Log message:
games/doomlegacy: Update to 1.48.18
- Modify DESCR to make it clear that this package contains SDL1 build
1.48.18 SVN1749 (2025-04-23)
FEATURES 1.48.18
* Added the slow_react menu control that adds some random delay to an idle
monster, before it notices the player. This is adjustable from 0 to 15,
adding about 0.3 sec to 1.25 sec per step (random), which at setting 3 is 1
to 3.75 seconds. Some monsters will have the larger delays as if they were
not paying attention, or half asleep, which is more realistic and adds
variation.
Settings above 6 can be helpful in slaughter maps, if you are not good at
that or are not the slaughter type. You will now get a chance to shoot
first. After having used this, it will be difficult to return to all
monsters having an unnatural instantaneous reaction time.
* Recognition of MPEGIII (mp3) header format used by phobiata.wad music lumps
o_ddtbl2.lmp and o_doom2.lmp. The other mp3 music lumps are using the ID3
header format already recognized.
* Enhanced boom, prboom, MBF, MBF21, Heretic, Legacy, EternityEngine
detection, and deh assumed standards like dehextra. Also detect legacy and
boom special linedefs and sectors. These are reported as each wad is
loaded.
* Added some state corruption detection routines to discover what the
dehacked in those wads are doing. It has become apparant that some wads are
dependent upon vagaries of the DSDA port, and they incompletely setup the
dehacked sprites and states. Because of this we must take measures to
detect and protect against those wad errors. This will need fixing later,
as they need tuning.
* State action functions are no longer kept as ptrs, they are now enum codes.
This prevents wad errors from crashing DoomLegacy anymore. Each action
function executor can now identify when it has an action function code that
it cannot execute.
Similarily the thinker functions are now also enum, which makes them much
more corruption resistant. A lookup table supplies the actual functions.
Sfx info tables also now use index to other sfx, no longer using ptrs.
There were only a few that were not NULL, mostly chaingun.
* Detection of special lumps by prefix names, activating specified dehacked
enables. This detects if "SPxx", DSFRExxx" exist, to activate \
DEHEXTRA.
* Implemented DEHEXTRA, at least the parts we could, and were not implemented
already. DEHEXTRA has an enable because it conflicts with existing
DoomLegacy table entries.
DEHEXTRA added STATES, SPRITES, and SOUNDS, the number of each, can be
tuned (for the compile) in the doomdef file. The amount can be set lower to
control program bloat as Doomlegacy already has free space.
The "dropped item" keyword is recognized as DEHEXTRA, and its \
effects are
implemented. When used with zeroed states, it could drop a player zombie
upon every monster death, so that is blocked in code.
DEHEXTRA sprites [145 to 244] are given the DEHEXTRA names "SPxx" \
(where xx
= 00 to 99) for loading the sprite lumps.
DEHEXTRA sfx [500 to 699] are given the DEHEXTRA names DSFRExxx (where xxx
= 000 to 199).
Made the "Touched special thing" error of DSDA into a SoftError, \
as just
killing DoomLegacy was not useful.
* Extra sfx are otherwise given "SFXxxx" names for loading the \
lumps, where
xxx is the sfx id used in dehacked.
* Remap of sprite, state, and sfx. The remap knows where the free space is in
the DoomLegacy tables, and can adjust for the gamemode and options. It can
account for known DoomLegacy extensions of sprites, states, and sfx, and
can also adapt to recognize those of some other ports.
These have command line options that control or disable them.
Levels are 0 to 5, where 0 = off.
The default is 5, which is auto.
-remap 4 : set all remap to level 4
-state_remap 4 : state remap to level 4
-sprite_remap 4 : sprite remap to level 4
-sfx_remap 4 : sfx remap to level 4
Level 0: Disable remap.
Level 1: All of the predef table, Legacy extensions, and a 128 beyond
that, are fixed mapping. Entries beyond that are remapped.
This supports older wads.
Level 2: All of the predef table, Legacy extensions, and a few spare
are fixed mapping. Entries beyond that are remapped.
This is a reasonable setting for debugging dehacked lumps.
