make the file unusable, choose "Yes".</li>
|
||||
</ol>
|
||||
<p>When you next run JFDuke3D, a JFDuke3D directory will be created in <code>C:\Documents and
|
||||
Settings\<em>your username</em>\Application Data</code> along with a new configuration file. You will
|
||||
then have to move your existing DUKE3D.CFG file to this location if you have used the game previously.</p>
|
||||
|
||||
<h3><a name="multiplayer">Multiplayer games</a></h3>
|
||||
|
||||
<p>Multiplayer games are started via command-line parameters passed to DUKE3D.EXE. This is a short guide
|
||||
to getting a multiplayer game running between these three hypothetical computers:</p>
|
||||
<table class="center" border="1" rules="groups" cellpadding="2">
|
||||
<colgroup><col /></colgroup>
|
||||
<thead>
|
||||
<tr><th>Host name</th><th>IP address</th></tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr><td>faye</td><td>192.168.1.2</td></tr>
|
||||
<tr><td>asuka</td><td>192.168.1.5</td></tr>
|
||||
<tr><td>kaoru</td><td>192.168.1.6</td></tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p><span class="warning">Keep in mind that the networking features are still being refined and there are
|
||||
certain issues and caveats to be aware of when using it.</span> The basic syntax of the network command
|
||||
line is like so: <code>DUKE3D <em>(normal game parameters)</em> /net <em>(network parameters)</em></code></p>
|
||||
<table border="1" rules="cols" cellpadding="2" class="center">
|
||||
<caption>Network parameters</caption>
|
||||
<colgroup>
|
||||
<col valign="top" />
|
||||
</colgroup>
|
||||
<tr>
|
||||
<td>/nx:y</td>
|
||||
<td>Game comm type. <em>x</em> = 0 for master/slave or 1 for peer-to-peer.<br />
|
||||
If unspecified, <em>y</em> defaults to 2. For more than two players in a
|
||||
master-slave game, you have to indicate the number on the <em>master</em>.
|
||||
eg: /n0 or /n0:4</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>/px</td>
|
||||
<td>Overrides the default port (23513) with <em>x</em> being the new port value.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>address:port</td>
|
||||
<td>An address of a machine. See the items below for more information.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h4>Master/Slave mode</h4>
|
||||
<p>This mode is the easiest mode for use with Internet play since it requires only the address of the master
|
||||
of the game (the person hosting the game) be specified by each slave who joins. Here are example command
|
||||
lines each machine must run to join the game hosted by the machine named 'asuka':
|
||||
</p>
|
||||
<table border="1" rules="cols" cellpadding="2">
|
||||
<tr><td>asuka</td><td><code>DUKE3D.EXE /net /n0:3</code></td></tr>
|
||||
<tr><td>faye</td><td><code>DUKE3D.EXE /net /n0 192.168.1.5</code></td></tr>
|
||||
<tr><td>kaoru</td><td><code>DUKE3D.EXE /net /n0 192.168.1.5</code></td></tr>
|
||||
</table>
|
||||
|
||||
<h4>Peer-to-peer mode</h4>
|
||||
<p>This mode is often useful for playing on a LAN where it is easier to coordinate and organise the order of
|
||||
peers in the game. This mode will become simpler to set up in the future but for now this is how to do
|
||||
it. Peer-to-peer mode requires each machine specify the addresses of each other machine in the game in the
|
||||
same order, but indicating its own position in the sequence with the <code>/n1</code> option.</p>
|
||||
<table border="1" rules="cols" cellpadding="2">
|
||||
<tr><td>asuka</td><td><code>DUKE3D.EXE /net /n1 192.168.1.2 192.168.1.6</code></td></tr>
|
||||
<tr><td>faye</td><td><code>DUKE3D.EXE /net 192.168.1.5 /n1 192.168.1.6</code></td></tr>
|
||||
<tr><td>kaoru</td><td><code>DUKE3D.EXE /net 192.168.1.5 192.168.1.2 /n1</code></td></tr>
|
||||
</table>
|
||||
|
||||
<h4>Addresses and ports</h4>
|
||||
<p>The networking code is capable of resolving WINS host names (on Windows) and DNS names to their
|
||||
corresponding addresses, so if your network is configured with such services, instead of having to specify
|
||||
raw IP addresses, you can give the computer's WINS host name or a DNS host name.</p>
|
||||
<p>The default port the game communicates on is 23513. Some users may find it necessary to set up a
|
||||
forward through their Internet firewall in order to get games working when playing across the Internet.
