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-
- DooM LEGACY
- Release v1.30, August 2000.
-
- Last Updated: August 2000
-
- Original game & sources by: Id Software.
- Additions: (c)1998 by: Fabrice Denis & Boris Pereira
- (c)1999 by: Fabrice Denis, Boris Pereira & Thierry Van Elsuwe
- (c)2000 by: Boris Pereira & Thierry Van Elsuwe
-
- Special thanks to Steven McGranahan, Robert BΣuml and Bell Kin for
- their large contribution and to others Legacy Team members.
-
- Web site: http://www.newdoom.com/doomlegacy
- e-mail: legacy@newdoom.com
-
- OpenGL specific:
- Web site: http://www.newdoom.com/doomlegacy/gl
-
-
- -----------------------------------------------------------------------
- WHAT'S NEW
- -----------------------------------------------------------------------
-
- Doom Legacy 1.30 (August 2000)
- =================================
-
- - VIDEO
- - Thierry Van Elsuwe (aka Hurdler) ported to OpenGL our glide code
- so Legacy have now OpenGL support with some new OpenGL specific
- features like FOV "what you want" (zooming),...
- - improve glide support, fixed all texture problem and so one
- - fixed many splats problem so now is enabled in the code
- - Opengl/3Dfx added new features like coronas and dynamic lighting
- (unfinished),... added new cvar for this at the same time.
- - fullscreen and windowed mode under Linux or Windows+OpenGL
-
- - MULTIPLAYER
- - Join in game : now you can join the game without a restart of the
- server.
- - added automatic file copy through network
- - added seconde mouse support for splitscreen
- read the legacy.txt for more about it
- - added support for ipx under win32
- - now the engine wrape around level in deathmatch no more final screen
- etc...
- - splitscreen variable can now be changed while in netgame
-
- - CONSOLE
- - added -noresetplayer to map command
- use this option to keep your weapon and keys through a map change
- it is used internaly by the engine for usual map change
- - added allowturbo and allowexitlevel cvar
- - added splats cvar to enable/disable splats
- - added translucency cvar so slow cumputer can disable translucentcy
- - added controlperkey cvar this allow you to enable/desable
- more than one control per keys
- - added screenlink cvar so you can enable the color melt screen link
- - added gimme map
-
- - MISC
- - Boom compatibility, except BEX and lindef 260, Thanks to SoM
- - impoved Linux support (similar to win32 one)
- - Dos version can now use winsock 2.0 (default in Win98)
- Thanks to the libsocket team
- - enable color blend for screen translation (was in the original sources)
- - added video menu and move some option there
- - support mouse wheel in win32 version thanks to Dominique Leger
- - added joystick hat support under win32
- - improved launcher for windows version
-
- - BUG FIXES
- - fixed some serious network issues
- - fixed multiple dehacked don't load
- - fixed can take the chainsaw in doom1 or udoom with next/prev weapon key
- - fixed can't save when use -warp or +map
- - fixed timedemo work now more than one time
- - fixed cdvolume bounds in win32 version
- - translucency now use colormaps
- - and fixed some more tiny bugs
-
- - Know bug (don't mail us about it !)
- - in 3dfx/opengl :
- - splat/bullet hole have serious problems
- - water don't show properly
- - monsters/sprite have feet(head) in ground
- - there is white dots around some wall/floors/ceiling
- - the lighting is slow (mainly on slow 3d cards or low end PC)
- - the light of sector is not correct !
- - missing polygone/textures one some levels
- (need to be rebuild with new nodes builders like zennode or deepbsp)
-
- Doom Legacy 1.28 (14 April 1999)
- =================================
-
- - FULL WIN32 PORT
- - no more compatibility problem with sound and graphics card
- - plays MIDI music through whatever MIDI output you have set
- (including software midi synthesizers like those of Yamaha)
- - uses TCP/IP network instead of IPX, allows internet play
- - includes a preview of the 3Dfx mode (that r_glide.dll file)
-
- - 3DFX BETA VERSION
- - you can choose between software or 3Dfx accelerated mode
- in the Doom Legacy Launcher 'Setup' panel, without the
- launcher, use "-3dfx" on the command-line
- - 3Dfx mode is available through the r_glide.dll, you need
- the latest Glide 3 drivers from www.3dfx.com
- - fixed shooting with mouselook, note you can fire at 90 degree
- up and down, but he sprites will look 'flat'
- - you can now change resolution at run time through the video
- modes menu (F5), just like in software mode
- - uses external r_glide.dll file : this WILL be a feature,
- because it allows for future extensions with OpenGL,
- Direct3D, or even hi-color software modes
-
- - COOL LAUNCHER
- - setup single and multiplayer games easily
- - add external wad files with file dialog
- - set your Preferred Weapons Order (tm) =)
- - easily switch between Doom1, Doom2 etc..