Level 3: All of the predef table for the gamemode, plus some extra,
are fixed mapping. Entries beyond that are remapped.
Level 4: Only the minimum vanilla tables and extensions are fixed
mapping. Everything else is remapped to available free space.
* Command line switch for state zero defaulting.
-state_zero 2
0 : Zero state default, nextstate=0 (destroy).
For compatibility with older wads, and older Legacy.
1 : DSDA state default, sprite=TNT1, nextstate=self (freeze).
2 : automatic detection.
* Command line switch for dehacked control.
-dsda : map for DSDA
This is for wads that were developed on DSDA. It enables closer
dehacked compatibility with DSDA, and some special values unique to DSDA.
However, DoomLegacy is not DSDA and does not implement everything
as DSDA does.
This enables detection of DSDA sprites 138 to 143. Some of these, like
DOGS, already exist in DoomLegacy and have code support, while others are,
for now, just remapped somewhere safe. Support for such is evolving. They
do get the DSDA sprite names.
* Action functions in the dehacked lump can be set in a Thing declaration
using the syntax:
action = functionname
This is a DoomLegacy extension to dehacked.
BUG FIXES 1.48.18
* Fixed Format 1.49 savegames that read as CORRUPTED. It writes a proper 1.49
savegame now. It can also read the previous 1.49 corrupted savegames.
* Fixed the x11 port to not require the esd library, when it should not. The
x11 sndserver was requiring the esd library be present, even though it was
compiled with the esd library to be detected and dynamically loaded. The
sndserver Makefile was using an obsolete makefile signalling, which was
corrected, so it now links only the correct libraries.
* The zip file read was failing for some files, due to the zip_seek failing
on perfectly good files. Fixed it so when zip_seek fails, it reopens the
file and uses a different fallback seek operation.
* Fixed the SDL2 keypress input so that console, chat, and savegame names,
only get one character per keypress. The savegame description was getting
doubled characters. The Chat line, and console were also affected.
The SDL2 library is delivering separate events for keydown, and the
translated version of that key. It delivers two key down events for each
keypress. Each keypress handler has to choose one of the events and ignore
the other, which is complicated for handlers that must handle both the text
and key commands too. After entering chat text mode, sometime later SDL2
would deliver a translated char for the command key that started text mode,
thus entering that into the chat. To block that required something ugly.
A control (cv_sdl2_textchar) was added that selects the source delivered as
translated text input. This is mostly useful for testing your particular
computer. With it off, the translated SDL2 events are blocked, and the
console, chat, and savegame text is a copy of the untranslated key input.
With this set off, Shifted keys, like underscore, are unavailable.
* The melee monster attack was not damaging the player. This was affected by
the MBF21 changes, and this part required some additional setup. Added the
initialization of the MBF21 melee_range field, and the other MBF21 info
fields.
* Fixed some MBF21 dehacked interpretations. Added MBF21 weapon flags. Fixed
MBF21 Args not being recognized. Recognize "MBF21 Bits" in things too.
Fixed some other MBF21 dehacked syntax. Ignore comments in things.
Initialize some alt speed items (MT_BRUISERSHOT, MT_HEADSHOT, MT_TROOPSHOT)
that MBF21 has moved into MBF21 special fields.
* Improved the dehacked handling of odd syntax and badly formed dehacked
lines. It now handles blank lines and EOL more correctly, without
extraneous error messages.
* The dehacked "Bits" lines now will clear any existing bits \
correctly, and
will do it only once.
* Fixed a segfault with Back_to_saturn wad due to search for deh names
exceeding predef tables. Also now checks for NULL and rejected names.
* Add zeroing of some states, depending upon game, command line options, and
detected wad extensions. Some MBF21 wads overwrite some Heretic states
incompletely, leaving the engine to execute random data. This caused
segfaults when action functions were called with the wrong parameter stack
(something inherited from vanilla doom). Upon detection, the states being
used are zeroed, to emulate other MBF21 ports.
* Fixed the init of info table patching to work with MBF21 changes too. Due
to engine differences, just putting the MBF21 changes into the info table
init function did not work out as expected. Because this is within the
built-in launcher loop, it got more complicated than I will describe here.
