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git-svn-id: https://svn.eduke32.com/eduke32@199 1a8010ca-5511-0410-912e-c29ae57300e0
371 lines
21 KiB
Text
371 lines
21 KiB
Text
=EDuke32 ChangeLog=
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==1.4.0 beta 2=
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- Core: cleaned up code to properly build without Polymost/OpenGL support
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- Core: added widescreen support for Polymost
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- Core: added support for toggling correct HUD model rendering on/off
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- Core: removed broken support for linking OpenGL statically
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- Core: added support for DDS textures (JF)
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- Core: added support for dynamically loading GTK (JF)
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- Game: new startup window (JF)
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- Game: added support for using the mouse and a joystick simultaneously (JF)
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- Game: fixed an issue preventing skill selection, bonus screen and episode ending animation sounds from playing
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- Game: fixed a problem where the player was unable to exit some pools of water in some maps
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- Game: made further adjustments to the weapon properties in order to more closely emulate Duke 1.5
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- 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
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- Multiplayer: fixed numerous minor bugs in the voting system
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- Multiplayer: added a more noticeable message to indicate that the player hasn't voted yet in an active vote
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- Multiplayer: added support for /me in text chat
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- Multiplayer: increased size of player chat icon
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- Multiplayer: added "nat-free" support from Adam Fazakerley
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- Multiplayer: fixed inventory respawn bug
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- Multiplayer: minor fixes to DukesterX 1.5 compatibility wrapper
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- CON: reworked movement_lock member of the player struct to use bit flags
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- CON: reworked findnearactor3d, findnearactor3dvar, findnearsprite3d, and findnearsprite3dvar
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- CON: added findnearactorz, findnearactorzvar, findnearspritez, and findnearspritezvar
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- CON: added WEAPON_FLAG_RESET (65536) to weapon system in order to properly emulate the chaingun and freezer
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- CON: fixed "eshoot" and added "ezshoot"
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- CON: reworked weapon system; note that your custom weapons may need adjustments to work again
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==1.4.0 beta 1=
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- Core: added support for defining dummy tiles in the def files to eliminate the need for placeholders for hightile art
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- Core: added a temporary projection hack to reduce HOM at the top and bottom of the screen
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- Core: fixed P2P multiplayer with more than two players
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- Core: fixed a nasty memory corruption issue with screen tinting that resulted in crashes in the classic renderer
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- Core: fixed a palette issue with the in-game textured 2D map in Polymost
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- Core: fixed a mouse input bug in winlayer that resulted in loss of input precision
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- 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
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- Core: tweaks to caching system to leave more memory available for hightile art
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- Core: proper alpha sorting on md3 models
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- Core: removed usegoodalpha in favor of an alternate sprite sorting algorithm (note: rendering glitches may occur)
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- Core: attempt to correct display perspective in order to properly display HUD models
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- Core: netcode packet rate now 26 (was 40)
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- Core: don't use 100% CPU when waiting for players to join a multiplayer game
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- Core: reduce mouse wheel input lock time to 25ms (was 100ms)
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- Game: completely reworked mouse sensitivity and added an input filter slider
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- Game: changed the weapon switching to be less restrictive in order to assist weapon changes via mouse wheel
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- Game: added support for alt+enter to switch between fullscreen and windowed mode
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- Game: added an option to disable demo playback cameras
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- Game: added support for scaling the crosshair to 1/2 or 1/4 normal size
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- Game: added an option to enable autoaim only for hitscan weapons (bullets)
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- Game: changed the default video mode to 1024x768x32 and added several fallback choices
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- Game: reworked the quicksave and quickload functions such as to not prompt the player on use
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- Game: set the default controls to WSAD + mouse aiming
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- Game: restore the pause key behavior from Duke 1.5 wherein the "GAME PAUSED" message isn't displayed when shift is pressed while pausing
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- Game: fixed an infinite loop and a palette corruption bug regarding the video setup menu and switching to the classic renderer
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- Game: fixed an issue where the automap would scroll itself and/or jitter when the game was paused while moving
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- Game: fixed pistol timing to more closely match Duke 1.5
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- Game: fixed long-standing quick kick animation bug
