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July 17th, 2011, 23:25 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the Doom source port Doom Legacy has been released.
Quote:
FEATURES 1.44 alpha3
Stop demos when menu opens.
Voodoo doll damage effects upon players are restored.
Voodoo doll mode control (Vanilla, Multispawn, Target, Auto).
Voodoo doll telefrag instadeath control (Die, Damage, Zap).
Remove hard limits for brain targets.
Start game menu asks user "Abort this game. Y/N" when user is already in a game, and upon "YES" will abort the game and continue.
Mouse will no longer change menu values without pushing a button.
DoomLegacy demo format will have a header of version 144, and the characters "DL". DoomLegacy demos shall only use the one demo version number.
Three later fields shall record the DoomLegacy VERSION, demoversion, and sub-demoversion numbers. Not yet enabled, alpha still writes demoversion 143.
Changed to MBF style sector friction (from examination of Killough code in prboom), making DoomLegacy more consistent with DoomLegacy 2.0, prboom and
other modern ports, with some fixes and differences. Water friction and Heretic friction are also converted to sector friction. Sectors get the friction and movefactor values at load time, and are updated whenever a flag or friction control changes. Finds stickiest friction on icy sector edge too. Independent friction for each 3dfloor slab. Old boom friction thinker code is compile-time conditional (FRICTIONTHINKER), and is only used for demos. Demos select appropriate friction code.
Did not preserve perfect demo compatibility with Boom and prboom.
Converted to independent player bob momentum of Killough, as in DoomLegacy 2.0,
MBF and prboom, with fixes and adaptations.
Compile-time conditional on BOB_MOM.
Fixes many problems of previous bobbing, such as bobbing while riding conveyor, and interaction with friction.
Monsters use same sector friction as players.
Selection mechanism for monster friction (none, MBF, momentum).
The MBF monster friction only gives the monster momentum on ice, and this creates surge when moving off ice, and stall when moving onto ice.
Momentum monster friction selection accumulates momentum on every move, and fixes the surge and stall problems.
Additional code to prevent hangups on dropoff ledges, get monster unstuck from edges, and to allow monsters to fall off conveyor belts.
Create Adv Options menu, for monster friction, gravity, voodoo mode, voodoo insta-death, and door delay.
FEATURES 1.44 alpha2
Boom demo headers are now recognized and the demos play better.
They will not stay in sync, but will no longer crash the engine.
Revised game description tables now have three wad names for each game type, to recognize more naming variations.
Sprites Limit: Adjust the number of sprites displayed by software renderer from 128 to 16384, depending upon where your machine bogs down.
Removed sprite display limits in software renderer.
The number of displayed sprites is dynamically adjusted according to the sprite count, and the user setting in the Effects menu.
The menu control gives a soft limit from 128, upto 16384 sprites.
The sprite display is hard limited to twice the user setting.
When there are too many sprites, the nearest sprites have preference, the farther sprites have semi-random visibility (they flicker),
so the player can sporatically see the sprites in the distance.
Savegame size is now unlimited, and uses much smaller savegame buffer.
Replaced the odd command line switches for game development with one switch that specifies the gamename.
FEATURES 1.44 alpha1
New Effects menu, makes room for the additional user controls.
Gamma generation: Gamma table is generated from the selected gamma function (Gamma, Gamma_black, Gamma_bright_black, Linear).
The Gamma function has 25 gamma setpoints.
The Gamma_black function has gamma and black level controls.
The Gamma_bright_black function has gamma, black level, and bright level controls.
The Linear function has two setpoint controls, each of which has 25 positions.
Door delay: Option control that slows doors by x1.5, x2, etc. so that player has more time to get through them.
SoftError: Many hard errors (fatal) have been changed to soft errors, where the user will get one message, and the game will be allowed to continue.
Voodoo dolls added. The voodoo doll was an accident of the original Doom, that many wads made use of to trigger linedef actions.
Extra player1 starts now create voodoo dolls, with the last being the actual player1 start position.
Demo fixes. Demos that Legacy cannot play back are now recognized and rejected, so they do not crash the engine.
Z_Malloc allocation compile options, user selectable in z_zone.c.
PLAIN_MALLOC: Large memory, no reclaimation.
TAGGED_MALLOC: Will free allocations according to tags kept in the allocations.
ZONE_ZALLOC: Improved version of original zone allocation. Allocates
from large pre-allocation of memory, with tags, and frees allocations
according to tags.
GROW_ZONE: Option on ZONE_ZALLOC that grows the memory usage when free
blocks cannot be found. This is the default now.
AGGRESSIVE_PURGE: Option on ZONE_ZALLOC that aggressively purges
downgraded allocations instead of leaving them as cache.
Mostly for testing memory usage code, but also usable for small memory.
Texture generation now handles multi-patch transparent textures. The code selects between three rendering methods, one of which creates a single patch transparent 2-sided texture from the source
multi-patch texture.
This now software renders the gates in Phobia.wad correctly.
Game determination characteristics and parameters are now in one table. This allows special game wads to be added easily without errors. The table
specifies a Legacy support wad for the specific game that will now be automatically loaded (none exist yet).
Savegame format now has a header that specifies the name, map number, time, the wad, and the command line switches. The savegame display shows the name, map, and time. Upon loading the savegame must
match the current wad.
Savegame format now records the endian and word size. Loading now detects these and other critical parameters to intercept incompatible savegames.
Savegame now allows up to 99 savegames in one directory. This is a compile option.
Savegame now supports savegame directories. You can have a separate savegame directory for each wad. This is a compile option.
Hardware renderer now can display Boom colormaps.
Hardware renderer now has lighting level variation with colormaps.
Chexquest support is enhanced. The Doom pictures that are in the Chexquest wad are now blocked when in Chexquest game mode, along with
blood splats and Doom episode names. Chexquest splats are less violent.
Full international keyboard support (SDL).
New joystick/gamepad code, should support all modern controllers (SDL).
New FS functions.
Audio output samplerate raised to 22 kHz.
http://doomlegacy.sourceforge.net/
For more information and downloads, click here!
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