CHANGE HISTORY LOG (reverse chronological) |
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[2002_10_20] |
- fixed server with >8 clients crash bug |
[2002_10_16] |
- added full source code to the distribution
- clients can get list of servers from master server (see updatefrommaster) - added hudguns - servers update the masterserver automatically when run (see -m) - server browser, servers are now pinged and map/player info displayed - server allows setting of ip address and description - player physics are now run at a minimum of 50fps, allowing correct movement & jumping even at very low fps - added random landscape generator (see "perlin") - single player game load and save (see "savegame" and "loadgame") - improved server correct timer uptime from 49 days to 31 years (on unix). - unlimited undo, unlimited size undo/copy/paste (see "undomegs") - sounds are now scriptable (see "sound" and "registersound") - new trigger types (invisible and end of map) - "trigger" command - tweaked physics - new "fog" variable (for visual effect and performance tweaking) - network throtling on lan fixed (eihrul) |
[2002_06_24] |
- mode 0 is now normal ffa
- maps now all load a next map in all modi (user definable) - when monsters wake up in sp depends on what angle you approach them and your distance - you can control the menus using the mousewheel now - all the stronger monsters are now afraid to jump of heights > 4 cubes, unless they are badly hurt - "savemap" now also works without arguments - new "history" command - new "select" command (allows creating complex geometry from script) - tiny scripting language (as extension of the console command language). - scripted triggers (see "trigger"). - per map and per package configuration scripts (custom textures, music, scripting etc). see map/savemap. - new "music" command - entering in edit mode in mode -2 now resets monsters and puts them asleep. - "entproperty" command allows finetuning of entity parameters - say/echo/saycommand now take any number of arguments - fixed multiplayer map reloading issues - optimised wqd on maps with lots of sky - added "loyalty" and other fun things to monster AI - added new monsters - greatly increased RL speed (not for monsters) - HOM cases of heightfields next to higher platforms solved - "lighterror" tuning variable - model interpolation - disconnect now automatically reconnects to local server - command line history (up & down keys) - hud now shows player in crosshair - coloured light: you can use 0..255 (white light) or a hexadecimal 0xRRGGBB (coloured). - cleaned up the hud rendering and put in a higher res font. - "overbright lighting" (works on all recent 3d cards, see "lightscale"). Reduce your "gamma" setting. - new additive / exponential light model, for use with overbright. - savemap now keeps backups of all previous versions of the map (automatic versioning) - optimised a lot of code: occlusion culler, lighting, md2 rendering, monster AI & physics. - "maxparticles" variable added. - added cheap framerate booster, see "skipgeometry" - shotgun/chaingun/rifle now also apply a "push" on the target |
[2002_04_10] |
- "skill" level now affects monster behaviour in both SP and DMSP
(mainly speed of decision making)
- hitscan monsters now have a "lag" in their aiming (see gameplay). - sounds: water enter/exit, monster wake up, door rumble - some colour coding for gridlines in editmode: red for tags and green for heightfields - SP triggers / opening cubes (see "edittag" & "newent trigger") - viewkick - some particles have gravity, and they spread better. some improved gfx. - new variable "crosshairfx" - increased undo/copy/paste buffers to 128^2 cubes max - fixed DMSP bugs |
[2002_03_25] |
- minimal classic SP functionality
- console improvements: * paste to console (ctrl-V), on win32 * console aliases (see "alias") * command line completion (press TAB) for variables/commands/aliases * variables show their current value with no args, or range with wrong args * keyrepeat on in console - added server menu that automatically sorts & remembers servers connected to - map models (see "newent") - added water rendering & physics (see "waterlevel" and "watersubdiv"). - map voting (usemultiplayer->vote menu) - fixed bug that could cause a "double kill" on a lagged player - "hidestats" command - hardware gamma correction (see "gamma") - MOUSE4 & MOUSE5 are now available to bind mousewheel actions to - optimisations to occlusion culler - enet fixes (eihrul), backwards incompatible - map copying via server (eihrul), see "sendmap"/"getmap" |
[2002_02_01] |
- simple DMSP style single player game with monsters! see single
player section in gameplay docs for info.
- shotgun from 1000 to 1400 msec reload (like doom2 double barrelled, fist from 500 to 250 msec. - added crosshairsize & maxroll commands - damage blends screen red - fixed endianness problems on ppc (eihrul) - fixed teleport trigger - uses completely new network library by eihrul (UDP instead of TCP), much improved pings, server scalability & stability under packet loss etc. - a standalone *nix version of the server, that doesn't require sound & video dyn link libs.
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[2001_12_20] aka "first public release" |
- added extensive editing tutorial
- fixed "fullbright" - collision on any size corners now works again - increased friction tiny bit - improved RL physics (more damage close up) - cg only makes quad sound once per +attack - fixed velocity bug - made editmode & gamespeed cheatproof - instagib/efficiency work, arena sort of works - item spawns are heard at correct distance - item pickup is now server side - ammo and health respawn speed is now depedant on number of players - fixed movement keys (holding both strafe keys at once could cancel movement altogether in some sequence). - console history browsing (keypad - and +) - word wrap in console output - fixed lighting bug on big corners - esc now cancels commandline - fixed bug in recursive use of "bind"
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[2001_12_16] |
- fixed bug that would generate incorrect mips with coopedit
- added more buffering to server, which makes connections much more stable. - name/team changes correctly updated and displayed - teamplay now works, teammates shown in blue (temp) - newent/delent now work in coop editing - editing solid/space, and paste/undo now recalculates the light in the direct environment automatically. - fixed bug in savemap optimizer - added game modes (see "mode") - items reset across map load - selection size is shown in edit mode. - probably fixed weird "void" bug on some systems - slowmotion feature ("gamespeed") - dynamic light radius can be specified - teleport delay to avoid crash when looped - changed way entity coordinates are determined. - bounded light radius to 32 - fixed bug in occlusion code that would incorrectly cull cubes at distant shallow angles.