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- Game: fixed kick attack speed to more closely match Duke 1.5
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- Game: fixed an issue with shift+F5 not allowing selection of music defined for episode 5 and up
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- Game: changed the default menu background to something more pleasing
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- Game: restructured the option menus to make more sense
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- Game: expanded the "HUD weapon" menu option to allow displaying a weapon's pickup sprite instead of the HUD art
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- Multiplayer: Duke Talk menu option can now be set to "all" to hear enemy pain sounds
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- Multiplayer: added an option to disable nuke button exits in deathmatch
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- Multiplayer: greatly improved the text chat by increasing the text buffer size and by implementing basic line wrapping
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- Multiplayer: added a voting system for map changes along with a menu option to automatically vote yes or no
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- Multiplayer: added an icon above the heads of other players for when they're chatting or using the menu
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- Multiplayer: added an option to automatically send messages to all players rather than prompting
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- Multiplayer: added an option to display the name of the opponent you're currently aiming at
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- Multiplayer: added a player setup menu to configure player name, color, macros, and weapon/aiming options mid-game
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- Multiplayer: added support for Rancidmeat network configuration files via -rmnet command line parameter
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- Multiplayer: detect and correct internal vs external IP address issues when using Rancidmeat configuration files
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- Multiplayer: added dummy duke3d_w32.exe to facilitate EDuke32 multiplayer via DukesterX 1.5
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- Multiplayer: added support for in-game selection and loading of different user maps
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- Multiplayer: added support for various player death messages which can be redefined in the CONs
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- Multiplayer: added support for Quake-style color codes in player names and text chat (code format is ^<palette>)
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- Multiplayer: limit player name to 10 characters (not counting color codes)
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- Multiplayer: fixed issue where multiple players trying to step on the same shrunken enemy would kill the game
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- Multiplayer: fixed issue where briefly tapping the jump key would produce a lag effect during the resulting jump
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- Multiplayer: fixed issue where using the jetpack + steroids would produce a lag effect in P2P mode
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- Multiplayer: fixed several out-of-sync issues
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- Multiplayer: fixed a long-standing bug wherein a player death could be counted as both a death and a suicide
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- Multiplayer: fixed screen resizing issue when typing - and = in chat
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- CON: added "save" command to allow the creation of automatic checkpoints
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- CON: added "cansee" and "canseespr" commands to easily determine whether two sprites or sets of coordinates have visibility
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- CON: added "definegamefuncname" command to change the key names used in the configuration file and in the control setup menus
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- CON: added additional safety checks to get/setuserdef/player/sector/sprite/wall/input
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- CON: added support for Quake-style color codes in quotes (code format is ^<palette>)
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- CON: added extra timing checks to the weapon system; note that weapons with strange TOTALTIME and FIREDELAY values may no longer fire
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- CON: save quotes, dynamic-to-static tile remapping information, extended sprite flags and sprite caching info to savegames
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- CON: reworked the quote system to use dynamically allocated memory and doubled the length of each individual quote
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- CON: fixed a savegame issue where some gamevar values may not have been restored properly and added more sanity checks to savegame loading
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- CON: fixed an issue with FRAMEEFFECT1 sprites ending up with the wrong tspr->picnum
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- CON: fixed a potential issue where custom projectiles that hit a player wouldn't knock the player back
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- CON: fixed a bug in the findnearactor3d command and further sped up findnearactor3d and findnearsprite3d
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- CON: fixed an issue where tab characters in CON files could screw up label names
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- CON: fixed a crash that occurred when hitscan type custom projectiles with trails were fired at a wall from a distance of 0
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- CON: removed the RENDERSIZE attribute for weapons
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- CON: made slight optimizations to various commands
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- Console: added the following cvars: "crosshair", "cl_autoaim", "cl_automsg", "cl_autovote", "cl_democams", "cl_drawweapon", "cl_idplayers",
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"cl_messagetime", "cl_mousefilter", "cl_showcoords", "cl_showfps", "cl_smoothinput", "cl_statusbarmode", "cl_statusbarscale",
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"cl_weaponswitch" and "r_precache"
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- Console: added "addpath" command to add a new directory to the game's virtual filesystem pool
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- Mapster32: better smoothing of mouse input when using 3D mode mouselook
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- Mapster32: add ' F key combo to replace nonexistent tiles with tile 0
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==1.3.1-1==
