| jHexen 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
fixed client crashing on connect (hopefully)
cvars "view-bob-height" and "view-bob-weapon": adjust view and weapon swaying
netgame map number was not translated; incorrect maps were chosen in Deathkings multiplayer
fixed random number problem; pottery pieces didn't have random speeds
jHexen.wad includes lumps DEMO1..3, which will play demos demo1.cdm, demo2.cdm and demo3.cdm (which are not included in the release)
the default bindings for F2 and F3 changed: F2 = save, F3 = load
active weapon restored correctly when loading savegame
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
ccmd spawnmobj: creates a new mobj at the given coordinates
ccmd coord: prints the player's coordinates in the console
unpatched Deathkings does not crash any longer
TRAVLPIC added to jHexen.wad: a PCX used as the background of the Ethereal Travel screen
redundant items removed from menus, added 'Control Panel'
access to Doomsday features revised (normal exports)
high-level sound code removed, now handled by Doomsday
game can no longer be saved if not actually playing
InFine: waittext didn't work on dedicated servers
console variables renamed
finales as InFine scripts (Finales.ded), old finale/interlude code removed
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)
clientside/demo view bobbing fixed
current weapon and ammo changes weren't sent to clients (psprites rendered too high)
class changes (also to pig) weren't sent to clients
pieces of the Suit of Armor fell in a straight line instead of randomly flying around
rend-mobj-smooth-move caused frozen monsters to do weird things
visangle synced with actor angle during A_FaceTarget
fixed a crash with co-op player spawn
fixed jumping on top of mobjs
looks for Hexen.wad in Data\jHexen\, Data\, base directory and runtime directory
unoptimized debug build
true client/server networking (clients can join/leave at any time)
'MapTitle': enable or disable the display of level title
support for glBSP v2.0 vertices (glBSP strongly recommended!)
savegame format upgraded (--INCOMPATIBLE-- with old files from 0.99.6!)
savegames compressed with LZSS
server can save the game during netgames, clients can't
map rotation for servers (cvar: MapCycle, cmds: startcycle, endcycle)
joystick axes customizable (movement, turning)
glowing textures (some walls and slime, lava, water), defined in jHeretic.ded with text strings (RENDER_GLOWFLATS and RENDER_GLOWTEXTURES)
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)
sprites, things, states, sounds and text strings in DED files
Multiplayer menu is working (protocol setup done by the engine's UI)
customizable gravity (Map Info definitions)
view angles always local
"analog" joystick input
spying on co-op mates disabled
server notifies clients of earthquakes
net-saves fixed (entirely on the server now)
icy death caused problems on both server and client; fixed
player color and class changes fixed
server informs clients about frags
minor bugs
lookspring won't happen when mlook is pressed
Mage's ice shards have smaller dynlights
multiplayer menu
n_map wasn't translated properly (game maps to real MAPxx)
player markers in automap drawn with the right colors
frags shown with real player names and colors (in automap)
cvar fastMonsters
bindings allowed while in menu
cvar maulatortime: Dark Servant lifetime, in seconds (cheat, only effective in single-player games)
chandeliers, torches and the like emit light from the right place
showmana 2: mana shown above health in the lower left corner
binding to events that begin the same way ("d" and "down") works
psprites positioned correctly with a scaled down status bar
cvars r_flarefar and r_flarenear: fade out flares that are too close (good values are for example far:100 near:50, or far:200 near:100)
cvar r_ambient: minimum light level
cvar dclickuse: double clicked Forward or Strafe equals Use
Doomsday updated to work with JHeretic
crash with "listbindings" and other long, one-word commands (!)
