mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-05 20:41:06 +00:00
09f0c239b6
git-svn-id: https://svn.eduke32.com/eduke32@5 1a8010ca-5511-0410-912e-c29ae57300e0
495 lines
18 KiB
Text
495 lines
18 KiB
Text
8 Jun 2004
|
|
|
|
* Transparency bug noticed by Usurper should now be fixed.
|
|
* MD2 definition problem noticed by Parkar should also be fixed too.
|
|
|
|
|
|
5 Jun 2004
|
|
|
|
* Some foolish bugs in my (JonoF) code in the MD2 stuff now fixed.
|
|
* Linux should be fine now. At least, it worked on my machine.
|
|
|
|
|
|
3 Jun 2004
|
|
|
|
* MD2 model support is official now. We've also added a script reader
|
|
for the new .DEF format. KenBuild uses KENBUILD.DEF for its stuff.
|
|
|
|
|
|
26 May 2004
|
|
|
|
* glusecds is set to 0 by default now. The glusecds console variable
|
|
can be set to 1 to enable the use of the ChangeDisplaySettings()
|
|
function which works better for Intel video chipsets.
|
|
|
|
|
|
22 May 2004
|
|
|
|
* Gave things a nice overhaul to cut back the insanity of the
|
|
classic/softpolymost/glpolymost stuff. It was beginning to scare
|
|
me. The underhanded and behind-the-back tricks are banished.
|
|
|
|
The whole rendermethod thing is gone. Now, setgamemode() and
|
|
related paraphenalia all accept a 'bits-per-pixel' parameter.
|
|
Colour depths > 8 are forced to use GL polymost (naturally).
|
|
8bpp modes can use the regular renderer, and the software polymost
|
|
stuff. This means switchrendermethod() is removed from the layers.
|
|
|
|
SDLayer.c is back in sync too, so Build on Linux works again.
|
|
|
|
|
|
8 May 2004
|
|
|
|
* Finally remembered to add 33%/66% translucency support to hightile
|
|
tiles.
|
|
|
|
|
|
8 Mar 2004
|
|
|
|
* Added setpalettefadeclamps() to allow continual palette tinting
|
|
effects.
|
|
* Added back PCX format screenshot saving. The new screenshotformat
|
|
console variable selects whether to take PCX format (= 0, default)
|
|
or TGA format (= 1).
|
|
|
|
|
|
12 Feb 2004
|
|
|
|
* Greyscaling and inverting of tiles in hightile/polymost added.
|
|
This makes Duke's nightvision work better for Hightile textures
|
|
that use palette 6.
|
|
|
|
|
|
11 Feb 2004
|
|
|
|
* Broke out the non-OSD related commands from osd.c into baselayer.c.
|
|
* Added alternative display mode setting method using
|
|
ChangeDisplayMode() which can optionally be used for OpenGL mode
|
|
changes. Set the environment variable BUILD_USEGLCDS=TRUE to use.
|
|
* Added the glcolourdepth variable for selection of fullscreen GL
|
|
colour depth.
|
|
* Changed OSD_HandleKey() to not ignore releases, otherwise the game
|
|
world will always think its keys are held down. It ignores presses
|
|
though, which we want.
|
|
|
|
|
|
10 Feb 2004
|
|
|
|
* Added some protection to [k]?dfread() to indicate whether they
|
|
have failed to decompress some bytes so that the game doesn't
|
|
crash if a demo or savegame is fragged.
|
|
|
|
|
|
7 Feb 2004
|
|
|
|
* Hightile integration seems fine now. New functions to specify
|
|
replacement textures and palette tints can be seen in build.h.
|
|
* Joystick support is added. Seems to work.
|
|
* Hopefully a change I've made to the tile selector in Build when
|
|
using OpenGL mode has fixed the problem of the edges being
|
|
clipped off the screen...
|
|
|
|
|
|
22 Jan 2004
|
|
|
|
* Modified screencapture() to not overwrite existing screenshots.
|
|
|
|
|
|
19 Jan 2004
|
|
|
|
* loadboard() got a new second parameter inserted. This tells
|
|
kopen4load() where to seek out the map file. The values are:
|
|
0 - anywhere
|
|
1 - the first GRP file (same as setting strlen(fn)-1 to 0xff)
|
|
2 - any grp file
|
|
|
|
|
|
17 Jan 2004
|
|
|
|
* Fixed Bcorrectfilename() to handle Win98's different operation
|
|
of GetFullPathName() when compared to Win2k. Now Build doesn't
|
|
ascend 2 directories at once when running on 98.