- - Demos section allows quick 'n easy playback of demos, the launcher
- saves the external files, and your comments into the demos!
- - forget about the command-line !
-
- - SPLITSCREEN !
- - two player game on one computer!
- - within a multiplayer game, any computer can 'host' 2 players
- thus with 2 computers, you can have a 4 player game !
- - when playing back a demo, type in 'splitscreen 1' at the
- console to show 2 views at the same time
-
- - TCP/IP MULTIPLAYER
- - Legacy now uses TCP/IP (DOS version also supports IPX)
- - '-connect' auto-detects the server on a LAN (when computers
- are directly connected together)
- - the server passes the list of files added with '-file' to the
- clients (but clients MUST have the file)
- Note: the files on each computer must have the same date or
- Legacy will stop with a warning message, you can disable date
- checking with '-notime' cmd-line option
-
- - DEMOS
- - demos can be recorded by only one player in a network game
- (use "stopdemo" to stop recording without quitting the game)
- - "playdemospeed" console variable allows faster playback of demos
-
- - CONSOLE
- - "addfile" and "map" commands can load skins while in game
- - "fastmonsters" : same as -fastparm parameter
- - "map" command enhanced :
- map <mapname[.wad]> [-skill <1..5>] [-monsters <0\1>]
- this allows to change skill and monsters at run time
- note : these two parameters are optional, if not specified the
- current value is used
- - "timelimit" allows server to set a time limit on a level
- - "chasecam" activates or desactivate the chase-cam mode
- - "cam_height","cam_dist", "cam_speed" to customize the chase-cam
-
- - GAME STUFF
- - display KEYS on the overlay! NOTE: MAKE SURE TO ADD 'K' TO
- THE "overlay" CONSOLE VARIABLE IF YOU KEEP YOUR OLD CONFIGURATION
- - Next and Previous weapons controls added in 'Setup Controls' game menu
- - Legacy's 'true' water effect was enhanced with physics: press
- Jump button to swim up, or use mouselook, friction, gravity..
-
- - MISC
- - "-iwad xxx.wad" : you can keep all your original Doom versions
- in a single directory and choose which one to run with this switch
- (example: -iwad plutonia.wad)
- - "-file" searches for files recursively, starting at the directory
- where you run Doom Legacy, it will find files in any subdirectories
- THIS IS VERY USEFUL FOR MULTIPLAYER : for example, provided everyone
- has the 'hipafrag.wad' map, the server just types 'map hipafrag.wad'
- and all clients will load the map, even if they have placed the file
- in different directories
- - savegames enhanced (works better)
-
- - DOS VERSION ONLY
- - the DOS version supports both TCP/IP _AND_ IPX
- TCP/IP is used when you use the "-connect" or "-server" parameters
- - Joystick support enhanced, type "help use_joystick" at the console
- for more
-
- - FIXES
- - mouseaiming works better, and aim is now correct independently of the
- screen resolution
- - fixed crash when starting netgame in Cooperative and there are not enough
- player starts
- - fixed many problems.. (ok, bugs) with 1.27 and 1.28 betas
- - fixed 1.9 original bug : demos get out of synch if you go into the menu
- while recording
-
- - KNOWN BUGS
- - Alt-Tab/Alt-Escape in windows with 3Dfx preview may crash
- - Sometimes video modes are not detected when you start Legacy WIN32 from
- a fullscreen DOS box, just use Doom Legacy Launcher, damnit !
-
- - AND...
- - documented version 1.27 changes! see below
-
-
- Doom Legacy 1.27 (December 1998)
- =================================
-
- - GAME STUFF
- - new in-game menus allows setting console options easily
-
- - MULTIPLAYER
- - "deathmatch" console variable : change deathmatch mode
- at any time!
- deathmatch 0 = cooperative
- deathmatch 3 = deathmatch 2 + weapon stay (dm1+dm2)
- - fixed problem where 2 or more skins would have the same
- name, made it impossible to browse all skins in the
- multiplayer menu.
