=EDuke32 ChangeLog= ==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) - 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 - 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 - 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