|
|
|
|
|
|
16 Jan 2004
|
|
|
|
* Undid some stuff which was a little braindamaged in winlayer.c.
|
|
I can't for the life of me remember why I was destroying the
|
|
window and recreating it when switching rendering modes when it
|
|
was entirely unnecessary and could potentially piss off other
|
|
services which aren't expecting their window handle to suddenly
|
|
be invalid, like DirectSound.
|
|
* In typical JonoF style of a couple of years ago, I made an error
|
|
when I did the gruntwork to port Build to Windows and as a
|
|
sideeffect of my unchecked amateurness I bent the point
|
|
highlighting in the editor. It's straightened now. :-(
|
|
|
|
|
|
12 Jan 2004
|
|
|
|
* sdlayer.c has been brought into line with winlayer.c. Now
|
|
everything that winlayer.c also works in SDL.
|
|
|
|
|
|
10 Jan 2004
|
|
|
|
* Added uninitsinglegroupfile() to unload a particular group file.
|
|
* Added a mechanism to do a "findfirst/next" over the group files.
|
|
* Modified Build.c to include maps inside the GRPs in the file
|
|
list.
|
|
|
|
|
|
2 Jan 2004
|
|
|
|
* Crash bug on starting Build editor fixed. See list of original
|
|
bugs for information.
|
|
|
|
|
|
1 Jan 2004
|
|
|
|
* Many Polymost bugs fixed. Mirrors now work. All kinds of funky
|
|
stuff.
|
|
|
|
|
|
29 Dec 2003
|
|
|
|
* Updated screencapture() to support GL modes.
|
|
* Modified 2D mode editor screen capture to keep the status bar
|
|
visible. Done with Ken's blessing.
|
|
|
|
|
|
23 Dec 2003
|
|
|
|
* Build mouse sensitivity has changed to use a floating point value
|
|
in the configuration file to specify the sen
|
|
* First public release of Ken's new "Polymost" renderer. 6 degrees
|
|
of freedom and full 3D rendering, including OpenGL.
|
|
* Palette handling has changed somewhat drastically. The engine now
|
|
supports palette fading natively, which means where games used
|
|
to manipulate a copy of the palette and send it to the video card,
|
|
this manipulation is now done by the engine via a function named
|
|
setpalettefade(). See the header for details. In adding this,
|
|
setbrightness() gained a third parameter, which is almost always
|
|
passed as 0 unless doing a palette fade and adjusting the game
|
|
palette immediately before it, in which case pass 1 so that
|
|
setbrightness() doesn't apply its base palette, otherwise weird
|
|
palette flashes will happen and we don't want that.
|
|
This was all necessary in order to let Ken's Polymost code have
|
|
access to the basic, unmodified palette for its own purposes.
|
|
|
|
|
|
20 Dec 2003
|
|
|
|
* Dynamic player collection has been cleaned up ever so slightly and
|
|
seems to work pretty well so far on just my LAN. No internet test
|
|
has been performed yet.
|
|
* Screen tilting in game.c now uses polymost's tilting abilities if
|
|
rendmode > 0 is used.
|
|
|
|
|
|
10 Dec 2003
|
|
|
|
* Dynamic player collection works at this stage. It's all implemented
|
|
in game-land because it's easier to do at this stage, but I
|
|
anticipate moving most of the general stuff into the engine if I
|
|
find it necessary.
|
|
|
|
|
|
6 Dec 2003
|
|
|
|
* Modified the checkvideomodes() function in winlayer.c to behave
|
|
slightly different and return 0x7fffffffl if the video mode passed
|
|
is not a recognized mode in windowed operation, otherwise it
|
|
returns the video mode index in validmode*[]. Sdlayer.c isn't
|
|
modified to do this yet.
|
|
* Applied Ken's fix for crashes which ensue when calling rotatesprite
|
|
inside drawrooms. See details in bug fixes list below.
|
|
|
|
|
|
5 Dec 2003
|
|
|
|
* At 2.50pm today jmulti.c achieved operational capacity and survived
|
|
a 15 minute 2-player network game with my father on our LAN.
