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version:1.9.0-beta1...4 [2017-03-13 09:03] – ↷ Page name changed from version:1.9.0-beta1_.4 to version:1.9.0-beta1...4 skyjakeversion:1.9.0-beta1...4 [2017-03-23 07:14] (current) skyjake
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 +<- 1.8.6 ^ Versions ^ 1.9.0-beta5 ->
  
 +====== Versions 1.9.0-beta1...4 ======
 +
 +#@Release_HTML~2006-05-28,1.9.0-beta4,1.9.0-beta4~@#
 +
 +#@Release_HTML~2005-10-16,1.9.0-beta1...beta3,1.9.0-beta3~@#
 +
 +#@Release_HTML~2005-07-17,1.9.0-beta1...beta3,1.9.0-beta2~@#
 +
 +#@Release_HTML~2005-07-02,1.9.0-beta1...beta3,1.9.0-beta1~@#
 +
 +
 +This article contains all changes between versions 1.9.0-beta1 and 1.9.0-beta4.
 +
 +
 +====== Release notes for 1.9.0-beta1 ======
 +
 +(by )
 +
 +Development of the Doomsday Engine has continued during the first half of 2005 at an uneven pace. Other commitments, such as work and my Master's Thesis, have oftentimes required all of my time and energy. As far as the next couple of months are concerned, the situation will not change in this regard. However, the talented Daniel Swanson (of jDRP fame) has been working on various aspects of the source code (including the commonization of various subsystems like the menu and automap). Thus development has not been at a standstill even though I've been unable to put much effort into the engine.
 +
 +What is significant enough in this release to warrant bumping the version number?
 +
 +  *  This is the first release of Doomsday made simultaneously on three platforms: Windows, Mac OS X, and Linux.
 +
 +  *  The first thing Windows users will notice is the new installer, powered by [http://www.jrsoftware.org/isinfo.php[Inno Setup]]. (The new installer has already been introduced in the repackaged 1.8.6.) The installer provides all the functionality one expects from a typical Windows installer, including generation of desktop icons, start menu entries, and uninstallation.
 +
 +  *  The most important new feature in the engine is a new lighting model called bias lighting. It is a combination of manually-placed light sources and smoothed sector lights. Once finished, it is intended to be the new default lighting model for Doomsday. In this release bias lighting must be enabled manually (by setting ''rend-bias'' to one), and it has not been fully adjusted: many maps will mostly become too dark (Doom 3 fans rejoice).
 +
 +  *  If you've been using previous releases of Doomsday, it is likely that you have encountered a memory zone error. This release removes the fixed-size limit of the memory zone and allows Doomsday to use any amount of memory it requires; this should make it easier to use large resource packs. The ''-maxzone'' option has been removed as obsolete.
 +
 +  *  The virtual file system has been enhanced with the possibility to map entire directories to a virtual location. By default there is a virtual mapping from ''(runtime)/Auto'' to both ''Data/(game)/Auto'' and ''Defs/(game)/Auto''.
 +
 +  *  General stability of the engine should be better.
 +
 +While you're getting excited about all the new stuff, bear in mind this is only the first beta release. Many features (bias lighting in particular) are still clearly unfinished. You will likely encounter many bugs and small glitches; be sure to file bug reports on the [[http://sourceforge.net/tracker/?group_id=74815&atid=542099|deng SourceForge project page]]. The beta phase will likely last for a couple of months, depending on how much time we can spend on working on the project.
 +
 +There are some obvious shortcomings in this release:
 +
 +  *  Per-map initialization of the bias lighting is extremely slow. Its performance will be improved in future beta releases.
 +
 +  *  Bias lighting suffers from inaccurate line-of-sight tests and leaking of smooth sector light. To an extent these issues are insignificant, but there are several things that can be (and will be) done to improve the current implementation.
 +
 +
 +====== Release notes for 1.9.0-beta2 ======
 +
 +(by )
 +
 +The beta phase of Doomsday 1.9.0 continues. At the moment it looks like we'll be going up to Beta4, at the least.
 +
 +Beta1 had some problems with distribution packaging; hopefully this time around the build scripts are working like they should on all platforms.