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- Game: fixed issue with multiplayer switches
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==1.3.1==
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- Core: sync with JFBuild SVN
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- Core: on-disk compressed texture cache for greatly improved level load times (JF)
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- Core: virtual game file system similar to Quake (JF)
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- Core: re-tooled screen tinting and gamma correction in OpenGL (JF)
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- Game: sync with JFDuke3D SVN
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- Game: added option to disable automatic weapon switching (JF)
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- Game: mouse input smoothing (JF)
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- Game: pre-caching of HUD sprites (JF)
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- Game: redesigned game settings menu with several new options
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- Game: menus are now drawn over the status bar rather than under it and have a tinted background in OpenGL
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- Game: FPS counter color now changes when frame rate is under 40
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- Game: added -z# command line parameter to set CON compiler verbosity level
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- Game: added parsing of autoexec.cfg on startup
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- Game: adjusted default tripbomb plant delay to match Duke3D 1.5
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- CON: added getinput/setinput commands to read/write to/from sync[] in conjunction with EVENT_PROCESSINPUT
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- CON: completely rewritten compiler error handling
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- CON: findnearactor/findnearsprite and variants now exponentially faster
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- CON: better handling of duplicate event errors
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- CON: improvements to switch/case commands, fixes several bugs
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- CON: added per-actor flags for controlling shade, shadow, NVG presence, et cetera
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- CON: added EVENT_USE and EVENT_PROCESSINPUT
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- Console: added "exec", "cmenu", "gamma", "give" and "sensitivity" console commands
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- Mapster32 changes:
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- General: mouse input smoothing (JF)
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- General: informational messages now logged to console and mapster32.log
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- General: improved mass palette change function
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- General: improved mass visibility change function
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- 2D mode: improved search function
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- 2D mode: added shift-G key combination to increase grid size
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- 2D mode: added guide lines to the top and left side of the screen; hold shift for full guide
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- 3D mode: added + and - shortcut keys for incrementing/decrementing tile number
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- 3D mode: added mouse control for commonly used functions
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- 3D mode: refined various status messages
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- 3D mode: mouse cursor now fades from white to black to increase visibility
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==1.3.0==
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- Added EVENT_PRESSEDFIRE
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- Minor fixes to getwall/setwall
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- Engine updated to newest snapshot
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==1.3.0rc0==
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- Updated to current developmental JFDuke3D and engine, including precaching system.
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- New projectile definition syntax, uses labels like setprojectile
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- Cheat redefinition allowing both the "D" and "N" keys as well as the actual cheats to be changed.
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- Gametype customization via definegametype command
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- Logo and title screen customization via LOGO_FLAGS gamevar
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- All defined labels are now marked as a specific type, guaranteeing more stability and fixing some broken mods.
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- Potential multiplayer sync problems are now reported on startup
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- Con commenting system rewritten to be more error free and allow comments in the middle of commands
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- New quote manipulation abilities, allowing the user to:
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- Redefine quotes mid-game
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- Plug the values of gamevars into quotes
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- Concatenate the contents of one quote onto the end of another
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- Copy one quote to another quote position
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- All event names are now internally defined and no longer need definitions in the CONs.
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- Added EVENT_LOGO, EVENT_EGS and EVENT_DOFIRE.
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- Modified variable system to allow constants in place of read only gamevars and to allow prefixing a variable name with
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a minus to use the negative of the var's value
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- Pitch and roll control for models, accessed via get/setactor[].pitch and .roll. Also see .mdxoff, .mdyoff and .mdzoff.
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- All hard coded tile definitions are now changeable from defs.con (note: enable dynamic remapping via dynamicremap command)
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- The values of gamevars can be saved to and read from the .cfg
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- Weapon control enhancement: all weapons now have a WEAPONx_RELOADSOUND1 and a WEAPONx_RELOADSOUND2 which control which
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sounds are played when the magazine is inserted or removed.