|
|
|
|
|
|
25 Nov 2003
|
|
|
|
* Added a missing "CDECLENDSET 6" on line 504 of a.nasm. Without it
|
|
the registers are trashed upon return which made Win98 crash when
|
|
running GCC-built executables.
|
|
|
|
|
|
24 Nov 2003
|
|
|
|
* Silly typo fixed in winlayer.c.
|
|
|
|
|
|
23 Nov 2003
|
|
|
|
* Modified build.c and config.c to use integer arithmetic for mouse
|
|
sensitivity stuff. I don't like floating-point all that much out of
|
|
a general sense of prejudice.
|
|
|
|
|
|
19 Nov 2003
|
|
|
|
* Modified the Build editor such that it no longer is constrained to
|
|
640x480 in 2D mode. It now defaults to using the same resolution
|
|
that is selected in 3D mode, but may be overridden by using a
|
|
new setting named '2dresolution' in the build.cfg file. It uses the
|
|
same mode numbers as the existing 'resolution' setting.
|
|
* Ctrl+A, Ctrl+Z, KP2, KP4, KP6, and KP8 in 3D mode, plus A and Z in
|
|
2D mode are now speed limited.
|
|
|
|
|
|
19 Oct 2003
|
|
|
|
* Fixed some brain damaged error causing crashes when hitting enter
|
|
after entering a filename for Save As. I really am dumb sometimes.
|
|
* Added mouse sensitivity to Build editor. Add this to your build.cfg
|
|
; Mouse sensitivity
|
|
; 128 = 1:2
|
|
; 256 = 1:1
|
|
; 512 = 2:1
|
|
mousesensitivity = 256
|
|
|
|
|
|
4 Oct 2003
|
|
|
|
* Modified things to allow compilation with Microsoft C. Building
|
|
with MSC requires using the C-only configuration, which is how
|
|
the makefile is currently configured.
|
|
|
|
|
|
13 Sep 2003
|
|
|
|
* Added tab-completion of symbols into the OSD.
|
|
* Moved the "dumpbuildinfo" console function from the Duke source
|
|
into the OSD as a basic function.
|
|
|
|
|
|
11 Sep 2003
|
|
|
|
* Engine now able to build entirely from C source. Assembly
|
|
is entirely optional now.
|
|
* Engine now compiles with OpenWatcom 1.0.
|
|
|
|
|
|
22 May 2003
|
|
|
|
* Fixed a bug where the movement clipping lines array was being
|
|
overrun in extreme circumstances. Thanks to BlasterDRP for
|
|
pointing this out. See the epilogue for more details.
|
|
|
|
|
|
17 May 2003
|
|
|
|
* With Ken's help the rendering performance in 1024x768 is now
|
|
dramatically improved. By making scanlines odd lengths the CPU
|
|
cache issues associated with multiples of 4096 are now eliminated.
|
|
* Modified the 16-colour emulation functions since 640 bytes is no
|
|
longer the pitch of one line.
|
|
* Added auto-repainting of the frame if WM_PAINT is posted in the
|
|
winlayer. The repaint happens on a call to handleevents();
|
|
|
|
|
|
15 May 2003
|
|
|
|
* Rewrote the map menu.
|
|
|
|
|
|
11 May 2003
|
|
|
|
* Rewrote the onscreen display. It's now a lot like Quake's console.
|
|
|
|
|
|
7 May 2003
|
|
|
|
* Changed CACHE1D.C to open the group file in read-only mode. Why it
|
|
was being opened in random-access is a mystery to me. This fixes
|
|
problems where the GRP file was read-only and the games would not
|
|
start. Thanks to Sean Magiera for this one.
|
|
* Added detection of input devices to winlayer.c (and made sdlayer.c
|
|
currently enable only keyboard and mouse without testing). Now the
|
|
Duke input code can grow a little more intelligent.
|
|
|
|
|
|
1 May 2003
|
|
|
|
* Made Ctrl+Tab show sprite stats in the way Alt+Tab does.
|
|
* Added task switching disabling to winlayer.c.
|
|
|
|
|
|
25 Apr 2003
|
|
|
|
* Modifications here and there, plus I've adjusted the Makefile to
|
|
allow code which links against the engine to compile its own copy
|
|
in its development tree. Duke uses this to compile the engine
|
|
without voxel support.