 +
 +
 +===== What has been fixed? =====
 +
 +Bias lighting grid initialization was fixed. It's now considerably faster and prints no messages in the console.
 +
 +Console text during map load was fixed.
 +
 +Texture color processing was fixed so that Hexen's menu text color is closer to the right color.
 +
 +
 +==== Common Code Library ====
 +
 +Color selection menu items are now drawn correctly under MacOSX.
 +
 +
 +===== What is still broken? =====
 +
 +Bias lighting still hasn't been tuned or optimized. It's still too dark and a bit slow in certain situations (lots of moving planes, many sector light changes). The LOS test hasn't been touched yet.
 +
 +
 +==== MacOSX ====
 +
 +  *  3D model renderer is broken. Most models in =jdoom-resource-pack-1.01.zip= will show up as strangely squished shapes. Will be fixed in Beta3.
 +
 +
 +==== Common Code Library ====
 +
 +  *  Automap is not clipped to its window.</noinclude>
 +
 +
 +====== Fixes ======
 +
 +  *  removed the //-maxzone// option as obsolete
 +  *  fixed: crash during startup when running with [[extra_verbosity]]
 +
 +
 +===== Definitions =====
 +
 +  *  removed fixed limit on the number of [[particle_generator]] stages
 +  *  fixed: minor memory leaks concerning definition data
 +
 +
 +===== File system =====
 +
 +  *  removed fixed limit on the number of opened files
 +  *  less chance of file name collisions thanks to CRC32 in Dir_FileID
 +  *  fixed: [[auxiliary_lump_cache]] not checked for [[lump_name]]s when searching
 +
 +
 +===== Map data =====
 +
 +  *  fixed: missing textures/flats no longer cause a fatal error. Surfaces with an unknown/missing textures/flats are now rendered with a "Missing" texture
 +
 +
 +===== Renderer =====
 +
 +  *  fixed usage of GL_ATI_texture_env_combine3 (caused problems with rendering shiny surfaces).
 +  *  fixed: light & halo not centered to sprite correctly ([[batman_tc]], wall torches).
 +  *  fixed: mobj shadows sometimes rendered above the object casting the shadow.
 +  *  fixed: [[animated_texture]]s/flats would flicker after a console [[reset_cmd_|RESET]].
 +  *  fixed: pegged middle textures "bouncing" on moving planes.
 +  *  fixed: alignment in view border patch drawing.
 +
 +
 +===== User Interface =====
 +
 +  *  sliders now eat up/down keys (so the user isn't confused when the focus jumps to some other control when up/down is pressed in a slider)
 +  *  [[game_view_window]] is now resized in the [[ticker]]
 +
 +
 +===== Security =====
 +
 +  *  fixed: CVE-2006-1618 buffer overflow.
 +  *  fixed: vsprintf security vulnerabilities (buffer overflow) on all platforms. Thanks to the Gentoo crew, Florian Westphal and Alexey Dobriyan for their part in helping to resolve these issues.
 +
 +
 +===== Mac OS X =====
 +
 +  *  fixed several [[endianness_issue]]s in model rendering, [[xg]], [[wav]] loading, buttons
 +  *  fixed: network games (now compatible with Win + Linux)
 +  *  fixed rendering of [[shiny_model]]s (multitex and non-multitex)
 +  *  fixed many minor compilation issues
 +
 +
 +===== Common Code Library =====
 +
 +
 +==== XG ====
 +
 +  *  fixed: bug that prevented sector chains from working correctly under certain circumstances (due to [[dummy_activator]]s in sector functions)
 +  *  fixed: XSTrav_PlaneTexture - the [[xg_dev]] message "couldn't find suitable" was printed even when a suitable reference WAS found.
 +  *  fixed: ltc_plane_move sector type was incorrectly being set to type 0 when the move finished if no end type change was specified. Result was sectors "losing" their type after a plane move.
 +  *  fixed: XS_GetPlane - when a act_tag reference was specified it was incorrectly being compared to the regular sector tag during iteration.