- - "fraglimit" : go to intermission after limit of frags is
- reached
- - the DOS version should work better with modem
- (using HX8 or SERSETUP)
- - the DOS version supports TCP/IP using __Winsock 1.0__ ONLY
- See section [5-5] of the main documentation
-
- - CONSOLE
- - pass console commands on the command-line using a "+"
- prefix, example:
-
- > legacy +color 7 +name "the killer"
-
- - human readable console variables, example:
- color red
- chasecam on
-
- instead of:
- color 4
- chasecam 1
-
- type "help <commandname>" to see possible values for each
- console variable, note the old system still works
-
- - "exitlevel" : ends level and goes to intermission, comes in
- handy when you get stuck in a level or you don't find the key
- - "bind" : attach console commands to a key, example:
- bind s "screenshot"
- bind h "sayteam help me guys!!"
- - "screenshot" command takes a screenshot, pssst: bind it
- or you will screenshot the console =)
- - "vid_ticrate" shows a graph of rendered frames timing
- - "save" command : saves game, works in multiplayer too
- - "load" command : load previously saved game, multiplayer too
- - "timedemo" : like -timedemo it will playback a demo as fast
- as possible to test the speed of the renderer
- - "map" and "addfile" commands now loads textures!
- - "sayteam" : sends a message only to your own team
- - added 3 new commands related to configuration :
- loadconfig : load a previously saved config file
- saveconfig : save the current config, you must give
- an explicit file name
- changeconfig : switch to the config (saves current config, and
- load another one)
-
- - EDITING
- - supports 'multipatch' textures on any 2-sided wall !
- - 5 new linedef types for translucent walls : 201 to 205
-
- - FIXES
- - fixed 32 skins limit, would not check for the limit,
- and crash if more than 32 skins used. No more crash but
- the limit is still 32 skins.
- - fixed bug in the display of frag in intermission in teamskin
- - fixed map7 bug when the 2 last babyspider die at same time
- (original 1.9 bug)
- - fixed gamma max value
- - fixed final pic shows in doom1 and bunny scroll
- - fixed "got unknow netcmd 109" when changing player config
- - many, many bugfixes and internal changes.
-
-
- Doom Legacy Update v1.25 25-Aug-1998:
- ======================================
-
- NOTE! The chasecam key is now '/' slash on the keypad, and it
- is available only in '-devparm' mode.
-
- - SKINS !!! : a skin is basically a full sprite replacement
- for the player, with optional specific sounds (hurt, death,
- jump etc..) and optional status bar face to go with it.
-
- Skins are simple wad files, that can be added with '-file'
- on the command line, and you can have as many skins as you
- want into a wadfile, so prepare for skinspacks galore!
-
- With Doomatic (our deathmatch launcher), the copying of
- files to other players is automatic, so the skins are
- automatically copied to other players. Using your pre-
- ferred deathmatch launcher, just make sure everybody
- have the skins wads.
-
- Skins work in single player too, you can admire your skin
- while in chasecam mode (use '/' slash key on keypad while
- in -devparm mode).
-
- - TEAMPLAY and TEAMSKIN deathmatch modes : you know about
- teamplay, teamskin is like teamplay, but using skins to
- identify teams instead of the color. Of course the frag
- rankings and intermission are updated to show team scores.
- Plus, there's a 'teamdamage' console variable that allows
- to choose whether your team partners get hurt when you
- shoot'em or not. Quake's teamplay is Legacy's teamplay
- with 'teamdamage' at 0.
-
- Cool! 'teamdamage' also works in cooperative, so in
- cooperative you can choose whether you can hurt your
- coop partners or not.
-
- Like in Quake, the armor is always damaged in teamplay
- if you hurt your partners.
-
- When you are hurt by a partner, and teamdamage is off,
- you won't see blood and the screen won't go red.
-
- - NETWORK IMPROVED : the 'slow turn' seems to be fixed now.
- Even better, we can call this the 'angle-turn client
- prediction' as your view now moves _before_ the server
- receives it. As you move around the view quicly in multiplayer,
- it is now smoother, especially in higher resolutions.
- Please tell us how you feel the improvement!
-
-
- Console:
- --------
- - viewheight : set the height of view, if you want to see what a Leprechaun
- sees, just lower that! It's good to frag those giant marines
- when you're a little teeny-weeny Leprechaun, heheheeee
- - skin,teamplay,teamdamage : for teamplay modes
- - frags,teamfrags : these shows the original Doom frag table, and also for
- teams vs teams !
- - memfree,help : see what memory is used in Doom's heap, see how much physical
- memory is left after you run Legacy.
- - addfile : completes 'map' command, loads external pwads at run time, currently
- able to load the sprites, sounds, musics, flats, and maps,... but
- not new textures (to do). Also to do is load the skins in pwads
- at run time.