|
|
|
|
|
|
17 Apr 2003
|
|
|
|
* Various changes have been made in order to fully support my Duke3D
|
|
port.
|
|
|
|
|
|
7 Apr 2003
|
|
|
|
* Quite a few minor changes have been made here and there.
|
|
* Added support to the interface layers for game-defined input event
|
|
callbacks which are used with the jMACT library I have written for
|
|
Duke.
|
|
* Fixed a bug which was preventing screen-tilting and savegame screen-
|
|
shots from being drawn in Duke3D. Side-effect being windowed render
|
|
mode is now more similar to fullscreen in its behaviour, ie. the
|
|
frameplace variable is set to NULL when unlocked.
|
|
|
|
|
|
1 Apr 2003
|
|
|
|
* Thanks to a report by admin@combatgold1.co.uk these bugs are fixed:
|
|
- Alt-key combinations broken. Thankyou for nothing, DirectInput.
|
|
- Prompts for menu, 3d-mode quit, etc not being displayed. A little
|
|
short-sightedness on my part to blame here.
|
|
- Crash on changing palette to a palette mapping that is NULL.
|
|
This has been a bug from the very beginning in Ken's original DOS
|
|
version too, benign back then but turned malignant now thanks to
|
|
the great debugging tool known as the segmentation fault. Fixed now.
|
|
* Took a leaf from SDL's book and made the input code not suck anymore
|
|
by having buffered keyboard and mouse with event objects to tell when
|
|
there's data available. Very nice. Something I should have done from
|
|
the start had I had a brain. Mouse is now perfectly smooth.
|
|
* Made the flash speed of highlighted sprites and lines in Build derive
|
|
from the clock and not the speed at which the frames can be drawn to
|
|
the display. In DOS, locking to the display refresh worked fine, but
|
|
my haste in porting originally did not take this into account. Fixed
|
|
now.
|
|
* Fixed a problem in my very amateur DirectDraw code where I wasn't
|
|
restoring surfaces once they'd been lost (d'uh). We now have a picture
|
|
when Alt-tabbing back to the game/editor.
|
|
* Made operation on 8-bit desktops much more sane. It actually kinda
|
|
works reliably now.
|
|
|
|
|
|
Bugs present in Ken's original source
|
|
-------------------------------------
|
|
|
|
This epilogue is here for those people wishing to do their own port of
|
|
the Build source and wish to save time tracking down bugs in Ken's source.
|
|
The bugs here are the ones I found during my travels and the list should
|
|
not be considered complete. Thankfully, Ken's code is very solid and the
|
|
bugs that do exist did not pose a serious threat under DOS, but they do
|
|
make life very interesting these days.
|
|
|
|
(Line numbers refer to Ken's original source distribution)
|
|
|
|
ENGINE.C (various locations):
|
|
Before this fix is applied you may notice crashes in game.exe
|
|
if you press Enter (main keyboard). In Ken's words:
|
|
|
|
| It crashes in dorotatesprite because it accesses rx1[], ry1[],
|
|
| rx2[], and ry2[] - global arrays which were originally intended
|
|
| to be used only by drawrooms! When I wrote that code, I must have
|
|
| assumed rotatesprite would never be called INSIDE drawrooms...
|
|
| which makes sense because I wrote rotatesprite before I wrote
|
|
| all that faketimerhandler stuff.
|
|
|
|
The solution is to place this line below somewhere, Ken suggests
|
|
immediately before clippoly4, but I chose to keep it with the rest
|
|
of static variables in ENGINE.C and put it on line 156:
|
|
|
|
static long nrx1[8], nry1[8], nrx2[8], nry2[8];
|
|
|
|
Then, all references to rx1[], ry1[], rx2[], and ry2[] in
|
|
clippoly4 and dorotatesprite *ONLY* need to be prefixed with an
|
|
'n'. Only those functions need patching, and nothing else.
|
|
|
|
|
|
ENGINE.C l1222, l1388, l7225:
|
|
palookup[] is accessed from the assembly functions to translate
|
|
palette indexes to alternate indexes for palette-shifting of
|
|
images. It contains pointers to tables which map the original
|
|
palette index to the new index. Unused lookup entries have their
|
|
pointer set to NULL. If a NULL palette lookup is referenced then
|
|
a null-pointer exception is raised. In DOS this just caused
|
|
garbage palette mappings. In Windows/Linux it causes segfaults.