automap background texture
DrawRealPatch() complained about too small buffers (now clips the data)
sounds can be resampled to 22 or 44 kHz and/or 16 bits (the original sounds are 8 bit/11 kHz, so don't expect any miracles) in the Sound menu
cvars s_resample, s_16bit
crosshair selection in the Gameplay menu
option -outlines: do not perform texture outline coloring
option -nomixer: disable (CD volume) mixer
action commands can have aliases
action command without prefix (+ or -) switch the action on/off
ccmd actions: list all the action commands
ccmd clearbinds: delete all bindings
ccmd safebind(r): bind a command to an event, if the event is unbound
sfx volume with 2D sounds
default controls aren't forced in some cases (now uses 'safebind')
demos won't get out of sync with 3D sounds
when console opens, all actions will stop
slightly faster texture loading
the black console edge is in the right place
D3D renderer:
option -badtexalpha: use more bits for texture color, less for alpha
New features:
support for DirectSound3D, EAX 2.0 and A3D 3.0
3D sounds (new functions added to the Doomsday API)
sound reverberation parameters (with EAX or A3D) automatically calculated for each sector in a map
thunder and ambient sounds can have 3D sources
sprites (all mobjs) lit by dynamic lights (sprlight)
Direct3D renderer supports palettized textures (only without alpha)
Cleric weapon 4: ghosts are luminous
graphics effects menu for easier config
borderupd and r_texquality added to graphics menu
sound menu has 3D sound and reverb options
cvar dlfactor: intensity of dynamic lights
support for glBSP (http://www.netspace.net.au/~ajapted/glbsp.html)
no limit for the number of sounds being played (in theory)
textypes.txt: a rough categorization of textures (metal, rock, wood, cloth) for reverb effects
Michael Lossos's additions to JHexen.dll: cvars demoDisabled, overrideHubMsg, n_mobDamage, n_mobHealth and co-op kill counting
Fixes:
no unnecessary zero color masking for textures
scrolling floor textures (didn't work in 0.99.0)
dynamic light color calculations
dynamic lights rendered with Z bias to avoid Z-buffer fighting
far clip distance moved farther (Seven Portals end ravine rendered correctly)
things in the Controls menu have defaults
correct clipping with all FOV angles
textures loaded as 32-bit RGB(A) if possible (renderer decides which format is actually used)
higher mouse sensitivities possible (when using menus)
spralign: player sprite not in the way
Doomsday engine:
a 3D engine especially to be used with Doom-engine games
based on code extracted from the Hexen 1.1 source
the low-level rendering code is in a separate DLL (the DGL)
renderers for OpenGL and Direct3D
-game: the game DLL to use
-gl: the rendering DLL to use (defaults to drOpenGL.dll)
largely rewritten texture management
support for palettized textures (OpenGL) (-paltex, r_paletted)
no more black outlines around sprites, letters, etc.
texture quality (resolution) control (r_texquality)
networking code updated to simulate a client/server system
cvar n_model: select the networking model (0=peer-to-peer, 2=sim.cl/sv)
jtNet 2.0: network games setup in the console (DirectX 6 required)
network players can chat in the console (ccmd chat)
chat messages have proper player names (n_plrname)
console font customizable (ccmd font)
minor console enhancements (e.g. background zooming)
CD volume control
fog control (ccmd fog), but mainly for testing...
binding any console commands to any input events (keys, mouse, joystick)
all controls are commands: start turning left is "+left", "-left" stops
console aliases: create an alias for a command
ccmd after: execute a command after waiting a given number of ticks
ccmd setgamma, cvar r_gamma: gamma correction control from the console
enhanced lens flares (e.g. support for more than one flare texture)
OpenGL slowdown with flares fixed
ccmd flareconfig: list or change the lens flare positions, textures, sizes and intensities
config files (.cfg) are now just collections of console commands
ccmd exec: read a config file and execute the commands in it
support for 32 joystick buttons and 8-dir point-of-view
FPS counter fixed: maximum is now 35 (game clock ticks at 35 Hz)
different console variable types (byte, int, float, string)
color depth can be changed (-bpp)
cvar r_fov: camera field-of-view angle
autoexec.cfg
console commands and variables are case-independent
a number of new console commands/variables
JHexen:
uses the Doomsday engine, JHexen is a DLL
CD volume added to the sound menu
new control config menu
look around with the POV control (povlook)
monster projectiles have the proper speed (not too fast at steep angles)
player color can be freely chosen in multiplayer games (n_color)
ccmd hexenfont: use the Hexen font in the console
hexen.cfg obsolete, the new config file is jhexen.cfg
jhexen.cfg has comments to clarify the usage of the variables
a number of new console commands/variables
drD3D:
-texbits: texture color depth (16 or 32)
-zbits: Z-buffer depth
-driver: choose the driver to use, if several are usable (e.g. -driver 3dfx)
-nodither: disable dithering
drOpenGL:
software rendering isn't allowed, unless -allowsoftware is used
Special thanks to: Michael Lossos for network testing
New features:
lens flares (cvars: flares, flaresize, flareintensity)
support for up to 28 joystick buttons and a 4-dir POV control