-
- Editing:
- --------
- - 'hall of mirrors' removed (thanks to Demiurg and his cool rivbrid.wad which
- looks really nice)
-
- - visplanes limit increased (should be plenty) (thanks to Russel and his huge
- pract.wad that broke Legacy's 256 drawsegs and 256 visplanes with... up to
- 896 drawsegs at once (2sided lines), and 380+ visplanes when flying above the
- map with 'IDFLY' !!!)
-
-
- Misc:
- -----
- - dehacked patches files with .DEH extension can be added
- after '-file', which makes it very easy to use patches
- with your usual deathmatch launcher (it doesn't have
- to know about the dehacked, then, and Doomatic will
- copy the dehacked patches automatically since it is
- part of the wad files).
-
- - end sequence (finale) fixed for higher resolutions
- (thanks Kege)
-
- - 'splash' sounds when walking and jumping in water
-
- - can't cheat anymore by jumping in dangerous fluids to
- avoid the damage as it does more damage now.
- This makes a lot of deathtag levels playable again
- with Legacy (as lava was used to prevent scoring unless
- you have got the 'steel boots' armor)
-
- - testing deathmatch maps alone using '-deathmatch -warp'
- didn't work in last version, now fixed
-
- - that horrible 'SIGSEGV' bug due to a faulty CD-library,
- fixed.
-
- - other little goodies you'll find yourself...
-
-
-
- Doom Legacy Update v1.24 19-July-1998:
- =======================================
-
- - added CD Audio music, along with console commands 'play','stop',
- 'info', etc. CD Music volume is in the sounds menu (F4).
-
- Note: cd audio and midi music are separate, and can be active
- at the same time. This is useful if, like me, you have
- some 'ambiance sound' cd's like sounds of storm, rain..
- you can use it to add ambiance, while still listening to
- the midi music.
-
- Usually, you will want to turn either the music or CD
- audio volume to zero.
-
- - some minor changes in the network, we noticed a serious problem
- with FAST machines & SLOW network cards, seems to work fine now.
- - fixed the backspace problem in the chat
- - fixed problem with some playback of lmp version 1.20
- - warp parameter work again with doom1 and ultimate
- - fixed switch textures that didn't 'switch' in ultimate doom.
- - fixed stupid bug with the statusbar numbers not refreshing.
- - the 'map' console command now works in multiplayer.
- - blood sprite changed so it looks better when staying longer
- - bloodtime is now a network variable, the server sets it for
- everybody
- - added gravity variable
-
-
- Doom Legacy Update v1.23 17-July-1998:
- =======================================
-
- - this version was a 'source release' for some projects, it was
- a work in progress, not released on the site.
-
-
- Doom Legacy Update v1.22 5-Jun-1998:
- =====================================
-
- - the slow turning left & right is fixed. Sorry we have forget to
- put the right code in the release.
- - added command "say" and "sayto". This fix chat problem.
- - word wraping in the console.
- - fixed problems with the new head up display.
- - fixed shift key problem.
-
-
- Doom Legacy Update v1.21 25-May-1998:
- =====================================
-
- Network:
- - the slow turning left & right is fixed
- - playing back demos of the latest version, along with the support
- for v1.12 demos didn't work : fixed. If you happened to record
- demos and thought they didn't work, they will now playback cor-
- rectly as they were recorded properly.
- - now SERSETUP works.. but more work need to be done, especially
- testing it , so please mail us how it worked for U !!
- Check LEGACY.TXT section 5/6 for more.
-
- Video:
- - fixed a nasty bug with getting the vesa extended modes. On some
- cards like Matrox Millenium it either showed less video modes,
- or didn't work at all.
-
- Misc:
- - fixed 'netgame' name used for savegames sometimes.
- - starting a game with more players than deathmatch starts will
- not crash anymore.. but some players will be spawned at the
- same point and will be stuck (yes it is a quickfix, this
- problem arises only at the very beginning of the game,
- usually there is always a dm start free)
- - the demons are opaque.. and the spectres translucent.
- - removed the "F***" word from fragging messages by request
-
-
-
- Release v1.20 Undocumented:
- ===========================
- - Doom Legacy supports 64 deathmatch starts (the original game
- used up to 10 dmstarts)
-
- - height checks added for melee attacks: so monsters can't hit you
- if they are not on the same level, when using short range attacks.
-
- - when you are under Invisibility (blur sphere) and it is running out,
- you will switch between hi translucency and low translucency, and
- only when the invisibility is fully finished, you become opaque.