|
||||
You can override the default port via the <code>/p<em>???</em></code> switch where <em>???</em> is the new
|
||||
port number. If a master is running a game on a port other than the default, the slaves will have to
|
||||
specify the alternative port with <code>address:port</code> notation, eg. 192.168.1.5:20000</p>
|
||||
|
||||
<h3><a name="md2sprite">3D Models</a></h3>
|
||||
|
||||
<p>Polymost uses the Quake II MD2 and Quake III MD3 format for 3D models. You can replace any wall-aligned or
|
||||
face sprite in the game with a 3D model using a declaration in the DUKE3D.DEF file. For more information
|
||||
on the specifics of the DEF-file commands for 3D models, <a href="#deffile">see here</a>.</p>
|
||||
<p>Included in this release is a model of the Pig Cop by Parkar, and the skin by Motionblur. You should
|
||||
visit <a href="http://www.planetduke.com/hrp/">this site</a> for a much larger pack of
|
||||
textures and models. I shall use this model to demonstrate how to replace the Pig Cop character in Duke.</p>
|
||||
|
||||
<p>Here is the definition for the pig cop which is also included in the sample DUKE3D.DEF file.</p>
|
||||
<pre>
|
||||
//New syntax:
|
||||
model "models/pigcop.md2"
|
||||
{
|
||||
scale 1.30 shade 0
|
||||
skin { pal 0 file "models/pigcop.jpg" }
|
||||
anim { frame0 "walk0" frame1 "walk13" fps 20 flags 0 }
|
||||
frame { name "walk0" tile0 2000 tile1 2019 }
|
||||
|
||||
anim { frame0 "pump0" frame1 "pump2" fps 10 flags 1 }
|
||||
frame { name "pump0" tile0 2025 tile1 2027 }
|
||||
|
||||
frame { name "stand" tile0 2030 tile1 2034 }
|
||||
|
||||
anim { frame0 "shoot0" frame1 "shoot2" fps 10 flags 1 }
|
||||
frame { name "shoot0" tile0 2035 tile1 2037 }
|
||||
|
||||
anim { frame0 "dive0" frame1 "dive3" fps 8 flags 1 }
|
||||
frame { name "dive0" tile0 2040 tile1 2044 }
|
||||
frame { name "dive3" tile0 2045 tile1 2049 }
|
||||
|
||||
anim { frame0 "dshoot0" frame1 "dshoot2" fps 10 flags 1 }
|
||||
frame { name "dshoot0" tile0 2050 tile1 2052 }
|
||||
|
||||
frame { name "die0" tile 2055 }
|
||||
anim { frame0 "die1" frame1 "dead" fps 13 flags 1 }
|
||||
frame { name "die1" tile0 2056 tile1 2059 }
|
||||
frame { name "dead" tile 2060 }
|
||||
}
|
||||
|
||||
|
||||
//Old syntax:
|
||||
definemodel "models/pigcop.md2" 1.30 0
|
||||
definemodelskin 0 "models/pigcop.jpg"
|
||||
|
||||
definemodelanim "walk0" "walk13" 20 0
|
||||
definemodelframe "walk0" 2000 2019
|
||||
|
||||
definemodelanim "pump0" "pump2" 10 1
|
||||
definemodelframe "pump0" 2025 2027
|
||||
|
||||
definemodelframe "stand" 2030 2034
|
||||
|
||||
definemodelanim "shoot0" "shoot2" 10 1
|
||||
definemodelframe "shoot0" 2035 2037
|
||||
|
||||
definemodelanim "dive0" "dive3" 8 1
|
||||
definemodelframe "dive0" 2040 2044
|
||||
definemodelframe "dive3" 2045 2049
|
||||
|
||||
definemodelanim "dshoot0" "dshoot2" 10 1
|
||||
definemodelframe "dshoot0" 2050 2052
|
||||
|
||||
definemodelframe "die0" 2055 2055
|
||||
definemodelanim "die1" "dead" 13 1
|
||||
definemodelframe "die1" 2056 2059
|
||||
definemodelframe "dead" 2060 2060</pre>
|
||||
<p>Without going through every line of the example, here is the basis of how the definitions work.
