<- 1.9.0-beta6.8 ^ Versions ^ 1.9.7 -> ====== Version 1.9.0-beta6.9 ====== 9th patch release for Beta 6. #@Release_HTML~2010-04-07,1.9.0-beta6.9,1.9.0-beta6.9~@# ===== Known issues ===== * Multiplayer games are not fully operational. The stable version 1.8.6 is recommended for multiplayer games at this time. * Demo recording/playback is not functional. Demo support will return in a future release. * HOM is visible momentarily between the end of the intermission and the beginning of a before map briefing. ===== Fixes ===== ==== Engine ==== * Loading of 256x256 raw detail textures. * Crash when attempting to use the -warp command line option. * Crash when attempting to load a saved game before having started a new game. http://sourceforge.net/tracker/?func=detail&aid=2929541&group_id=74815&atid=542099 * Crash when attempting to [[autostart]] as a camera. * "Monsters see through wall/floor/ceil". http://sourceforge.net/tracker/?func=detail&aid=2873820&group_id=74815&atid=542099 * "Possible index-out-of-bounds (dgl_texture.c)". http://sourceforge.net/tracker/?func=detail&aid=2962963&group_id=74815&atid=542099 * "Hexen: Impassable doorway (polyobjs?)". http://sourceforge.net/tracker/index.php?func=detail&aid=2944652&group_id=74815&atid=542099 * "fix various uninitialized memory accesses" incorporated patch by Jindrich Makovicka - thanks! http://sourceforge.net/tracker/?func=detail&aid=2972261&group_id=74815&atid=542101 * "Hexen: Firing wand down large z-depth causes segfault". http://sourceforge.net/tracker/index.php?func=detail&aid=2930918&group_id=74815&atid=542099 * "Barracks.wad dynamic light anomaly". http://sourceforge.net/tracker/?func=detail&aid=2911089&group_id=74815&atid=542099 * "No comprehension of poly objects with see through parts". http://sourceforge.net/tracker/?func=detail&aid=2972763&group_id=74815&atid=542099 * GL texture filtering artefacts on the hanging vines in Plutonia2::MAP01 * "Dynamic lights on unpegged walls". http://sourceforge.net/tracker/index.php?func=detail&aid=2851252&group_id=74815&atid=542099 * Upon changing the custom resolution height in the control panel, the label shown on the "Change to" button would indicate the color depth had changed to 16bit. * Crash when attempting to use the [[ccmd]] [[add]] without all required arguments. * Front facing segs in a visible subsector drawn even if occluded according to the clipper. This manifested the symptom "Auto map drawing lines the player can't see at map start up". http://sourceforge.net/tracker/?func=detail&aid=2968923&group_id=74815&atid=542099 * Fog settings as specified in Map Info definitions used when drawing the various UI displays. * "Map def fog oversight". http://sourceforge.net/tracker/?func=detail&aid=2941879&group_id=74815&atid=542099 * Vissprites produced for mobjs whose origin sector is of zero height. * Opaque materials on twosided linedefs that fill the gap between floor and ceiling are drawn slightly darker than they should be (with [[fakeradio]] enabled). * "Texture name missing in Doom 2 MAP14 & MAP25". http://sourceforge.net/tracker/index.php?func=detail&aid=2826699&group_id=74815&atid=542099 * Better handling of input device state during binding context switches (fixes http://sourceforge.net/tracker/?func=detail&atid=542099&aid=2849414&group_id=74815). * Vertical alignment issue with materials on two-sided linedef lower sections. ==== Common code library ==== * "Bouncing off edges". http://sourceforge.net/tracker/?func=detail&aid=2861787&group_id=74815&atid=542099 http://sourceforge.net/tracker/?func=detail&aid=2727454&group_id=74815&atid=542099 * Tiny difference in walk-to-stop mobj momentum threshold compared to original behavior. * "TNT Map30 Cannot be Finished (Stairs)". http://sourceforge.net/tracker/?func=detail&aid=2908023&group_id=74815&atid=542099 * Menu type-in glitter and shadow effects not centered vertically on each character. * Movement of the player's viewpoint when riding moving platforms suggested the player was squating. * "Double press input events" http://sourceforge.net/tracker/?func=detail&atid=542099&aid=2899607&group_id=74815. Some input events were erroneously eaten by the sequence responder, causing their bindings to be skipped. * "Controls UI show/hide menu reassign bcontext mismatch". http://sourceforge.net/tracker/index.php?func=detail&aid=2980026&group_id=74815&atid=542099 * Potential infinite loop in wall slide algorithm. === XG === * "XG: Damage class if health below". http://sourceforge.net/tracker/index.php?func=detail&aid=2899815&group_id=74815&atid=542099 ==== All games ==== * Turn speed did not consider "always-run". * Do not animate the view window when first entering a map. * During an [[autostart]] the screen was not cleared after completing initial startup before beginning the load sequence, resulting in "color smearing". * "Incorrect blast damage calculation". http://sourceforge.net/tracker/?func=detail&aid=2929822&group_id=74815&atid=542099 * On entering a map after having left a previous one, the player's HUD weapon would be visible briefly before raising from the lowered position as expected. * Climbing a step into a teleporter results in the player squating briefly after teleportation. * "General: Mobjs overlapping more than one sector". http://sourceforge.net/tracker/?func=detail&aid=2855894&group_id=74815&atid=542099 * Look pitch multiplier changed according to the walk/run speed modifier. In the original games this multiplier is fixed. ==== Doom ==== * If the intermission is allowed to play through automatically, the Time display is incorrect. http://sourceforge.net/tracker/?func=detail&aid=2849339&group_id=74815&atid=542099 * Typo in the first TNT