-
- - Supports FLATS and SPRITES in pwad, from the very old 'dmadds' pwads
- up to the latest dehacked patches using sprite renaming.
-
- See EDITING.TXT for more about using sprites/flats in pwad.
-
- - Can replace only some frames of a sprite in a pwad.
-
- - Sprites/Textures in a pwad are not supported at run-time using
- the map command, to do. Flats in pwad work at run-time.
-
- - the automap displays the right player colors
-
- - savegame buffer upped to 512kb
-
- - supports multiple dehacked eg: -dehacked one.deh two.deh three.deh
-
- - supports DIGMID (digital midi) using the sound.cfg
-
-
-
- Release 1.20 Updated 19-May-98:
- ===============================
-
- NOTE: THIS IS NOT COMPLETE AT ALL, WE WILL DOCUMENT THE CHANGES OF
- VERSION 1.2 AS SOON AS POSSIBLE, THERE ARE MANY ONES! BUT WE
- GOTTA RELEASE..
-
- Engine/Game:
- - Added the Doom Console! Enter commands and change game var-
- iables at any time! If you are not used to it, the console
- will allow you to be a 'Doom power user' ! We have worked
- a lot on the console itself, and have implemented a basic
- set of commands and variables. In the future we will be
- able to add any kind of commands easily. Any command or
- variable that you'd like? We are open to suggestions.
-
- Check the console section for more about all the commands
- available.
-
- - Finally improved and fixed the translucency on sprites:
- - the spectres (pink like demons) are really hard to see
- - translucency on torches is now correct, only the flame
- part is translucent
- - most projectiles are now brighter : the translucency
- used to diminish the colours intensity, now they look
- as bright as the original game
- - each sprite, and each frame can use a different trans-
- lucency eg: the bullet puffs are more translucent than
- the fireballs, the plasma bullets gets more translucent
- as they disappear
- - the blur sphere will make you as translucent as the
- pink demons, which means very hard to see! So the blur
- sphere item will probably become a strategic weapon!
-
-
- Multiplayer/Network:
- - Totally rewritten the network code of Doom : the method
- is now a very basic implementation of Client/Server. It uses
- less transfer, and allow up to 32 players simultaneously.
- Actually there is one drawback : you have to be sure that
- the server is fast enough, and doesn't slowdown, because
- if the server slows down, everybody in the game experience
- the 'lag'.
-
- - We have cleaned up the intermission screen with the death-
- match scores. It displays now several kinds of rankings,
- including the death rankings :) See Section [5-9] of the
- main documentation.
-
- We will document these scoring modes better in the future.
- Please note that this was quickly added: we can add any type
- of scoring system provided it's interesting enough, and
- funny :)
-
- - The deathmatch rankings are now automatically displayed when
- you are dead, until you respawn.
-
-
-
- Demos:
- - When playing back a demo, it tells the name of the player
- you are looking at when pressing F12. It is also displayed
- white in the deathmatch rankings. When you are actually
- playing, it is always YOUR name that is displayed white in
- the deathmatch rankings.
-
-
- Miscellaneous:
- - The old sky textures are stretched and displayed right. It
- doesn't look great, but that's better than nothing.
- - The jump key is no more repeatable. If you keep it pressed,
- the marine will jump only once.
- - Restored the sound caching system: if soundprecache is set
- to false, it will not load all the sounds at startup, but
- only when needed.
- - Restored the original game title screen, since there is now
- the Doom Legacy logo at the game startup screen. Phew! I'm
- happy to see that great titlepic of Doom1 back!
-
-
- Bugfixes:
- - Items under crushing sectors that could not be picked up is
- fixed. A ridiculous test == should have been <=, arh!
- Fixed the crushing ceilings that didn't crush too.
- - The game can now be started in standard VGA 320*200 on
- older non-vesa graphic cards.
- - Fixed an important bug with memory usage under Windows and
- OS2 systems, please tell is if it works under WinNT !
- We have tested it under OS2 and it works now perfectly!
- - Fixed Win95 asking for 'switch to DOS mode'.
-
-
- In development:
- - Started working on hicolor : the engine will use HICOLOR
- textures, instead of simply converting the 256color graphics
- to hicolor.
-
- - The console border graphics, and the loading screen picture
- were done in a hurry, I have to finish them.
-
- - Finish that damn water, arh! We have to make a simple editor
- for this. The tools will be developed under Windows.