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- Added WEAPON_FLAG_RELOAD_TIMING (defined as 32768) hack for special reload sound timing on things like the pistol
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- Added the following primitives:
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- definecheat
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- cheatkeys
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- userquote
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- precache
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- projectile
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- redefinequote
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- dynquote
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- getpname
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- qstrcat
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- qstrcpy
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- setsprite
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- rotatepoint
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- dragpoint
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- getzrange
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- changespritestat
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- getceilzofslope
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- getflorzofslope
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- neartag
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- definegametype
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- changespritesect
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- spriteflags
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- savegamevar
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- readgamevar
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- findnearsprite
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- findnearsprite3d
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- findnearspritevar
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- findnearsprite3dvar
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- dynamicremap
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- Miscellaneous cleanups all over the code (the diff is 36,000+ lines!)
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==1.2.3==
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- Updated to current developmental JFDuke3D and engine
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- Added the following primitives:
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- displayrandvar
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- displayrandvarvar
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- checkavailinven
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- globalsoundvar
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- guniqhudid
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- getprojectile
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- getthisprojectile
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- setthisprojectile
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- Modified projectile system as follows:
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- Each projectile in flight now has its own properties which can be set using
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get/setthisprojectile in event 64
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- setprojectile sets the default for all projectiles of that type, whereas
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setthisprojectile only affects the specific projectile
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- Fixed range property not working on RPG type projectiles
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- Upped max sounds to 1500
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- Added support for more/less than 4 episodes. The number of episodes is defined by
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the last definevolumename instance found upon compilation. Max is 8.
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- Added EVENT_GETMENUTILE: RETURN value sets background for main menu, set MENU_TILE
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var to 1 for tiled, leave set to 0 for an image that fills the screen.
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- Added EVENT_SPAWN: called every time an actor is spawned, use this to set properties
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on actors at spawn time.
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- Logo animation and splash screens disabled during multiplayer
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- Out of sync fix for event 64
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- Added support for setting the loogiex and loogiey members of the player struct
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- Minor internal changes, bug and compiler warning fixes
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- Added setvar console command for debugging
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- Modified WEAPKEY events; support weapon key remapping (set RETURN to desired weapon num)
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- Mapster32 changes:
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- Fixed bug which disabled creating masked walls
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- Added ' D 2D mode key combination to delete all sprites of a specific picnum
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- Added ' N key combination to enable/disable noclip
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- Fixed a few compiler warnings
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==1.2.2==
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- Updated to current JFDuke3D and engine, which brings the following:
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- MD3 support
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- fixed network sync issues
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- minor renderer fixes
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- Player movement events now work in multiplayer (thanks JonoF)
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- Added sound_pitch member to player struct
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- Added EVENT_NEXTWEAPON, EVENT_PREVIOUSWEAPON, EVENT_SWIMUP and EVENT_SWIMDOWN
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- Added multi-purpose event "64" which runs on all sprites in the game, allowing for
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manipulation of virtually everything in the game world
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- Added user-definable colored fog: simply add lines similar to the following to your duke3d.def:
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fogpal <palette number> <red intensity> <green intensity> <blue intensity>
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Intensities range from 0-63, and palettes 26, 27, 28 and 29 are pre-defined for you as
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white, red, green and blue respectively. Sector visibility controls fog density.
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- Added movement_lock[] member to player struct. Functionality will be explained upon request
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until the wiki is updated. As can be guessed, this is used to lock player movement.
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- Fixed a couple of reload bugs
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- Projectile system internally optimized and improved (ripped out remnants of variable based
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system as well as modified the system to restore projectile defaults on game restart)
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- Added the following primitives:
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- movesprite
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- checkavailweapon
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- updatesectorz
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- ssp
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- stopallsounds
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- soundoncevar
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- stopsoundvar
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Movesprite, checkavailweapon, updatesectorz and ssp work exactly as their
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internal counterparts do. The sound commands are self-explanatory.