|
||||
You must put a
|
||||
definemodel line before any other definemodelframe or definemodelanim lines. The frame and anim lines
|
||||
refer the the definemodel line which precedes them. You can define frames and animations in any order, ie.
|
||||
the animations do not need to be given before the frames, but it is a good convention to keep them
|
||||
together for clarity.</p>
|
||||
<p>The walking loop for the pig cop spans tiles 2000 to 2019. The model contains a fourteen frame walking
|
||||
animation which we play at 20 frames per second. The first line of the example specifies the
|
||||
"models/pigcop.md2" model should be drawn at 1.3 times its normal scale and be left undarkened or
|
||||
lightened. The definemodelskin line specifies the skin to use for palette 0 for all the definemodelframe
|
||||
lines that follow it. The first of the definemodelanim lines declares the fourteen frame walking animation
|
||||
at 20fps which should loop (the 0 for the flags parameter says to loop). The definemodelframe line which
|
||||
follows it maps the ART tiles from 2000 through to 2019 to play the walking animation. Because the name in
|
||||
the definemodelframe line matches the first frame of the definemodelanim line, the animation will
|
||||
automatically play.</p>
|
||||
|
||||
<p><small>Quake II and Quake III are registered trademarks of <a href="http://www.idsoftware.com">id
|
||||
Software</a></small></p>
|
||||
|
||||
<h2><a name="deffile">DEF-file Language</a></h2>
|
||||
|
||||
<p>Documentation of the DEF file language can now be found on <a
|
||||
href="http://jonof.edgenetwork.org/?p=jfbuild.def">my website</a> as the information there is
|
||||
common to all JFBuild-based ports.</p>
|
||||
|
||||
<h2><a name="maphack">Map Hack scripts</a></h2>
|
||||
|
||||
<p>"Map Hack" scripts are files that override certain aspects of a map file when it is rendered in OpenGL
|
||||
Polymost mode. Currently they allow for angle adjustment on sprites, and the ability to prevent particular
|
||||
sprites from being drawn as a model. These are useful for making small corrections to ornamental sprites in
|
||||
a way that doesn't require modifying the original map.</p>
|
||||
<p>The game will automatically load a map hack script whenever a map is loaded. The script should have the
|
||||
same base name as the original .MAP file, but with an .MHK extension. The map hack language is described
|
||||
below. It uses the same parser as DEF files, so you can use comments in the same way.</p>
|
||||
|
||||
<dl>
|
||||
<dt>sprite <em>number</em></dt>
|
||||
<dd>Begins a sprite definition. <em>number</em> is the sprite number to affect. You can find this in
|
||||
the Build editor by highlighting the sprite in 2D mode and pressing Control+Tab. The next group of
|
||||
commands describe the changes to make to the sprite.
|
||||
<dl>
|
||||
<dt>notmd<br />
|
||||
notmd2<br />
|
||||
notmd3</dt>
|
||||
<dd>Prevents the sprite from being drawn as a model. It gets drawn as a regular sprite
|
||||
instead. <strong>notmd2</strong> and <strong>notmd3</strong> are synonyms for
|
||||
<strong>notmd</strong>.</dd>
|
||||
|
||||
<dt>nomdanim<br />
|
||||
nomd2anim<br />
|
||||
nomd3anim</dt>
|
||||
<dd>Prevents model animation from playing if the sprite is being drawn as a model.
|
||||
<strong>nomd2anim</strong> and <strong>nomd3anim</strong> are synonyms for
|
||||
<strong>nomdanim</strong>.</dd>
|
||||
|
||||
<dt>angleoff <em>angle</em><br />
|
||||
angoff <em>angle</em></dt>
|
||||
<dd>Adds <em>angle</em> to the angle of the sprite just before it is rendered. This is good
|
||||
for fixing up things like toilet sprites that are facing the wrong way.