 +  *  fixed: XS_GetPlane was incorrectly referencing sector tag 0 when called during XS_Trav functions which implicitly set ref data to zero when used in conjunction with spref_tagged_  or spref_act_tagged_. Now checked with -1 and an [[xg_dev]] warning message is printed.
 +
 +
 +====== Changes ======
 +
 +  *  [[memory_zone]] expands as necessary
 +
 +
 +===== Console =====
 +
 +  *  tweaks to the [[console]] appearance (new defaults for [[console_background]] picture, color, and alpha)
 +  *  [[console]]: game information texts moved to the title bar 
 +  *  improved: [[console_history]] buffer uses different colors for items based on their type (yellow for commands, white for variables)
 +
 +
 +===== Definitions =====
 +
 +  *  [[decoration]]:Light:Flare texture is deprecated. Use "Flare map" instead
 +
 +
 +===== Input/Controllers =====
 +
 +  *  ccmd 'listbindings': List bindings in a specific binding class (<code>listbindings map</code>)
 +  *  ccmd 'bind': Bind a command for a specific binding class to a key/button (<code>bind map +f follow</code>)
 +  *  ccmd 'delbind': Delete a binding in a specific binding class (<code>delbind map mpanup</code>)
 +
 +
 +===== Map data =====
 +
 +  *  optimized allocation and handling of runtime map data ([[zblock]]s, [[levelstatic_block]]s, [[fast_alloc_mode]]), reduced map setup times significantly
 +  *  changed: expanded map structure element limits.
 +  *  changed: expanded blockmap limits by enlarging BLOCKMAP data at runtime
 +  *  changed: [[bsp]] data is no longer required to load maps if runtime node building is enabled (cvar 'bsp-build' = 1). This allows playing eg maps created by SLIGE without generating the BSP data prior to loading the map in Doomsday
 +  *  improved: map load time greatly improved with large maps
 +  *  improved: sectors now have three sound origins (center, floor, ceiling). Sector sounds are played from the most appropriate source.
 +
 +
 +===== Misc =====
 +
 +  *  changed: [[camera]]s can now move above/below the ceiling/floor unrestricted.
 +  *  changed: always do a full texture reset after using the "lowres" ccmd
 +
 +
 +===== Renderer =====
 +
 +  *  slightly more pronounced [[fake_radio]] (default darkness changed from 1.0 to 1.2)
 +  *  improved: emulation of [[doom.exe]] faked [[sector-over-sector]] tricks
 +  *  improved: fakeradio now handles complex geometry and DOOM.EXE tricks better
 +  *  improved: fakeradio wall shadows are now affected by plane glows and the sky
 +
 +
 +===== Resources =====
 +
 +  *  removed: Doomsday.wad is obsolete, all data is now loaded from [[doomsday.pk3]]
 +
 +
 +===== Linux =====
 +
 +  *  Build scripts require zip (package zip on Debian/Ubuntu)
 +
 +
 +===== Mac OS X =====
 +
 +  *  optimized release builds now work correctly
 +
 +
 +===== Common Code Library =====
 +
 +
 +==== XG ====
 +
 +  *  changed: the [[dd_xgdata]] lump is now deprecated.
 +  *  improved: [[end_level_xg_class_]]: specify next level on exit (Ip3).
 +  *  improved: [[wall_texture_xg_class_]] and [[plane_texture_xg_class_]]: set the surface color, [[blendmode]] and alpha properties of the referenced surfaces.
 +  *  improved: [[wall_texture_xg_class_]]:Set Mid If None: add/remove midtextures on twosided linedefs.
 +  *  changed: [[mimic_sector_xg_class_]] was using the line's [[act_tag]] when the [[mimic]] target reference was set to SPREF_ACT_TAGGED_. This is the opposite to the way it works with all other classes which use these data references. New [[sprefs]] have been added which retain this functionality.
 +    *  **IF YOU'VE USED SPREF_ACT_TAGGED_FLOOR/CEILING AS THE MIMIC TARGET REFERENCE IN YOUR PWAD**: Your [[pwad]] will no longer work as expected and you should update and redistribute it.
