Fixed slight drift in scroller linedefs caused by roundoff errors |
Added documentation on predefined lumps to BOOMREF.TXT |
Fixed a bug in the numeric model texture changers that caused changes to
not happen, or crash under certain circumstances |
EDITUTL: Added STAT.EXE to
BOOM utils for analyzing contents and balance of BOOM wads |
Removed conditional net testing code |
BOOMREF: changes to reflect new file distribution and to remove promise of demo
compatibility for future versions |
Fixed a bug in lights to max neighbor that would cause it to set all
tagged sectors to the maximum lighting near the first sector searched |
DETH:
Upper numeric limit on thing entry changed from 10503 to 32767 |
DETH: Maximum number of
levels loadable upped from 64 to 100 |
EDITUTL: CYAN colormap
improved |
BOOMEDIT: Jou added to
credits in text file |
Added a NULL entry to the code pointer
mnemonics to allow an already existing code pointer to be cleared with BEX codepointers. |
Fixed a bad looping logic in that area
that would have caused segv's if it had encountered invalid BEX Codepointer entries in a
file. Affected: D_DEH.C, BOOMDEH.TXT |
Fixed bug in which savegame consistency
check failure message was applied inconsistently. -loadgame also allows savegames to be
force loaded. In addition iwads are listed as well as pwads |
Found that Doom bug in thinker deletion
algorithm could be fixed without sacrificing demo sync in most cases. Current algorithm
preserves sync while remaining 100% safe. |
Fixed bug in status bar when the
consoleplayer in a netgame demo isn't green. |
Changed handling of unknown thing types
from an abort with an error msg. to a continuation with a warning msg posted to the
screen. |
Added Player Starts 5-8 using
doomednums of 4001-4004. This complies with DosDoom and other ports. These starts are
ignored when spawning Things, so 8-player support is NOT implemented. |
Added temporary config variable,
"oldnetcode" to M_MISC.C to select between Lee and Stan's version of net code so
both can be tested at once. Removed LEESFIXES from makefile. Formatted D_NET.C and
I_NET.C. |
Fixed "may change without
notice" paragraph about generalized linedefs in BOOMREF.TXT |
Improved output of debugging info when
memory allocator self-check fails. |
Fixed silent teleporters to be as
glitch-free as possible. |
Had to exclude voodoo dolls from
environmental bobbing influences, in order to prevent hiccups from occurring in silent
teleporters on conveyors. |
Improved Boom performance around 20 fps
by, reluctantly :), adding inlined assembly code for abs(), FixedMul() and FixedDiv(). |
Restored v1.9 demo sync during
intermission screens with messages. |
Fixed exit position of reversed
line-to-line teleporters. |
Switched ammo 3 and 4 in TNTAMMO cheat
so that ordering follows status bar. |
Fixed Doom bug in which RNG was called
in a way that depended on compiler's order of evaluation, which is unspecified (I'm
talking about where it uses P_Random()-P_Random() to generate random values around 0). |
To prevent confusion, made translucency
lumps get ignored unless they are exactly 64K. TRANMAP.DAT no longer will work without
error. |
Made monsters blind if they are
directly tangent to a water surface (their head is right on the water), and the player is
on the other side. |
Moved wind/thing controller from 4001/2
to 5001/2 and made corresponding change to documentation and utilties. |
Added new ENDBOOM with new URL, and
made change in text files. |
Fixed a bug of uninitialized delay in
generalized close/delay/open doors affecting P_DOORS.C. |
Fixed a possible crash due to
dereferencing a sector backside that didn't exist in stair building in P_FLOOR.C. |
Fixed an error in donuts allowing an
already active pool to have another thinker started on it in P_FLOOR.C. |
Added Rich Nagel's DIGMID instructions
to SNDDRVR.TXT |
EDITUTIL: Updated CLED to
work with changed 5001/2 things |
EDITUTIL: Added CMAPTOOL.EXE
and some data files to support working with colormaps for the 242 linedef. |
EDITUTIL: Added CVTTHING.BAT
CLED patch to change 4001/4002 things to 5001/5002 in existing wad files. It also contains
the updated editor configuration files. |
DETH414B: COMMON.CFG updated
for 4001/2 -> 5001/2 changes |
DCKBOOM: DOOM17.DAT and
DOOM19.DAT updated for 4001/2 -> 5001/2 changes |
WACFG: BOOM.WCF updated for
4001/2 -> 5001/2 changes |
BOOMEDIT: Room over room
effect made seamless. Added a clearer silent teleport demonstration in mid-room. Added a
colormap demo room and changed the colormaps used under the water, ice, and lava. Made the
4001/2->5001/2 change. |
BEX now supports changing the savegame
root name |
Massive source formatting and
reorganization changes |
Fixed bug in networking that caused
orig_doom_compatibility differences to cause consistency errors. |
Fixed problem where the player is
pressed against a wall while on ice and he's still trying to move forward with no success.
The momentum code is used to drive the bobbing effect, and--though no movement was
occurring-- momentum was still present, causing bobbing to occur. The fix was to kill
momentum. Compatibility-optioned. |
Fixed a DOOM bug in getNextSector that
returned the same sector as passed when a line referenced to that sector on both sides
existed. Functions like floor to highest neighbor floor and doors wouldn't work in the
presence of intra-sector lines because of this. |
The "action continues" in
menu bug is fixed. |
The trashing of the status bar after
user help screens are viewed is fixed. |
EDITUTL: Added a utility
MAKTRLMP that will convert a TRANMAP.DAT file to a .LMP file suitable for inclusion in a
wad for custom translucency percentage with textures. |
BOOMEDIT: Added signs for
MIDI, FLATS, and SPRITES from wad. Improved sprite clipping under water demonstration.
