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| jHeretic Version History |
Doomsday 1.8.6 | Last updated on Jan 18 2005
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Changes listed for versions newer than the latest complete
release are usually available as a
binary snapshot.
Legend:
Added Changed or improved
Fixed or removed
support for damage particle generators
each one of the hanging skulls has now two states to allow animation
Wight's thrown axes have particle effects (explosion/blood)
mummy leader lights up in flames
cvars "view-bob-height" and "view-bob-weapon": adjust view and weapon swaying
XG texmove angle was incorrectly calculated
XG sometimes skipped the first value in functions
support for up to six mouse buttons
joystick menu: controls for RX, RY, RZ and two sliders
ctl-look-joy-delta: joystick look uses relative input values
XG line flags "ltf2_group_act" and "ltf2_group_deact": when the line is (de)activated, all other lines with a matching tag number will also be (de)activated
ccmd spawnmobj: creates a new mobj at the given coordinates
ccmd coord: prints the player's coordinates in the console
HUD menu has items for automap kill, item and secret counters
cvar map-cheat-counter-scale: size of the automap counters
map name in automap centered, Y coord follows status bar size
particle effect for the Gold Wand puff
redundant items removed from menus, added 'Control Panel'
access to Doomsday features revised (normal exports)
high-level sound code removed, now handled by Doomsday
InFine: waittext didn't work on dedicated servers
console variables renamed
finales as InFine scripts (Finales.ded), old finale/interlude code removed
episode names from Text.ded (EPISODE1...EPISODE5)
new DED files: XG.ded, Lights.ded, Details.ded
player powers cleared properly in netgames
co-op: other clients visible in the automap
viewheight in demos fixed (used to jump up/down over ledges)
client: after dying, viewheight should lower to the floor; fixed
clientside/demo view bobbing fixed
current weapon and ammo changes weren't sent to clients (psprites rendered too high)
chicken didn't use low-gravity mode (clientside jumping was predicted incorrectly)
chandelier halos removed (looks better without them)
fixed jumping on top of mobjs
visangle synced with actor angle during A_FaceTarget
fixed a crash with co-op player spawn
looks for Heretic.wad in Data\jHeretic\, Data\, base directory and runtime directory
fixed a bug in the routine that moves things out of walls; caused blocklink problems
unoptimized debug build
map rotation for servers (cvar: MapCycle, cmds: startcycle, endcycle)
savegame format 4: texture and flat names are saved instead of runtime index numbers
DEDs reorganized
complete client/server networking (clients can join/leave at any time)
Extended General (XG) line and sector types
savegame format 2: support for XG data and fast monsters flag
'LevelTitle': enable or disable the display of level title and author
'CounterCheat': controls display of kills, items and secret counters in map (6-bit bitfield: bits 0-2 show real kill, item and secret counts, bits 3-5 show percentages)
savegame directory can be specified with the -savedir option
support for glBSP v2.0 vertices (glBSP strongly recommended!)
MD2 support
'3D Models: Yes/No' in Graphics Options menu
map name and author (unless Raven Software) displayed briefly in the beginning of a level
'EyeHeight' sets player eye height
joystick axes customizable (movement, turning)
subdirectory for savegames (savegame\) with another subdir for client saves
normal savegames and client savegames compressed with LZSS
glowing textures (some walls and slime, lava, water), defined in jHeretic.ded as text strings (RENDER_GLOWFLATS and RENDER_GLOWTEXTURES)
'MenuScale' scales the menu, 0.9 is the default (good to scale down with big monitors)
console variables i_JoyXAxis, i_JoyYAxis, i_JoyZAxis, i_JoyDeadZone
'setname' sets player name in netgames (any time)
'setcolor' sets player color in netgames (any time)
'setmap' changes the map (for server)
two more savegame slots (now there's eight)
lookspring centers view when mlook key released with no mlook
command-line options -record, -playdemo, -timedemo removed
savegame format changed (old savegames can be read, but not written)
server can save the game during netgames, forces clients to do the same
console numbers not important when loading netgames
multiplayer server and singleplayer are essentially the same thing
intermission stats in netgames group players into teams by color (number of team members shown in the corner of the team's icon)
time byte added to ticcmd_t
sprites, things, states, sounds, music and text strings in DED files
Multiplayer menu is working (protocol setup done by the engine's UI)
dead players do not follow killer unless in single-player
when netgame ends, return to demo sequence
customizable gravity (from Map Info)
view angles always local
analog joystick input
old demos no longer compatible (the old demo code has been removed)
demo lumps are 64 bytes long and references to the real .CDM files, which the engine stores in the demo\ subdirectory
spying on co-op mates disabled
when strafing with mlook, mouse Y moves player forward/backward
clients will receive player data update after handshake
clients cleared player data at level changes
server didn't send enough weapon state updates
client spawned players twice in recorded netgames
game settings were sometimes wrong when server was started
various minor bugs
demos won't stop at level end
soundcurve init with maxvol < 255
fastMonsters
lookspring won't happen when mlook is pressed
artifact hotkeys actually do something
'Warp to map' in the .dlo was not working
F2: save, F3: load (like in the original)
immediateuse works
jumping (cvars allowjump and n_jump; not in demos, though)
chat messages were garbled on-screen (fine in the console)
ccmd warp can take the episode and mission numbers as separate parameters
countdown for the Tome of Power (cvars tometimer and tomesound)
3D sounds with reverb
multiplayer menu for easier network games
player color selection (also the cvar n_color)
G_DeathMatchSpawnPlayer tried to pick up things with a null pointer (tended to crash DM games)
player arrows (swords) colored properly in the automap
cvar fastMonsters
bindings allowed while in menu
crash in E3M8: heightlist gotten rid of in P_FindNextHighestFloor()
binding to events that begin the same way ("d" and "down") works
psprites positioned correctly with a scaled down status bar
ccmd give can give artifacts (give a)
chandeliers, torches and the like emit light from the right place
cvar ringFilter: brownish (vaguely resembles the original effect) or blue (default)
cvar showarmor: display armor (above health) when in fullscreen view Legend:
Added Changed or improved
Fixed or removed
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