more joystick controls (flying, strafing, inventory)
ccmd help: help about ccmds and cvars, e.g. 'help listfiles'
cvar immediateuse: use an item immediately when choosing one from the inventory
ccmd crosshair (6 crosshairs, size and color)
console variables: lookspeed, spralign
Fixes:
hit monsters above/under you
maxdl works properly
psprites won't get stretched with a scaled-down status bar
Thanks to: William Mull Marc Torres
New features:
ccmd scriptinfo: query script status
lump dumping (ccmd dump + -dumplump option)
-novideo option (handy with -dumplump)
revised data loading system (flats/sprites merged with existing data)
ccmd unload: unload a data file at runtime (even hexen.wad)
ccmd listfiles: list currently loaded data files
console commands: clear, suicide
some sprites are aligned to the view plane (e.g. Afrits, fog clouds)
luminous bridge sparkles
full 3D aiming (shoot straight up/down, for example)
cvar sprblend: sprite blending (additive explosions, default: yes)
hotkeys for all items (Mystic Urn, torch, Krater of Might, Dark Servant and Boots of Speed added)
key config: assigning multiple controls to the same key allowed (again), trying to assign a control to the tilde key deletes the current assignment
more mouse and joystick controls
joystick look
controls for changing to next/previous weapon
option to disable autoaim (not in demos)
ccmd recorddemo: in-game demo recording
ccmd stopdemo: stop demo playback/recording
configurable demo stop key (was hardcoded to Q)
demo stop key can be used to stop demo playback
cvar completionmode: controls how console word completion is done
ccmd cd: 'cd map' will play the current map's track, 'cd map #' will play the specified map's track
an icon for Windows
Fixes:
a rare crash when a bottle bounces of a wall (happens in original Hexen)
no looking when paused/dead
CD player
ccmd cd: resume works, info is more informative now
possibly a fix for the occasional 'quiet sounds' bug
maximum number of sound channels is 16, not 8 (also with 'sndchannels') Thanks to everybody who helped/made suggestions/etc.
New features:
console customization: bgalpha, bglight, bgflat, bgturn
console: word completion with Tab
no hardcoded maximum demo size
cvar maxdl: maximum number of dynamic lights
Fixes:
the savegame bug (protection against bad archiveNums)
proper lookdir reset when player spawns
occasional crash when using ccmd 'reset'
Thanks to: Dave "NivRaC" Turner Ssabre of the Dragonrealm
New features:
runtime wad/lump loading (commands: load, reset)
larger, colored dynamic lights (looks good...)
hexen.cfg: default_wads: list of WADs to load by default
console commands: class, clip, give, god, kill, midi, pig, playdemo, reveal, runscript, warp, where
configurable key repeat (cvars keywait1/2, keyrepeat_wait1/2 in hexen.cfg)
cvar icecorpse: frozen monsters translucent? (default: no)
ice chunks are translucent
simplesky looks the same as normal sky but is rendered differently
Fixes:
sfx played at the correct volume (louder)
sound code fixed again (no more crashes)
yellow messages echoed
finale: last screen fade in with cleric and mage
automap: had wrong colors + map cheat mode 2
minor things (e.g. numpad enter, console shift, item pickup flash color)
Thanks to: Ozkan Sezer Dave "NivRaC" Turner Ssabre of the Dragonrealm
Windows NT compatible (tested with NT4+SP5)
DirectX 3 compatible
sound code fixed (hopefully no more Aureal-related crashes)
resolution menu
default resolution in hexen.cfg
-width and -height work again
game window sized correctly with -nofullscreen
pause key can be configured (but not to the Pause key)
scrolling key config menu
sprites aren't forced to stay under ceilings
darker and a bit thicker fog (matches the sky)
mouse cursor hidden *after* network init (duh)
save/load menu slightly nicer to use
all messages are echoed to the console (cvar: echomsg)
textures reloaded automatically when gamma correction changes
simplesky cvar for those who have problems with the sky
sprite color translation tables in use
console commands: pause, cheat
Thanks to: Robin McLeod longbreath Marc Torres Dehumaniser Igor V. Spiridonov
dynamic lights no longer flicker badly when seen for the first time
-nosound and -nosfx work
startup message font renderer modified
maxvissprites set to 1024
small lighting adjustments
mouse button for moving backward
inverse mlook option
several controls can't be assigned to a single key any more
floors and ceilings don't break up in the distance nearly as much as before (e.g. on maps 8 and 12)
dynamic lights rendered with correct intensity
Thanks go to: Ozkan Sezer longbreath Daniel E. Cobos Robin McLeod Jan Pear
configurable item hotkeys
mlook key and mouse button
lookspring
ravpic cvar (no need to use -ravpic any more)
taking screenshots should work in all situations
backslashes are now shown as normal slashes in the console (instead of being skipped over)
network game start code has been changed
Thanks go to: slamdrew Marc Torres
ice chunks fly off in the correct directions (damn you MSVC)
help screen crash fixed
old Hexen save games are working
increased mouse sensitivity
automap has a proper border in the bottom
no menu fadeout after viewing an info screen
Thanks go to: Andrew Stine Ryan Stotts Dave Turner
Legend:
Added Changed or improved
Fixed or removed
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