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March 30th, 2011, 20:20 Posted By: wraggster
News via AEP
A new version of the Doom, Heretic and Hexen source port Doomsday Engine has been released. You can download the testbuildhere.
You can find some shareware versions of Doom and other ID games at Q-Marines DOOM WADs Dat project page.
Quote:
updates since last AEP reported release build66
- Win32: Fixed the two remaining build warnings
- More coherent distribution package naming
All distribution packages are now named doomsday_(version)_(build).
- Win32: Fixed most compiler warnings
- Client: Fixing mobj/clmobj flags
Trying to make sense of when flags are set and unset. Added assertions for the solid and remote flags. The - client is now able to move after respawning.
The logic is still that the real mobj is solid and not remote, and handled by the client´s game logic, - while the clmobj is not solid and remote, and updated by the server when necessary.
- Fixing player respawning in a netgame
Previously the server completely failed to respawn a dead player. Now the respawning occurs successfully, and the client reappears and telefrags at the correct place. However, the client currently is unable to move after respawning, probably due to some mixup with the player mobj/clmobj.
- Docs: Updated for revised Amethyst filters
- Docs: Small tweak to readme.ame
- Fixed more compiler warnings
- Win32: Fixed warnings about deprecated string functions
- Removing use of deprecated libpng APIs
- Fixing compiler warnings
- Client: Fixed status bar (was not being drawn)
- Client: Fixed sending of coordinate updates
The server needs to be informed of the client´s momentum as well.
- Client: Weapons changed via a request to the server
Instead of letting the client change weapons on its own, it will now send a request to the server, who will actually carry out the weapon change.
- Server: Fixed handling of NULL mobj states in deltas
The server was trying to generate deltas out of mobjs with a NULL pointer for state, causing the delta to be invalid.
Next big question: why aren´t the mobjs visible on clientside?
- Docs: Some tweaks in the old .ame files
The old .ame files should be quite a useful starting point for the new readme/manual page.
- Removed some obsolete documentation
- More up-to-date versions exist in the wiki.
- Copyright update
- Use DMU in client world sim to move planes
Plane movement is now occurring again on clientside. Tic smoothing is not working properly yet, though.
- Split DMU from the monolithic doomsday.h
The public DMU API is also needed internally in the engine. There is a conflict in map data structure declarations if the entire doomsday.h is included.
- Investigating frame deltas
It seems that some deltas (especially mobjs) become malformed... At least the client successfully attempts to move planes, and manages to change some sector lights (even though it shouldn´t be bypassing DMU to make the changes).
- Client´s updatecount is useless
The updatecount was intended to detect if a client misbehaves by not sending any ticcmds, but there are better ways to detect when a client goes zombie.
- Clients are only allowed to spawn playerstarts
- RSS: Fixed error counting
- CMake: Fixed jDoom64 build configuration
- RSS: Remove single periods from the commit subject
- Work progresses in fixing network client behavior
The client is now using the same logic for player behavior as single-player. The clmobj is affixed to the real player mobj, and the two are to be kept in sync.
- Removing obsolete things from the exports
- Removed the "Host Game" menu item
The ability to run non-dedicated servers will be dropped. It is currently still possible to start the host via console commands.
- Discarded ticcmds altogether
The actions and movement of players is not intended to be shared via ticcmds any more. Thus they are completely obsolete.
- Improved 64-bit assertion macro
- "class" is a C++ keyword, so renamed all to "class_"
- Fixing warnings
- memcpy() was used with libc headers
- CMake: jDoom64 is built by default. Also included more headers
- Tweaked the version ID a bit more
Moved time of build to the end.
- Fixes that allow a client to join a network game
Started work on debugging the network client. This commit fixes the most glaring problems with client connect: data message sending and player spawning. Work continues on clientside player controls, which need to be integrated to the binding/control system.
- Saner 64-bit compile-time checks
__64BIT__ is now defined if the build is a 64-bit one. The 32/64-bitness is included in the executable description (version ID).
- Fixed a number of compiler warnings
Mostly about type conversions, discarding const.
- RSS: Added a summary for each entry
For more information and downloads, click here!
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