|
||||
<strong>angoff</strong> is a synonym for <strong>angleoff</strong>.</dd>
|
||||
</dl></dd>
|
||||
</dl>
|
||||
|
||||
<p>Here is an example map hack script:</p>
|
||||
<pre>// Map hack file for JFDuke3D
|
||||
// Level: E1L2.MAP (Original Atomic Edition version)
|
||||
// Prepared by jonof@edgenetwork.org
|
||||
|
||||
// Invisible switch behind hand dryer in toilet of porn shop
|
||||
sprite 191 notmd2
|
||||
|
||||
// Invisible switches on telephones near billiards room in club
|
||||
sprite 254 notmd2
|
||||
sprite 517 notmd2
|
||||
|
||||
// Toilet in restroom in club
|
||||
sprite 478 angoff -512</pre>
|
||||
|
||||
<h2><a name="hightile">Hightile</a></h2>
|
||||
|
||||
<p>This release features the "Hightile" texturing improvements to Polymost. Hightile allows Polymost to use
|
||||
true-colour textures instead of the artwork in the game's usual .ART file.</p>
|
||||
<p>Replacement textures can be saved as JPEG, PNG (alpha channel supported), TGA, BMP, CEL, GIF, and PCX
|
||||
formats. Hightile uses Ken Silverman's picture library to provide rapid picture file loading.</p>
|
||||
<p>Hightile textures are defined in the DUKE3D.DEF file. See the <a href="#deffile">DEF-file language</a>
|
||||
reference for information on how to specify Hightile textures.</p>
|
||||
|
||||
<h3>Limitations to Hightile</h3>
|
||||
<ul>
|
||||
<li>Hightile will squash or stretch the replacement to fit in the dimensions of the original tile
|
||||
it replaces. Artists should keep their replacements in the same ratio as the original tile for the
|
||||
art to not look distorted.</li>
|
||||
</ul>
|
||||
|
||||
<h2><a name="hightile-zip">ZIP file support</a></h2>
|
||||
|
||||
<p>Duke (and Build games in general) can load game resources from a ZIP file.</p>
|
||||
<p>ZIP files are used in Duke in the same manner as extra GRP files are specified. Use the "/g" command-line
|
||||
switch to specify the ZIP to load. eg. <code>DUKE3D.EXE /gMYFILE.ZIP</code></p>
|
||||
|
||||
<h2><a name="polymost">Polymost</a></h2>
|
||||
|
||||
<p>Polymost is a full 3D implementation of the Build engine renderer, with hardware acceleration capability,
|
||||
and perspective in six degrees of freedom. In Ken's own words (copied from POLYMOST.C in my Build engine
|
||||
source distribution):</p>
|
||||
<pre>
|
||||
"POLYMOST" code written by Ken Silverman
|
||||
Ken Silverman's official web site: http://www.advsys.net/ken
|
||||
|
||||
Motivation:
|
||||
When 3D Realms released the Duke Nukem 3D source code, I thought somebody would do a OpenGL or
|
||||
Direct3D port. Well, after a few months passed, I saw no sign of somebody working on a true
|
||||
hardware-accelerated port of Build, just people saying it wasn't possible. Eventually, I realized
|
||||
the only way this was going to happen was for me to do it myself. First, I needed to port Build to
|
||||
Windows. I could have done it myself, but instead I thought I'd ask my Australian buddy, Jonathon
|
||||
Fowler, if he would upgrade his Windows port to my favorite compiler (MSVC) - which he did. Once
|
||||
that was done, I was ready to start the "POLYMOST" project.
|
||||
|
||||
About:
|
||||
This source file is basically a complete rewrite of the entire rendering part of the Build engine.
|
||||
There are small pieces in ENGINE.C to activate this code, and other minor hacks in other source
|
||||
files, but most of it is in here. If you're looking for polymost-related code in the other source
|
||||
files, you should find most of them by searching for either "polymost" or "rendmode". Speaking of
|
||||
rendmode, there are now 4 rendering modes in Build:
|
||||
|
||||
rendmode 0: The original code I wrote from 1993-1997
|
||||
rendmode 1: Solid-color rendering: my debug code before I did texture mapping
|
||||
rendmode 2: Software rendering before I started the OpenGL code (Note: this is just a quick
|
||||
hack to make testing easier - it's not optimized to my usual standards!)
