mirror of
https://github.com/ZDoom/zduke.git
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124 lines
No EOL
5.6 KiB
Text
124 lines
No EOL
5.6 KiB
Text
May 20, 2003
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- Removed the used of the SP, SLT, SECT, etc macros because the debugger
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doesn't understand them and will not automatically show the values of the
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associated variables.
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May 17, 2003
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- Fixed the problem with multiplayer: My attempt to reformat getpackets() had
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some braces in the wrong places, so the only player whose movements would
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be received was player 0. However, it dies when SIMULATEERRORS is non-zero,
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and I can't get the original Build packet code to work anymore. This
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simulates a *very* bad network however, so I don't know how well I should
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expect it to fare in a real network.
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- Tried rewriting the code in mmulti.c to be a combination of the Doom and
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Build connection systems. Actually playing a network game still doesn't work,
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but the problems are the same as before, so I don't think mmulti.c is at
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fault. The new code produces smaller packets, so unless I can't find the
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problem elsewhere, I'm going to keep it in place.
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May 16, 2003
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- Ported the UDP driver from ZDoom. Since both Duke3D and Doom abstract the
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network interface to an external program, this was relatively simple.
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Unfortunately, networking doesn't really work yet. I can get as far entering
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a level, and then it gets stuck.
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May 14, 2003
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- Added a real startup console viewer. Now I don't need to allocate a console
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and hack the Visual C++ CRT to redirect stdio to it. This is even an
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improvement over ZDoom's current workings, because if something goes wrong
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and the game crashes, I can show the window so the user has a better idea
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of where it happened.
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- Removed the pause after the name of the current config file gets printed
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during startup.
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- Changed the CON compiler to use a binary search for identifying keywords.
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May 12, 2003
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- Changed playing sound tracking to use a linked list of the currently playing
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sounds instead of storing this information with the sounds themselves.
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- Reimplemented the RTS taunts for the new sound code.
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- Added in-game resolution switching.
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May 10, 2003
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- Integrated the quote system with the console notify system.
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May 9, 2003
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- Added cvars for the shift, alt, and ctrl keys and the cond command so that
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the function keys are fully bindable.
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May 8, 2003
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- Added EAX reverb support for hardware channels. On EAX3 cards, it uses the
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sewer pipe preset as a base, and all other cards use the generic preset as a
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base. Testing with my Audigy and nForce2, I think the sewer pipe sounds much
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better on the Audigy than the nForce2, which is why I decided to do two
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different types of reverb for EAX2 and EAX3 cards.
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- Changed stopsound to be the same as stopenvsound so that you actually have
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to specify which sprite's sound you want to stop. Now that you can have more
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than one sprite emitting the sound at the time, this is needed. Removed
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stopenvsound since it's now redundant.
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May 7, 2003
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- Changed some sounds that are effectively looping sounds (e.g. player jetpack
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and just about anything played by a MUSICANDSFX sprite) so that they are
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proper looping sounds even if the con doesn't define them as such.
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- Simplified the FX_ layer so that it is now a very thin wrapper on top of
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FMOD.
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- Added the ASS "reverb" effect for software mixing.
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May 6, 2003
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- More 3D sound tweaking. Duke sounds have to travel a long distance before
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they start being attenuated, and then they drop off to silence rapidly after
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that--they're full volume for nearly half their audible range!
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May 5, 2003
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- Decided to not try to graft my ZDoom SFX code into Duke. The two games treat
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sounds too differently. Instead, I have opted to take some of the backend
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sound code that talks to FMOD directly and use it to fashion an ASS-like
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layer for Duke to use. Now my only problem seems to be setting the min sound
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distance and rolloff factors to best simulate Duke's sound.
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May 3, 2003
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- Got sounds working, after a fashion. Music is fine, but SFX still need work.
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May 1, 2003
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- Replaced as many spritetype::cstat, walltype::cstat, sectortype::floortype,
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and sectortype::ceilingtype numeric constants I could find with symbolic
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constants.
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April 28, 2003
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- Removed the sound reduction associated with 8250 UARTs.
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- Added ONELEVELDEMO detection. Since I don't actually have this version, I
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tested it by taking the shareware duke3d.grp and removing all the maps
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past E1L1.
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April 27, 2003
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- Implemented console output, so now I can use it without typing blindly.
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April 26, 2003
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- Implemented more stuff: Key bindings, shareware (and presumably full version
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1.3D) support, key input during dobonus, and console input. As the console is
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currently invisible, I'm temporarily redirecting its output to stdout.
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April 17, 2003
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- Started moving the input code to use Doom's responder system. Duke handles
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keyboard input quite differently from Doom. It uses an interrupt routine to
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grab keyboard input as it happens and fill buffers. So to check if a key is
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pressed or not, the game just looks at that key's entry in an array. The
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keyboard interrupt routine also fills a queue for those times when the game
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needs buffered keyboard input. There is no centralized event collection and
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dispatch system. The simple keyboard handler I did on the 15th is no more,
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but the menus and cheats work again.
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April 16, 2003
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- Fixed the various fade ins and outs so that they are actually visible.
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- Ported my vlinetallasm4 routine back to the BUILD engine.
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- Fixed BUILD engine bug: parascan() would draw one column past dax2.
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April 15, 2003
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- Added simple keyboard handler so I can start a game and enter cheats. Still no
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controls.
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April 14, 2003
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- Fixed demo playback for v1.15 demos.
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April 12, 2003
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- First time I get the game to link and run, albeit there are no controls or sounds. |