* Fixed a segfault, for some odd music that could not be handled. Made a
separate FindExtMusic that can handle the special cases. Made it have
graceful failure, without any I_Error. The cause was MBF21 changes that
upset the compile.
* Fixed the MBF21_angle_to_slope function which was failing due to comparison
of a signed angle against an unsigned constant. Do not know what the
compiler was doing but it was wrong. Fixed a few other similar tests, out
of caution.
The MBF21_P_Random_hitscan_slope function was calling
MBF21_fixed_deg_to_slope where it should have been MBF21_angle_to_slope.
This is near impossible to determine from reading DSDA code. Weapons in
Sleepwalking.wad now at least hit their intended targets.
* Separated the MBF21 args from the MBF param, because it is possible to use
both in the same state. This was an optimization that did not work out.
* Revised the known sprite name mapping for Heretic, prboom, and dsda.
Revised the system for handling non-standard sprite lumps to get it to load
the matching sprite frames for the extra sprites. Revised the state
blanking, for DSDA. Fixed MBF21 action function arguments, so they get
adjusted too when states get remapped. These were an especially nasty bug.
* Made FireOldBFG work, because a wad is using it. It just assumes it. It is
an EternityEngine action function, but it can be defaulted to A_FireBFG.
* Some wads (like infectio.wad) do not have a reject lump. For some large
wads, this eventually made DoomLegacy segfault using other bugs.
Fixed the lump cache so it will not allocate for 0 size lumps, it will
return NULL.
Made the CheckSight functions skip checking the reject lump when it is
NULL, or when lookup will exceed the size of the lump, or when the sector
indexes are unreasonably large.
* Fixed Chex1 change engine when using software draw, to not try to init
hardware draw functions. This fixes the "could not find corona".
* Fixed the demo play to check and reject a missing demo.
* Phobiata wad tests the objhealth to detect when an object is picked up. Do
not know when this ever worked, but fixed it so that it is supported, which
makes the stairs to the BFG work reliably now.
1.48.16 SVN1703 (2024-11-26)
FEATURES 1.48.16
* Much better version and option reporting for the DoomLegacy binary, visible
to the user. This also allows musserver and sndserver to identify their
version of DoomLegacy.
Prints a program header that includes date, program version, and major
compile-time options.
> doomlegacy --version
* MBF21. This implements MBF21 dehacked capabilities, using the MBF21
Developers Spec, and DSDA-Doom as a reference implementation. This adds
many monster functions, can alter monster attributes that previously were
for bosses only, makes SKILL5_FAST monsters changable from dehacked, and
can alter player weapon effects. It also adds BLOCK_LAND_MONSTERS, and
BLOCK_PLAYERS, as linedef flags, and adds sector flags.
* Added player getting tired when they RUN too much. Added player drown when
they swim underwater too much. The player drown does not actually kill the
player, but just uses an extreme getting tired, with vison going black.
These have option controls in the menus, and can be enabled for any map.
The tired and drown player timers are not yet saved in save games, nor are
in demos.
At this time, this is EXPERIMENTAL, and may be changed.
* Added monster body variations capability. Added controls monster_vary,
vary_percent, vary_size. This option modifies existing maps by modifying
some of the monsters, with random adjusted width, height, mass, and speed.
This also will vary the monster speed due to damage.
At this time, this is EXPERIMENTAL, and may be changed.
+ Off : Disabled, as in vanilla Doom.
+ All : All variations are possible.
+ Small : small size monsters
+ Smaller : smaller monsters
+ Light : light mass monsters
+ Lighter : lighter mass monsters
+ MedSmall : medium to small size monsters
+ Medium : medium size monsters
+ MedLarge : medium to large size monsters
+ Heavier : heavier mass monsters
+ Heavy : heavy mass monsters
+ Bigger : bigger monsters
+ Big : big size monsters
* Added a menu control for the corrected clip width, in the effects menu.
This corrects a bug in the original doom rendering, that affects the
display of a few textures. Only a few users would even notice. Normally, it
is kept OFF.