|
||||
rendmode 3: The OpenGL code
|
||||
|
||||
The original Build engine did hidden surface removal by using a vertical span buffer on the tops
|
||||
and bottoms of walls. This worked nice back in the day, but it it's not suitable for a polygon
|
||||
engine. So I decided to write a brand new hidden surface removal algorithm - using the same idea
|
||||
as the original Build - but one that worked with vectors instead of already rasterized data.
|
||||
</pre>
|
||||
<p>Polymost is the default renderer choice for any video mode with a colour depth greater than 256
|
||||
colours.</p>
|
||||
<p><strong>NOTE:</strong> If your computer does not have an OpenGL graphics card, Polymost in OpenGL mode
|
||||
will most likely use the default Windows OpenGL rasterising facility which does all rendering in software.
|
||||
This may be extremely slow. If your Windows installation doesn't have any form of OpenGL rendering ability,
|
||||
Polymost will probably crash.</p>
|
||||
<p><strong>NOTE 2:</strong> OpenGL Polymost has been tested on an nVidia Riva TNT 16MB, an nVidia GeForce2
|
||||
GTS 32MB, an nVidia GeForce4 Ti4600 128MB, an nVidia GeForce 6800GT 256MB, an ATi Radeon Mobility 9000 64MB,
|
||||
and a 3D-Labs Oxygen GVX420 128MB (minor texturing issues).</p>
|
||||
|
||||
<h2>Console Commands</h2>
|
||||
|
||||
<p>This is a list of console commands and variables and their purpose:</p>
|
||||
|
||||
<dl>
|
||||
<dt>changelevel <episode> <level></dt>
|
||||
<dd>Warps to a new level.</dd>
|
||||
|
||||
<dt>dumpbuildinfo</dt>
|
||||
<dd>Displays the compilation information for the game when it was built.</dd>
|
||||
|
||||
<dt>echo <text...></dt>
|
||||
<dd>Displays to the console what is passed as parameters to the command.</dd>
|
||||
|
||||
<dt>fileinfo <filename></dt>
|
||||
<dd>Displays some information about a given file, eg. size, CRC-32 checksum.</dd>
|
||||
|
||||
<dt>glinfo</dt>
|
||||
<dd>Displays some information about the OpenGL driver.</dd>
|
||||
|
||||
<dt>glredbluemode <0 or 1></dt>
|
||||
<dd>Enables or disables the red-blue stereovision mode in OpenGL. This mode is experimental
|
||||
at this time. We know the flicker is nasty and the menu background will mix into the screen.
|
||||
To avoid the menu bug, run the game in fullscreen mode and type "glredbluemode 1" AFTER
|
||||
beginning the game. Sorry, there is no way to change parallax or separation. Do not contact
|
||||
us about bugs with this mode... if you do, we'll think twice about documenting hidden features
|
||||
in future releases. :P</dd>
|
||||
|
||||
<dt>gltextureanisotropy <level></dt>
|
||||
<dd>Sets the OpenGL anisotropic filtering level.</dd>
|
||||
|
||||
<dt>gltexturemode <mode-number></dt>
|
||||
<dd>Sets the OpenGL texturing mode. Valid values are:
|
||||
<table class="center" cellpadding="2" rules="cols" border="1">
|
||||
<tr><td>0</td><td>GL_NEAREST (looks rather like the original software renderer)</td></tr>
|
||||
<tr><td>1</td><td>GL_LINEAR</td></tr>
|
||||
<tr><td>2</td><td>GL_NEAREST_MIPMAP_NEAREST</td></tr>
|
||||
<tr><td>3</td><td>GL_LINEAR_MIPMAP_NEAREST (bilinear)</td></tr>
|
||||
<tr><td>4</td><td>GL_NEAREST_MIPMAP_LINEAR</td></tr>
|
||||
<tr><td>5</td><td>GL_LINEAR_MIPMAP_LINEAR (trilinear)</td></tr>
|
||||
</table></dd>
|
||||
|
||||
<dt>glusetexcompr <0 or 1></dt>
|
||||
<dd>Enables or disables the use of OpenGL texture compression for hightile textures. You need
|
||||