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[2001_12_03] |
- streamlined the opengl code, now all surfaces cull correctly,
minimised overdraw on corners
- greatly optimized heighfield rendering, generates only a third or so of the vertices it did before. - improved selection on heightfields - savemap does a little "optimizing" on invisible textures to correct sloppy editing, which helps the mipmapper. - bumped from version 2 to 3 mapformat: lighting data not saved anymore, but recalced on map load. This allows maps to keep up with lighting algorithm changes, and shrinks map sizes dramatically (aard1.cgz is now a mere 3k). - fully dynamic shadows & lights (currently only on rockets). - adding/deleting light sources now automatically recalcs, manual "recalc" is deprecated. - made light mipmapping less inacurate, at the cost of some polys in some maps. - added a "median cut" to the lighting code, which smooths out jaggies on harsh shadows. - reengineered lighting code... insanely fast, but slightly different results sometimes. - added acurate frustrum culling to the occlusion culling mechanism (for pitch -45..45 cases, and floor/ceil culling). reduces polys yet again 20 to 30% on average. - more acurate and stable fps display - added "slope", "arch" and "archvertex" commands. - players "bleed" when you hit em, give off correct sound at distance - fullbright fix0red - very cool texture replacement command ("replace") - binding mousekeys for editmode works now, "attack" is same a selection, "jump" now works. - you can now edit the upper wall of a non-solid cube seperately from lower wall (keypad 7 & 4). - bumped from version 1 to 2 mapformat. old maps will be automatically converted on save, but be sure to keep backups just incase.
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[2001_11_16] |
- added high precision dynamic occlusion culling (reduces polys
1.5x to 10x, depending on map & viewpoint).
- entity culling too - one more case of HOM fix0red (ceilings & floors) - menu improvements (esc goes back, remembers state) - "mapmsg" command for setting map title & author - player talk shows up in different colour - edit selection grid now "hugs" heightfields - bigger splash & boost on rockets - extra pain & death & self-pain sound - hud icons for health/armour/ammo - reset pitch upon exit teleport - proper corner slant collision detection, not enough sliding yet - some sort of heighfield physics - skybox 10x further away - added extensive menu system (press esc..) - shrunk exe size even more (53k) - made keymapping external cfg file
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[2001_10_21] |
- .cube.gz is now .cgz to stop ppl accidentally unpacking maps
- 4 HF cubes are now be mipmapped given their 9 verts lie on 1 plane - more cases of HF HOM fixed (see e.g. metl01 YA) - full support for 45 degree "corners" between floor levels - "map" and "savemap" now default to "base" if no package specified - no more HOM caused by mipmapping, even at LOD 5 etc - saycommand inserts / on request (default key backquote) - "exec" command
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[2001_10_17] |
- "showmip" command
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[2001_10_05] |
- fixed: delent
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[2001_10_04] |
- fixed: corner lighting
- backup on map save - run dedicated server at hi pri -> MUCH better network perf - fullbright, for editing - map enlarge command - configurable mousebuttons - config screen res & full screen - mouse sensitivity bind - fixed: lighting on/off flickers -> also drawing less quads now! - fixed: draw wall textures right-side up - show entities in edit mode + type - fixed: old entities kept on "newmap" - skybox (with few sparkies, thanks to depth buffer trick) - show/make selection while dragging - when drag-selecting into the void, use player pos for selection - disable non draw lagged - make bigger steps in lod if fps difference is big - playerstart should take current yaw - variable light brightness (different start from 255) - server msg parsing - client & server item pickup - item effects on the player
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[2001_09_30] |
- coop network editing!
- corner physics bug - bal got stuck under ghost? - interpolation doesnt work - player height - players get stuck in eachother - interpolation of client positions / bound speed of updates - fps independant velocity? - jump anim - removal of non-responding players after n-sec - messages still cut up server side!!!! - slowdown of client time (msec!) -> vtdapi.vxd bug - particle overlapping - mipmapping off? - shot/damage doesn't work with player1 - editing client keeps getting gravity - don't frag editing people - correct bounding box hits - frag counts - lag type display instead of second lag msg - client gets kicked on wrong protocol - fade particle faster - can't frag body - make dead/lagged people non-solid - special model stance for edit - vary minlod when looking down - server bandwidth status output - pain sound when shooting others - allow to start with no sound - when dead no edit mode - teamname, soundvol - play sounds at correct distance - remove all possible buffer overflows from code - tweak physics to be smoother / bit less aircontrol - repeat key for edit mode - fist/sg/cg/rl weapons graphics/scoring/physics/selection - improved explosion
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[older history deleted] |
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