* Added a control for varying monster teleports. This allows players to alter
the severity of monster teleport traps. It also introduces variety when you
have played a map so many times that it is too familiar.
The menu:
+ norm : Disabled, as in vanilla Doom.
+ easy2 : random selection of the easiest effects.
+ easy1 : random easier
+ any : random of all but dup
+ hard1 : random harder
+ hard2 : random hardest effects
+ stun2 : stun the monster for a few seconds
+ stun4 : stun for 4 seconds
+ stun6 : stun for 6 seconds
+ rate2 : slow the rate of the teleport
+ rate4 : slower x4
+ rate6 : slower x6
+ scatter1 : scatter the teleport
+ scatter2 : scatter farther
+ scatter3 : scatter farther
+ scatter4 : scatter farthest
+ dup20 : duplicate some monsters during teleport
+ dup40 : duplicate 40% of teleported monsters
+ dup60 : duplicate 60% of teleported monsters
At this time, this is EXPERIMENTAL, and may be changed.
* Have made extensive changes to bot behavior with friends, and coop play.
Added a menu control for bot grab.
+ low: least grabby
+ moderate:
+ friend: allows friend to get special items
+ grabby: previous non-deathmatch behavior, no friends
+ selfish: previous deathmatch behavior, for comp
Friends are taken into consideration when deciding upon grabbing an item.
For example, Keys are not grabbed when have friends.
Added avoidance code that will turnaway from an object when the bot is
blocked.
The code for moving close or away from teammates was rewritten. The bots
move slower around the teammate, so their behavior is better. Code to stop
the bot from going over a cliff has been added, and does cause bot to stop
in some situations. But, eventually the bot goes over the cliff.
Increased distance required to shoot barrels.
Bot jumping is now disabled when allowjump is not set, like other players.
This is an ongoing effort and is EXPERIMENTAL.
* COME_HERE command by keypress has been added. The default is the 'c' key.
This will summon dogs and bots to come to the player.
The COME_HERE code tries to block other distractions. It is noted that the
dogs and bots often ignore the player, such as when there is an active
battle. Often the effect is delayed, with them coming after a few seconds.
The COME_HERE command is effective for 3 seconds. It can be repeated often
for longer effect. It is only effective when the bot is within 1500
distance. It causes bots to move slower when near the player. A summoned
bot can cross a higher dropoff than normal.
This is an ongoing effort and is EXPERIMENTAL. Details will change.
* Added bot recognition of when the player is bumping them out of the way,
which may also be used to move them somewhere. It is also effective to just
punch them.
More fields have been added to bots, so they remember what they were doing,
and a timer to give them a chance to carry out a decision. This gives the
bot a chance to actually turn, and get some benefit from a decision, before
it is undone.
Bots can now detect a damaging sector. They are blocked from going into a
damaging sector, but often it does not stop them.
The bots test for two steps ahead now, which gives them a chance to not go
over a cliff, or hang on the edge.
Some distances have been increased.
* Release version 1.48.16 uses savegame format 1.49. Because MBF21, VARY, and
changes to the dropammo status format, forced a savegame format change that
requires a new savegame format version. DoomLegacy still will read
savegames of format 1.48, and earlier.
BUG FIXES 1.48.16
* Fixed the grenade launcher, DT-GREN. The file MBFONLY.DEH creates a grenade
missile that does not have MF_NOBLOCKMAP. This triggers a bug inherited
from Vanilla Doom, and Boom, that causes the program to hang in a tight
loop, or otherwise crash. This was fixed by creating a blockmap unlink that
is not dependent upon the thing x,y position, similar to what MBF, and
PrBoom did.
* The viewfit control was not drawing flats at the exact same scale as
everything else, when using viewfit = FIT_HEIGHT. Changed the table calc to
use projection_y, correcting the problem. Fixes Bug 0692.
Note: testing using 1280x800 is misleading, as while that looks like an
extreme wide screen, it is also the exact same ratio as the original
320x200. Because of that, it happens to hide defects in calculating the
scaling. It is one of the screen choices that has no difference in all the
viewfit settings.