|
|
A fix for this is to add a line after the specified ones like:
|
|
|
|
if (!globalpalwritten) globalpalwritten = palookup[globalpal];
|
|
|
|
This remaps the NULL palette to the default one.
|
|
|
|
ENGINE.C l5691, l5692, l5697, l5698:
|
|
drawline16() is used for the 2D map view in the BUILD editor.
|
|
In the clipping calculations it sometimes happens that the x-
|
|
coordinates are not properly clipped to the left or right of the
|
|
video memory and are offscreen by one or two pixels when clipping
|
|
against the very top or very bottom rows of video memory. Adding
|
|
these checks before the closing braces of the specified lines
|
|
makes sure the coordinate does not go negative and segfault.
|
|
|
|
Line 5691 and 5698: if (x1 < 0) x1 = 0;
|
|
Line 5692 and 5697: if (x2 < 0) x2 = 0;
|
|
|
|
ENGINE.C l88, l8326:
|
|
slopalookup[] is a table used for drawing sloped sector floors
|
|
and ceilings. It holds the palette shading indicies for each
|
|
scanline. Problem is, in high resolutions somewhere around
|
|
1024x768, this array is too small and memory corruption happens
|
|
when the code writes past the end of this array. The way to fix
|
|
it is to rewrite the algorithm. Since that's an unattractive
|
|
proposition, increasing the size of this array will hold the
|
|
problem off for more typical cases.
|
|
|
|
Line 88: long slopalookup[16384];
|
|
Line 8326: ... else shoffs = ((16380-ydimen)<<15);
|
|
|
|
ENGINE.C l6773:
|
|
The addclipline() macro appends a clipping line for the movement
|
|
clipping code to test, but it doesn't attempt to see if adding
|
|
the new line would overrun the buffer. Extreme cases exist where
|
|
the buffer overruns and the game crashes. The problem can be fixed
|
|
by testing if clipnum is less than MAXCLIPNUM before adding the
|
|
new line.
|
|
|
|
#define addclipline(dax1, day1, dax2, day2, daoval) \
|
|
{ \
|
|
if (clipnum < MAXCLIPNUM) { \
|
|
clipit[clipnum].x1 = dax1; clipit[clipnum].y1 = day1; \
|
|
clipit[clipnum].x2 = dax2; clipit[clipnum].y2 = day2; \
|
|
clipobjectval[clipnum] = daoval; \
|
|
clipnum++; \
|
|
} \
|
|
} \
|
|
|
|
This change will increase the possibility of clipping bugs though
|
|
because not all possible sprites may being included in the test,
|
|
so increasing the MAXCLIPNUM constant on line 31 to 1024 will
|
|
decrease the chance of this happening.
|
|
|
|
ENGINE.C l7880:
|
|
The for loop that reverses the rendered image of a mirror is
|
|
iterating one too many times. Change the for loop to read:
|
|
|
|
for(dy=mirrorsy2-mirrorsy1-1;dy>=0;dy--)
|
|
|
|
BUILD.C l2137:
|
|
gettile() sometimes gets handed a tile with an index of -1, and
|
|
doesn't adjust this to something safe before it tries to draw the
|
|
cursor for the selected tile. This is demonstrated by loading
|
|
nukeland.map in Build.exe, and making a 1-way wall on the ledge
|
|
to the left of the starting point, and then pressing 'V' on the
|
|
now grey-stone wall. Adding this line fixes the crash that ensues.
|
|
|
|
Line 2137: if (tilenum < 0) tilenum = 0;
|
|
|
|
BUILD.C l2495, l3444:
|
|
bstatus, local to overheadeditor() is not initialized to 0 on entry
|
|
to the function, which sometimes causes the sprite dragging code to
|
|
misfire resulting in a crash immediately on starting the editor. The
|
|
following changes will prevent this happening.
|
|
|
|
Line 2495: "oldmousebstatus = 0;" should be changed to "bstatus = 0;"
|
|
Line 3444: append "if ((pointhighlight&0xc000) == 16384)" to "else"
|
|
|