briefing "Ahead, you see and outpost of Hell..." * [[voodoo_doll]] momentum-zeroing problem which would prevent continuous loops from working as intended. * When spawning [[voodoo_doll]]s do not allow them to pickup items at their spawn position until they have moved (e.g., see test case gltch.wad http://www.mediafire.com/?zoj0owdnzmg). * Powers could not be given using the [[ccmd]] [[give]]. * Restored the correct behavior: using the chainsaw causes the player to move toward the target. While sawing, the player is unable to back away. http://sourceforge.net/tracker/index.php?func=detail&aid=2578612&group_id=74815&atid=542099 ==== Heretic ==== * Non-working ambient sounds. http://sourceforge.net/tracker/?func=detail&aid=2909719&group_id=74815&atid=542099 * "Secret levels fail to load". http://sourceforge.net/tracker/?func=detail&aid=2926459&group_id=74815&atid=542099 * On map start statusbar counters are initially hidden. * On map start statusbar health chain only animates up to your actual health level once per game session, instead of every time. * [[warp]] did not work until after the first game had been started. * "Scrolling flats too slow". http://sourceforge.net/tracker/?func=detail&aid=2947141&group_id=74815&atid=542099 * Main game menu positioned vertically eight pixels too low. * "Intermission counter offsets". http://sourceforge.net/tracker/?func=detail&aid=2801114&group_id=74815&atid=542099 * "Chicken beak psprite yoffset incorrect". http://sourceforge.net/tracker/?func=detail&aid=2980013&group_id=74815&atid=542099 * Restored the correct behavior: using the gauntlets causes the player to move toward the target. The player is unable to back away. http://sourceforge.net/tracker/index.php?func=detail&aid=2578612&group_id=74815&atid=542099 * Restored the correct behavior: when morphed to a chicken the player jumps occasionally and the view randomly twitches left to right. http://sourceforge.net/tracker/index.php?func=detail&aid=2804105&group_id=74815&atid=542099 ==== Hexen ==== * When warping between maps the automap is left open. http://sourceforge.net/tracker/?func=detail&atid=542099&aid=2947152&group_id=74815 * On map start statusbar counters are initially hidden. * On map start statusbar health chain only animates up to your actual health level once per game session, instead of every time. * Statusbar health chain not drawn exactly as it appears in the original game. * When gibbed, the Stalker's arm would fly out at high speed in a random direction. http://sourceforge.net/tracker/index.php?func=detail&aid=2970432&group_id=74815&atid=542099 * "Switch doesn't open up before Caves of Circe". http://sourceforge.net/tracker/index.php?func=detail&aid=2853242&group_id=74815&atid=542099 * "Death Wyvern movement broken". http://sourceforge.net/tracker/index.php?func=detail&aid=2855075&group_id=74815&atid=542099 ===== Changes ===== ==== Engine ==== * Changed [[cvar]] [[rend-dev-mobj-bbox]] Draw bounding boxes for all mobjs, not just those which are sector-linked. * Changed default mipmapping filter to linear filter, linear mip (GL_LINEAR_MIPMAP_LINEAR). ==== All games ==== * On selecting Quit from the main menu the screen now gradually fades to black while the quit sound plays (if enabled) before exit. ==== DOOM ==== * Removed three unused sound identifiers that are not present in the original game: wsplash nsplash blurb * Added a new sound identifier "secret" to be played upon the player locating a secret area. The same sound is still played by default but the new identifier allows modders to change them independently. ==== Heretic ==== * Items picked up by the player during map setup will not produce item-pickup sounds or screenflashes. Pickup messages will be added to the log as normal. * Added a new sound identifier "secret" to be played upon the player locating a secret area. The same sound is still played by default but the new identifier allows modders to change them independently. ==== Hexen ==== * Removed fixed limit MAX_ACS_STORE. At most, twenty deferred [[actionscript|action script]] starts could be in affect at any given time. * It is now possible to [[warp]] using the console if a game has not yet been started. In this instance a new game is initiated using the default skill and player class. ===== New features ===== ==== Engine ==== * Added a plugin hook that gets called during every run of the game loop (HOOK_TICKER). The length of the current tick is passed in the data argument as a pointer to timespan_t (i.e., double*). * Transition effects. When busy mode ends a transition effect may be drawn to blend between the screen shown whilst busy and the destination frame. Implemented three effects: 1) basic crossfade 2) Smoothed DOOM screenwipe 3) DOOM screenwipe. jDoom uses the smoothed DOOM screenwipe by default. Other games use crossfade. * [[cvar]] [[con-transition]] Transition effect used when leaving busy mode: 0=Crossfade, 1=DOOM (smooth), 2=DOOM * [[cvar]] [[con-transition-tics]] Duration of transition effect in tics. 0= Disabled. * Smoothing of per-linedef angle lightlevel deltas. Approximated rounded surfaces are lit more realistically when using the sector lighting model. Default value for [[rend-light-wall-angle]] is now 1.2f as the new smoothing makes this less noticeable. * [[cvar]] [[rend-light-wall-angle-smooth]] 1= Enable wall angle lightlevel delta smoothing (enabled by default). * [[cvar]] [[rend-dev-polyobj-bbox]] 1= Render polyobj bounding boxes (for debug). ==== Heretic ==== * Support for [[voodoo_doll]]s. * [[cvar]] [[server-game-plane-fixmaterialscroll]] 1=Fix bug in original Heretic which would only allow scrolling materials on planes to move east (enabled by default).