* Prevent in-fighting when player has both dogs and bots. The bots would
attack the dogs. This makes bots friend aware.
* Changes to deal with gcc12 nuisance warnings, compile quieter, but they do
not fix anything in the program.
* Fixed one of the calls in R_PointToAngle, to use the more accurate
SlopeDiv_64.
* Playing MP3 music (phobiata.wad) would cause SDL to fault, citing a double
release of the rwops. This only happens for MP3 music. Fixed the unregister
function to cope with SDL doing this unexpectedly. SDL1 will now play MP3
on doomlegacy, (as in phobiata.wad). If your SDL mixer library does not
play MP3, then you have to also compile the SDL mixer with the MP3 option
enabled. Some distributions of SDL mixer have MP3 option disabled.
* Fixed a segfault due to using uninitialized bot. Protected some other bot
code from similar faults.
* The 666 action upon Boss death was not working, the bug introduced by MBF21
code. This has been fixed.
|
Log message:
games/doomlegacy: Update to 1.48.12
Updated man page for pkgsrc.
Disabled SVN usage for build.
FEATURES 1.48.12
* Added SDL2 support, as a compile option. This provides video, sound, and
keyboard alterations for the SDL2 library calls.
The source code still supports SDL1. This supports target machines that are
not supported by SDL2. At this point, for some things like MIDI music, we
have not yet found optimal SDL2 solutions.
* Add a control to select music type, with an automatic mode. Add automatic
music type selection and playing. This works better with SDL1 than SDL2.
SDL2 will always use Fluidsynth for MIDI. It even builds a copy of
Fluidsynth into SDL2.
* Added controls to adjust monster health, health pickup, armor pickup, and
ammo pickup. This allows adjusting play of an overly difficult map such as
one with multiple cyberdemons, such as when you have only three players on
your coop team and one is a newbie, or just adjusting a map weak in ammo.
The user can also increase difficulty when feeling cocky.
BUG FIXES 1.48.12
* Mingw32 does not have strcasestr. Had to write one for Mingw32 and Watcom.
* Fixed a segfault in biowar.wad Map08 with OpenGL. It would segfault when a
texture being drawn in cache, had one patch extending lower than the
texture bottom. The cache write now tests against the cache limits, and not
the source.
* Fixed X11 musserver quitting whenever trying any device other than TiMidity.
Made the FluidSynth MIDI detection work. Included the DEBUG options.
Fixed a HAVE_ZLIB test that would error when compiling for X11.
* Fixed where Player picks up clip when already has full ammo. A bug was
introduced in patch w105_22_playermsg, svn 1225. This resulted in the clip
being used up, even when the player already has max ammo.
* Rewrote the flat animation, to load all flats of an animation. A long time
ago the flats were optimized by only loading the flats that appeared in the
level map. This is incompatible with flat animation, as the animation
requires flats that may not have appeared otherwise. This results in the
animation not working for some flats that should be animated (doom2 map17).
Updates the flat animation again when levelflats has moved during the
update. Removed the old animation code that checked all flats in the wad.
* Fix the existing MIDI, MP3, and OGG music playing. Fix MP3 music playing,
so that it does not try to play it as MUS. Detect the music type upon
replay too.
* VISPLANE_DYNAMIC_COVER. Replaced arrays of [MAXVIDWIDTH] in visplane with
dynamically allocated arrays of the current video width. This reduces each
visplane from 6464 bytes to 3268 bytes. This will allow MAXVIDWIDTH to be
increased, to allow larger screen sizes, without affecting the memory usage
for everybody.
* Transition to new software renderer, to fix sprites that are drawn in
conflict with 3d floors.
* Removed drawnodes code. Sprites could not be sorted into the drawnodes to
satify all the conflicts that occur. Instead of trying to save all the
sprite conflicts in one sprite structure (like a drawnode), the sprite is
split and clipped until all parts of it have been drawn (or masked).
* Replaced openings code (from PrBoom) with pool16 code, which does not have
to adjust existing pointers when expanding the pool.
* Fix to sprite draw, so that flipped sprites drawing is independent of the
sprite x1 position. This fixes draw errors of some flipped sprites.