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- Minor fixes to the error handling system -- it is now impossible to redefine internal
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pointer gamevars. Some error messages also made more descriptive.
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- Fixed handling of bad CON files
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- Added "-condebug" command line parameter which prints one line to the init window per line
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compiled. This is useful in cases where you've encountered a bug in the CON parser which
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throws you into an infinite loop on compile, as you can see where the problem happened.
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- Fixed "DNITEMS" cheat not triggering item cheat events
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- CON commands "addlog" and "addlogvar" now print to console and log to eduke32.log
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with all of the other log information rather than log.log
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- Fixed multiplayer menu problem
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- Added PROJECTILE_FLAG_RPG_IMPACT (defined as 32768) to projectile flags. This flag causes
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an RPG type projectile to directly damage whatever it hits rather than do radius damage.
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- By request, changed how Duke moves when submerging into and emerging from underwater sectors
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- Various minor code clean-ups and fixes
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- Mapster32 changes:
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- Added ' 5 2D mode key combination for changing the shade of every parallaxed ceiling
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on the map at once
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- Added ' 6 2D mode key combination for changing the height of every parallaxed ceiling
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on the map at once
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- Added ' Z 2D mode key combination for offsetting an entire map on the Z plane. This
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is useful for merging sections of maps into other maps.
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- Added Left ALT ' 7 2D mode key combination for scaling the entire map (multiply)
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- Added Left ALT ' 8 2D mode key combination for scaling the entire map (divide)
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- Added ' M key combination for setting .extra member (this is the SW middle tag)
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- Help menus re-organized to be more useful
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- Added ' P 3D mode key combination to set palette on all sectors selected in 2D mode
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- Added ; V 3D mode key combination to set visibility on all sectors selected in 2D mode
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- Added support for running without lookup.dat (obviously, this will disable alt pals)
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==1.2.1==
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- Updated to current JFDuke3D and JFBuild release, see releasenotes.html for details
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- Mapster32 updated to 1.0.1, hit F1 in 2D mode for new feature rundown
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- Added "spritenoshade" command. This command works just like spritenvg and spriteshadow, and does
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exactly what it claims to do.
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- Fixed 1.2.0 bug which made the player's APLAYER sprite's position shift across the map each time a
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bullet hole was left on a wall.
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==1.2.0==
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- Updated to current JFDuke3D and JFBuild release, see releasenotes.html for details
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- Introduction of Mapster32, the enhanced Build editor version 1.0.0
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- Lots of miscellaneous code clean-ups and bug fixes
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- Fixed pre-placed tripbomb bug from EDuke32 1.0.0
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- Increased MAXCYCLERS to 1024
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- Renumbered EVENT_AIMDOWN to be event 63
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- Ripped out unused NAM and WW2GI-specific code
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- Ripped out unused code specific to foreign, demo and beta versions of Duke
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- Added several new primitives, as follows:
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- whilevarn
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- switch
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- case
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- default
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- endswitch
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- shootvar
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- soundvar
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- findplayer
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- findotherplayer
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- activatebysector
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- operatesectors
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- operateactivators
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- operatemasterswitches
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- checkactivatormotion
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- zshoot
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- dist
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- ldist
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- shiftvarl
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- shitvarr
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- spritenvg
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- getangle
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- whilevarvarn
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- hitscan
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- getplayervar
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- setplayervar
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- mulscale
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- setaspect
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Descriptions of these commands will be available soon on EDukeWiki
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- Added "reloading" member to player struct (1 when reloading, 0 when not, weapon changes blocked while 1)
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- Fixed setuserdef
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- Fixed eventloadactor
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- Added ud.statusbarscale to get/setuserdef
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- Restricted all screen drawing commands to events
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- Fixed issues with several events
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- SHOTSPARK1 now sets temp_data[6-8] to hitwall, hitsect and hitspr, in that order
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- Tweaked the operation of weapons to allow identical operation to Duke3D 1.5 (may cause issues with some existing mods)
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- All effector sprites now made non-blockable non-hitscan-sensitive on map start
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- Added "range" field to custom projectile system
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