Used custom translucency map for more transparent textures in translucency demo. Changed
music to something that is quieter and public domain. Gave up on lift style room over room
and made a stairs room over room. Visiplane/2SHOM/Plat test toughened greatly. Added sign
for "shoot me" escape from pillars. |
Added new ENDBOOM lump by Ty to INFO.C |
Fixed bug in message review display
that caused overwritten characters and incomplete erasure of lines when screen not
fullsize. |
Fixed "TNTAMO10" bug. |
Improved texture error message display
to show all bad textures (textures containing columns without a patch, or missing patches)
before aborting. |
EDITUTL: Fixed minor cosmetic
bug in MUSPUT when used with DOOM2 |
Fixed three bugs due to data being used
after it was freed. |
Item pickup sounds no longer interfere
with other player sounds like weapons. |
Fixed problem with cheats remaining
after level end. |
Added mnemonic support for code pointer
changing in BEX files. Details in BOOMDEH.TXT. |
Fixed a bug in multiple string reading
from a .BEX file if the continuation strings started with a blank. |
Put strings back to deh-modifiable for
GAMMALVL0-4, which were removed sometime around 3/23 during a merge. |
Re-removed IDK cheat. |
Removed some "draft" comments
from BOOMDEH.TXT |
Updated DEEP97 information and some of
the Dehacked support info in the BOOM.TXT file. |
Added a call to HU_Start() when leaving
the Setup Screens to pick up any message changes that were made. |
Added a button item on each of the
Setup screens to allow you to reset values to the default values. Also collapsed more of
the code. |
Fixed bug in status bar display when
New Game started after a DM demo in which spy mode had been used. |
Fixed bug Ty spotted in WI_STUFF.C that
was preventing animated backgrounds in non-DOOM II versions. |
Fixed a bug in secret exits for
non-DOOM II games. |
Fix a bug in the sprite loading that
caused the presence of an A0 lump to clear the rotate flag on the sprite definition, even
when it wasn't used because the rotations were already defined. |
Make the text color translation tables
predefined lumps to support palette changes in TCs better. |
Add exit color line to automap, default
not shown. |
Add endian macros, SHORT, LONG to BMP
screenshot routine in M_MISC.C |
Fixed a lockout problem in HU_STUFF.C,
when the Setup changed the number of messages to 1 when the message review was displayed. |
Added "-dumplumps file"
switch to BOOM command line that writes the predefined lumps out as a wad. |
EDITUTL: Added DOOM I support
to MUSPUT.EXE. |
EDITUTL: Fixed truncated line
and added new documentation in MUSPUT.TXT |
Fixed monster sight code so that
monsters cannot see player when totally separated by water or fake ceilings. Leads to
interesting effects -- monsters tend to pop their head out from under the water and attack
the player!!! May need to be made optional and/or turned back off when translucent flats
are added in Phase II. |
Also found bug which caused some demo
sync problems: monster sight code had slight roundoff error due to point/line query
optimization. Now all 4 demos in Ultimate Doom stay in sync, and other v1.9 demos are
expected to have better success now too. |
Fixed bug in screenshot code (data
could be freed before it was finished being used). |
Consolidated cheat code into one table.
Now deh-specific stuff is included as part of the cheat table and will not break if table
order is modified. Cheats can be individually disabled during DM, coop, demo recordings,
-deh, and while menu is active. idk added back, but disabled during -deh. |
Fixed boss brain savegame bug. Landings
were not properly reinitialized after saved game was loaded, causing saved landing targets
to become NULL. |
Fixed namespace errors in 5 places:
flats animation, intermissions background, small screen size background, help screen
background, and registered game check. Exhaustively searched every source file for lump
name lookups. Found no more cases. Namespace code works now and should go out in the next
release after a week of internal testing. |
BOOM.TXT updated for -iwad parameter
changes. |
Fixed printout of IWAD found: with
blank string when IWAD not found. |
Added two digit printout to support
v2.01 rather than v2.1 when version was 201 in VERSION.H |
Upped BOOM version to 201 in VERSION.H |
Rewrote the IWAD search to be more
flexible and to eliminate some bugs still present in it. The -iwad parm on the command
line can now be one of three things. The full pathname of the IWAD (.WAD optional), the
directory in which a standard IWAD is to be found, or the filename of a standard or custom
IWAD that is to be loaded (.WAD optional). The environment variables DOOMWADDIR and HOME
can also now specify a full IWAD pathname if desired. If a filename for a custom or
standard IWAD is specified thru -iwad, then it replaces any filename in DOOMWADDIR or HOME
during the search. Examples:
BOOM Searches current dir, exe dir, DOOMWADDIR dir
or path, HOME dir or path for a standard iwad or one fully specified in DOOMWADDIR or HOME
BOOM -iwad doom Tries to locate doom.wad in current
dir, exe dir, DOOMWADDIR dir or HOME dir
BOOM -iwad c:\doom2 Looks for any standard iwad in
c:\doom2, reports not found if none
BOOM -iwad c:\doom_se\doom Reports not found unless
c:\doom_se\doom.wad exists
Once the IWAD file is located it is checked for an
IWAD tag in the header, and the retail, registered, shareware, or commercial nature of the
IWAD is determined from which levels are present. All levels corresponding to the mode
must be present for detection, though the search allows Map31 and Map32 to be missing in
the commercial version for the german edition. The french language version is detected
from the IWAD filename doom2f.wad. |
EDITUTL: Truncated end of file in MUSPUT.TXT
fixed (one line) |
WACFG: 3 generalized sector type entries
fixed, mis-attribution to Rich Brennan also fixed. |