* Fixed the OpenGL dynamic lights, where wall textures would distort when a
fireball or rocket would pass by. This affected walls under a 3d floor,
when it experienced a dynamic light.
* Fixed a zip seek error that only affected some zip files. Opening a zip
archive when there already was a zip file open, required that the zip file
be closed, or its file position will be different than our recorded
position. This fixes bug when loading cyberarena3.zip.
* Protect against NULL line ptr in some light functions. This mitigates a
segfault in cyberarena3.zip, that was not reproducible.
* Fixed compile errors in dynamic load of zlib, and libzip. Detect version
of libzip from header file. Remove version of libzip from make_options.
* Add SDL_DIR to the compile make_options, because compile on win/mingw32
cannot reliabily find SDL/include otherwise, and it is better than having
end users editing the Makefile. SDL installs with sdl-config are not
affected, and most users do not need to specify it.
* Fixed the new SDL sound code to compile with SDL Mixer 1.2.8, SDL Mixer
1.2.10, SDL Mixer 1.2.12, and SDL2 Mixer. This is detected at compile.
The SDL Mixer 1.2.8 does NOT have MIX_INIT, but the SDL Mixer 1.2.10 does,
and SDL2 does too. The MIX_INIT provides some device detection and
reporting to the user what was found.
* Still supports compiling for SDL Mixer older than 1.2.8, but those do not
have RWOPS, and thus music playing with that Mixer will then use the
hard-drive. This is detected and determined at compile-time, and running
with a newer SDL Mixer will not affect that compile decision.
* The user must have a compatible SDL Mixer installed (same or better).
Newer SDL installs have bug fixes (especially on win), and may be
customized to the users machine, so this is up to the user.
* Changes to support compiling on Mac OS X (Darwin). Uses App folder.
Based on support from Gibbon.
|
Log message:
games/doomlegacy: Update to 1.48.10
FEATURES 1.48.10
• Support for DeepBSP V4 extended nodes (based on crispy doom). Also ZDoom
extended nodes (based on code from woof 1.2.0), supporting uncompressed,
and compressed nodes (when zlib is present). Allows playing several wads,
such as Avactor, and Lost Civilization, that are otherwise playable by
DoomLegacy, but use extended nodes for several of their maps. Code provided
by Michael Bäuerle (FR_0095).
• Added the blockmap generation code provided by Michael Bäuerle (FR_0096).
Some of the code is borrowed from crispy doom, altered a bit by Michael
Bäuerle to suit DoomLegacy, and then totally mangled by WJ.
A blockmap control has been put into the menu.
□ Vanilla: Load the blockmap, preserves blockmap tricks.
□ Large: On large blockmaps (error prone), Generate the blockmap instead.
□ Generate: Always Generate a blockmap.
□ Auto: Try to Load the blockmap, upon significant errors then Generate a
blockmap.
• The hardware sky draw (OpenGL, etc.) now uses the extended textures. The
scaling and alignment of the sky in hardware draw has been made consistent
with software draw. The sky movement from head turning is greatly reduced.
There is still some horizontal wander.
The hardware sky still does not change when the player is Invulnerable. The
hardware draw sky does not support the necessary multiple colormaps right
now.
• A dehacked thing translation command line switch, -dehthing. This selects
the dehacked translation for thing numbers in the range 138 to 150. This
overrides the Automatic translation detection.
□ legacy : DoomLegacy untranslated
□ boom : translate things according to Boom
□ prboom : Boom and Beta things
□ ee : Eternity Engine things
• A separate supplementary wad is provided that has dog sprites and sounds.
Specified before a wad, it provides default dog sprites and sounds.
Specified after a wad, it replaces the dog sprites in a wad.
• More ports now allow a second mouse. This allows using PC, mousesystems,
and PS2 type mice. The ports that have the second mouse support are SDL,
WIN32, and X11.
• The Linux X11 port got a total rewrite of sfx sound. It previously was only
supporting OSS sound, and ESD sound. Can now select between OSS, ALSA, ESD,
PulseAudio, and JACK sound devices using the sound menu. For music, can now
select between MIDI, TiMidity, FluidSynth, external MIDI, FM_Synth, and
AWE32_Synth, using the sound menu. This depends upon which support got
compiled into the program, as selected in the make_options file.