to use 'restartvid' to apply any changes to this value.</dd>
|
||||
|
||||
<dt>god</dt>
|
||||
<dd>Enables God mode.</dd>
|
||||
|
||||
<dt>help <name></dt>
|
||||
<dd>Displays a help message for a particular console variable or command.</dd>
|
||||
|
||||
<dt>listsymbols</dt>
|
||||
<dd>Displays the names of all commands and variables available in the console.</dd>
|
||||
|
||||
<dt>map <mapname></dt>
|
||||
<dd>Loads a user map.</dd>
|
||||
|
||||
<dt>noclip</dt>
|
||||
<dd>Disables player collisions with world objects.</dd>
|
||||
|
||||
<dt>novoxmips <0 or 1></dt>
|
||||
<dd>Disables or enables the use of voxel mipmaps to improve voxel visual quality.</dd>
|
||||
|
||||
<dt>osdrows <num></dt>
|
||||
<dd>Sets the number of visible lines of the console when it is open.</dd>
|
||||
|
||||
<dt>quit</dt>
|
||||
<dd>Exits the game.</dd>
|
||||
|
||||
<dt>restartvid</dt>
|
||||
<dd>Resets the video system, reinitialising the video mode.</dd>
|
||||
|
||||
<dt>screencaptureformat <0 or 1></dt>
|
||||
<dd>0 = Targa, 1 = PCX</dd>
|
||||
|
||||
<dt>setrendermode <mode></dt>
|
||||
<dd>Sets the current Polymost render mode.</dd>
|
||||
|
||||
<dt>setstatusbarscale <percent></dt>
|
||||
<dd>Sets the size of the status bar as a percentage of its original full-width size. Minimum size is
|
||||
10%, maximum 100%.</dd>
|
||||
|
||||
<dt>showcoords <0 or 1></dt>
|
||||
<dd>Same as typing "DNCOORDS" cheat.</dd>
|
||||
|
||||
<dt>showfps <0 or 1></dt>
|
||||
<dd>Shows/hides the framerate counter. Same as typing "DNRATE" cheat.</dd>
|
||||
|
||||
<dt>spawn <tile-number or name> [pal] [cstat] [angle] [x y z]</dt>
|
||||
<dd>Places a sprite of the given tile number or name at the current position, or if given, the "x
|
||||
y z" location. A name is a label defined in the CON code. The sprite may be spawned with a
|
||||
specific palette, cstat value, and angle if those parameters are given.</dd>
|
||||
|
||||
<dt>usegoodalpha <0 or 1></dt>
|
||||
<dd>If 1, a lower alpha cutoff value is used when rendering textures with transparency, which
|
||||
gives better looking transparent textures at the expense of some sprites behind the transparent
|
||||
item potentially being invisible in certain circumstances. 0 is a more compatible value (and is
|
||||
the default) for this option but slight visual degradation will result.</dd>
|
||||
|
||||
<dt>usehightile <0 or 1></dt>
|
||||
<dd>Disables or enables the use of Hightile textures in GL Polymost mode if any are defined.</dd>
|
||||
|
||||
<dt>usemodels <0 or 1></dt>
|
||||
<dd>Disables or enables the use of 3D models in GL Polymost mode if any are defined.</dd>
|
||||
|
||||
<dt>usevoxels <0 or 1></dt>
|
||||
<dd>Disables or enables the use of voxels in the classic renderer if any are defined.</dd>
|
||||
|
||||
<dt>vidmode [xres yres] [bpp]</dt>
|
||||
<dd>Changes the current video mode. You may pass either a new resolution (eg 640 480),
|
||||
a new colour depth (eg 32), or both a resolution and colour depth (eg 640 480 32).</dd>
|
||||
|
||||
<dt>bpp <colourdepth></dt>
|
||||
<dd>Sets the display colour depth. Does not apply it immediately though. You need to use
|
||||
'restartvid' after setting this if you want to apply the change.</dd>
|
||||
</dl>
|
||||
|
||||
<address>Happy Duke'ing!<br />
|
||||
Jonathon Fowler (<a href="mailto:jonof@edgenetwork.org">jonof@edgenetwork.org</a>)</address>
|
||||
</body>
|
||||
</html>
|
||||
|
Loading…
Reference in a new issue