 +
 +
 +====== New features ======
 +
 +
 +===== API =====
 +
 +  *  [[dmu]] (Doomsday Map Update): map data objects are no longer directly accessible from plugins; all changes go through DMU, and notifications are routed to the correct places inside the engine for efficient operation
 +
 +
 +===== Definitions =====
 +
 +  *  [[light]]:Halo radius 
 +  *  [[light]]:Flare map: the flare map to use for this light's halo. Either a path and [[resource_name]] OR a [[built-in_flare_resource_number]]
 +  *  [[decoration]]:Light:Flare map: same as above for light [[decoration]]s.
 +  *  [[flag]]:Info: text string containing a comment about this flag
 +  *  [[ded]] reader: the "Copy"/"*" directive (used to initialize the current definition being read with the values of the last) can now be used with [[thing]], [[state]], [[line_type]] and [[sector_type]] definitions.
 +  *  [[thing]]:Flags2 'mf2_radiusattacknomaxz': z dimension is ignored when calculating if a radius attack hits a mobj with this attribute (in PIT_RadiusAttack).
 +
 +
 +===== File system =====
 +
 +  *  [[vdmap_option_]]: map files in one directory to another directory ([[virtual_directory_mapping]])
 +  *  [[automatic_file_mapping_in_pk3]]: files in 'keyword-named' folders in the [[root_of_a_pk3]] mapped to directories 
 +  *  subdirectory "Auto" of the [[runtime_directory]] mapped automatically to both "Defs/<Game>/Auto" and "Data/<Game>/Auto"
 +  *  [[dehacked_patch]]es (.deh files) are now loaded automatically from **Data/Game/Auto** and from the root folder in [[pk3]]/[[zip]] archives.
 +
 +
 +===== Input/Controllers =====
 +
 +  *  [[binding_class]]es: multiple commands can be bound to the same event
 +  *  ccmd [[enablebindclass]]: Enable/disable/toggle binding classes or view their status
 +  *  ccmd [[listbindclasses]]: Print a list of available binding classes
 +
 +
 +===== Map data =====
 +
 +  *  [[listmobjs_cmd_]]: print a list of the mobj ids + names (if set via DED) to the console.
 +  *  unknown/[[missing_texture]]s/flats are reported in the [[console]] after loading a map
 +  *  cvar [[blockmap-build]]: when/if new data is generated (default = when needed)
 +
 +
 +===== Renderer =====
 +
 +  *  [[bias_lighting]]: direct sources and smooth sector lighting
 +  *  cvar [[rend-bias-grid-multisample]]: multisample factor used when determining sector to [[light_grid]] mapping. Larger values increase accuracy at the expense of map load times.
 +  *  [[light_range_compression]]: increase light in dark sectors/decrease light in bright sectors
 +  *  cvar [[rend-fog-default]]: default fog algorithm
 +  *  [[flaremap]]s: loaded from "Data/Flares" - used for [[custom_halo]]s on objects
 +  *  surface colours: individual walls and planes can be given a unqiue color. Wall section surface colors are blended between sections to achieve [[wall_color_gradient|color fades]].  Surface colors and fades can be used to accurately recreate [[doom64]] style lighting.
 +  *  alpha'd/blended midtextures on [[two-sided_linedef]]s
 +  *  flag 'LUMF_DONTTURNHALO': disable the view angle rotation of [[halo]]s and [[lens_flare]]s for this [[luminous_object]].
 +  *  [[blendmode]]: BM_ZEROALPHA (GL_ONE, GL_ZERO) "draw with no translucency"
 +  *  new [[dfn]] font format that supports RGBA bitmaps
 +  *  cvar [[rend-sprite-mode]]: 1 = draw sprites and masked walls with hard edges
 +  *  cvar [[rend-dev-mobj-bbox]]: debugging aid - render mobj bounding boxes (sized to match the box used for collision detection) for debug.
 +  *  cvar [[rend-dev-cull-subsectors]]: disable non-visible subsector culling for debug.