Many of the options are untested. The last two Synth options depend on
older specific sound cards, and will not be included in released binaries.
I have not managed to get a FluidSynth installation to work, I don't have
an external MIDI device to test with, and JACK wants to take over the
entire sound system.
BUG FIXES 1.48.10
• Added failure detection for setting drawmode from config file. If the
config file drawmode fails then use a window at native bpp. This used to
fail ungracefully.
• Improved Gcc10 compilation, eliminating most of the nuisance messages.
Fixed usages of snprintf, and strncpy. Fixed bug 0671.
• The Clang compiler caught some mistakes. The old code probably did work.
Fixed bug 0672.
• Fixed where the program is stuck in client mode. Once having tried to
connect as client, the program would not go back to server mode, not even
when starting a netgame as server. A symptom was the player wait count
being initialized to 99. Fixed to set server mode. Fixes bug 0677.
• Players were kicked during netgame when their blood splat setting was
different than the server. As it was desireable to allow players to turn
off blood splats independently of the server setting, this was fixed by
making the off code call P_Random appropriately. This also fixes a demo
consistency error. Fixes bug 0678.
• Changed the netgame repair function to correctly report differences in
random number settings for the server. The message syntax was only
appropriate for the client, displaying reversed server/client values at the
server.
• Adding extended nodes fixed several bugs. Fixes bug #657, due to DeepBSP V4
extended nodes. Fixes the segfault in Eviternity.wad Map15 and Map32, due
to use of uncompressed ZDoom extended nodes.
• Fixed dehacked code to read Avactor.wad dehacked lump. Increased the
dehacked buffer length to 1028. Made all the string comparisons caseless.
Adopted some logic from PrBoom and Eternity regarding exiting sections on a
blank line. Detect "//" lines as comments.
• Fixed the hardware draw to clip lights at 0..255. Some wad editors put in a
default light value of 256. This fixes some wads, like Avactor.wad, which
has light values of 256 for some sectors. These would show up as black
sectors. Most ports allow the light field to exceed 255, allowing some
lighting tricks (that few wads take advantage of).
• In Avactor.wad, there are an excessive number of BSP partition lines that
miss the subsector. In this case the hardware draw BSP must determine if
the subsector poly is to the right, or to the left of the divide line. This
must match the BSP partitioning, as those poly will be assigned to the
front sector, and back sector. Sometimes it was testing a vertex on the
divline, leading to the poly being assigned to the wrong subsector. This
fixes a missing floor in Avactor.wad (Map04, sector 1757).
• Fixed some bad subsector draws for hardware-draw in Avactor.wad (Map05
sector 1502). These were using the wrong sector to draw the subsector. For
the polygons that do not have a linedef as a side, there must be a search
of all linedefs to find one that indentifies the sector that this subsector
is within. The test needed to be more robust for large maps.
• Lost Civilization uses some masked textures on upper textures and single
sided walls. This is not entirely valid usage, but it happens. The software
render draws black in the missing portions of the texture. With hardware
render, OpenGL, this shows sky through the wall. Fixed the hardware render
to also draw black in this usage.
• Fixed the menu selected extra dogs, to be spawned using the correct type
code. This fix was revised three times, as more problems with dehacked dogs
arose. Fixes bug 0681.
• Fixed the rocket in Valiant.wad. It uses dehacked thing numbers from Beta
versions, that are valid in PrBoom, but in Doom Legacy they match thing
numbers for Dogs, smoke, and other Legacy specific things.
Implemented dehacked detection that translates these to more appropriate
DoomLegacy things. This affects dehacked things in Lost Civilization,
Avactor, Valiant, and especially antaxyz.
• Always include the missing sprite detect, from Debug. Often the dog sprite
is missing from the wad.
• Made Voodoo card support optional. The base code is no longer tied to
support for Glide.
• Fix Load savegame menu controls to allow ESCAPE from the Load savegame
after changing to another directory.
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