 +  *  cvar [[rend-glow-scale]]: multiplier for wall glow height
 +
 +
 +===== Resources =====
 +
 +  *  new fixed and variable-width fonts (with normal, bold, and light variants)
 +
 +
 +===== User Interface =====
 +
 +  *  console uses the Doomsday title bar, which is visible in the other UI screens
 +  *  [[control_panel]] [[ui_fading|UI fades away]] to display the game view when adjusting gamma, contrast, and brightness
 +  *  control panel offers 16:10 resolutions
 +  *  new [[console_keyboard_reference|console controls]]:
 +    *  F5: Clear console text buffer
 +    *  Alt + C: Clear command line
 +    *  Shift + cursorleft/cursorright: Move cursor to start/end of the command line
 +    *  Delete: Delete the character under the cursor
 +    *  Insert: Toggle character insert input mode. When off - new replaces old
 +    *  Shift + Tab: Use "other" unknown word [[auto_completion]] mode
 +    *  Right arrow: a "command history fill" to the command line (ala DOS command prompt) when the cursor is at the end of the command line
 +  *  cvar [[con-move-speed]]: (0 - 1.0f) speed of console opening/closing
 +
 +
 +===== Common Code Library =====
 +
 +
 +==== Automap ====
 +
 +  *  A new world mapping subsystem based on that used previously in [[j_doom]]. 
 +  *  All controls are bindable in two new bindclasses **map** and **mapfollowoff** which are active during normal and pan-mode respectively.
 +  *  All colors are fully customizable.
 +
 +
 +==== Menu ====
 +
 +  *  A new menuing subsystem based on that used previously in [[j_doom]].
 +    *  All controls are bindable via two new bindclasses **menu** and **message** which are active during navigation and message-response-mode respectively.
 +    *  [[cvar]] [[menu-color2-x]]: (x = R/G/B) Secondary colors used for menu text items.
 +    *  [[cvar]] [[menu-fog]]: Added two new modes: 3= **Grey fog**, 4= **Darken**.
 +    *  [[cvar]] [[menu-patch-replacement]]: Mode 2 = Use built-in patch replacement when available.
 +    *  [[cvar]] [[menu-quick-ask]]: Ask me to confirm quick save/load actions.
 +    *  [[cvar]] [[menu-slam]]: //Slam// the menu when opening/closing.
 +
 +
 +==== Message Widget ====
 +
 +  *  A new widget suitable for displaying HUD messages.
 +    *  [[cvar]] [[msg-align]]: Default horizontal alignment for messages.
 +    *  [[cvar]] [[msg-blink]]: Number of tics a message should blink before fading to normal.
 +    *  [[cvar]] [[msg-color-x]]: (x  = R/G/B) Default color for messages.
 +
 +
 +==== XG ====
 +
 +  *  [[line_type]]: [[xg_line_type]] definitions now have [[xg_altername_name|alternate names]] for the iparms.
 +  *  [[line_teleport_xg_class_]]: [[boom]]-style line->line (silent) teleport
 +  *  [[teleport_xg_class_]]
 +  *  Added more [[xg_dev]] messages. Reference types are printed by name instead of ID.
 +  *  [[line_type]]:Act type: Set line type on activation
 +  *  [[line_type]]:Deact type: Set line type on deactivation
 +  *  Flag 'ltf2_override_any': override [[boom]] 'Any Trigger' Linedef flag
 +  *  line->line references ([[lref]]s):
 +    *  lref_none
 +  *  line->plane references ([[lpref]]s):
 +    *  lpref_back_floor
 +    *  lpref_back_ceiling
 +    *  lpref_thing_exist_floors
 +    *  lpref_thing_exist_ceilings
 +    *  lpref_thing_none_floors
 +    *  lpref_thing_none_ceilings
 +  *  sector->plane references ([[spref]]s):
 +    *  spref_back_floor
 +    *  spref_back_ceiling
 +  *  line->sector references ([[lsref]]s):
 +    *  lsref_none
 +    *  lsref_back
 +    *  lsref_thing_exist
 +    *  lsref_thing_none
 +  *  light level reference ([[lightref]]s):
 +    *  lightref_back
 +
 +
 +===== Linux =====
 +
 +  *  SDL joystick support (by zachkeene)
version/1.9.0-beta1...4.txt · Last modified: 2017-03-23 07:14 by skyjake