-
-
-
-
- Release 1.12 Updated 06-Mar-98:
- ===============================
-
- As you can see, we've taken some time to write a better docu-
- mentation, we hope you'll appreciate, and read the full doc
- before sending us reports about bugs/trouble shooting.
-
-
- Engine/Game:
- - You can now shoot up and down, in the free look direction!
- - You can shoot the ceiling and the floor, and see the puffs
- of smoke.
- - Doom didnt draw the puffs of smoke when shooting on some
- walls in open areas, this is now fixed!
- - Autoaim on/off. When autoaim is off, you can still use the
- freelook to shoot up and down, but only when there's nothing
- to aim in front of you.
- - Crosshair preference : Off, Cross, Angle, or Point. It's drawn
- a little translucent too.
- - Added jump ability, key mappable in the menu of course.
- - Can walk under and over monsters/inanimate objects.
- All Doom things (sprites) are now collision-checked in real 3d,
- thus things can stay on top of other things, monsters and player
- avatar can walk/fly over stacked things and so on...
- Eg: we've tested a 'solid corpse' feature and all the corpses
- were stacking one on another in maps with lots of ennemies!
- - Added transparency on other sprites, as requested : arachno,
- barons, caco and mancubus projectiles, the lost soul, blood
- 'puffs', eye in symbol, demon (big boss) spawn fire.
-
- Multiplayer/Network:
- - You can now frag with the barrels!!! For the frag artists out
- there, now you're rewarded by your talent! Let me explain:
- when you shoot a barrel, and then later one or more guys die
- by the explosion of the barrels, you get the frags!!! This
- works like dominoes too : whatever number of barrels they are,
- they all know who caused the first explosion! Now there should
- be a special deathmatch mode with respawning barrels :) !!!
- - Fixed a bug that MAY have caused some 'consistancy failures'
- with more than 4 players (the more players, the more this bug
- happened).
-
- Demos:
- - Demos now record the mouse look, change of color, change of
- name, and the messages (talk key) when multiplayer!!
- - Demos now record the timer, so you don't need to set -timer
- when you playback the demo.
- - Demos are somewhat 'compressed' and takes less space.
- - Fixed demos not being recorded when you exited using F10 key.
- - The 'q' key no longer ends a demo recording. Too many times
- someones presses this key by error. Now use 'F10' to end a
- demo (or quit from the menu).
- - Older demos may not run well. We don't like putting a lot of
- dirty code for the sake of backward compatibility. Especially
- now with the mouse aiming, old demos just look crap! They're
- always looking straight ahead! Anyway, before sending your
- bug reports : we're trying all we can to keep the compatibilty,
- we know a lot of old demos don't playback well now... we're
- trying to fix that. For now, just keep your old exes to play
- your old demos!
- - Fixed a bug with demos not recording the right name for the
- Deathmatch Rankings.
- - Demos doesn't record pause now.
-
-
- New mappable controls (Setup Controls menu):
-
- The Setup Controls menu has been reworked. It now accepts a lot
- more combinations. eg: you can now 'Backward' and 'Use' with one
- key.
-
- - Weapon Keys !!! Map your preferred weapons to easily accessible
- keys!
- - Deathmatch Rankings (it was stuck to 'f', now mappable)
- - Talk key (used to be 't') now mappable.
- - F11 : gamma key is back, I removed the key when I put the gamma
- in the menu, but then I could have let the key. I restored it.
- - Jump key, everybody on da plasma at map01!
-
-
- Menus keys remapped:
- - F5 (used to be lowdetail) : since lowdetail is no more useful,
- this key activates the Video Options menu.
- - F7 (used to be endgame) : now calls the main Options menu.
-
- Miscellaneous:
- - Added joystick support : useless but demanded... so there you
- have it, and since we don't do it half : you have support
- for the 'hat' plus 6 joystick buttons. Check the 'Joystick
- Support' section for more.
- - Removed the translucency from 2sided walls. There still need
- to do an 'editing' support for this, so that new-made levels
- can use it...work in progress.
- - As requested, a '-fuzzy' parameter disables the translucency
- and restores the old spectre 'fuzz' effect. Hey! We DO KNOW
- that translucency is too low on the spectres (ie: too much
- visible), but that's another problem! As we have tested, the
- spectres look MUCH better with a high translucency than with
- the old fuzz effect...
- - Can now use keypad arrows in the menu, as requested.
- - A new cheat to fly around levels, this is NOT FOR MUTLIPLAYER.
- Don't mail us to know about it, we won't tell you!!!
- - Added 'crunchy' sound when a sector crushes a dead corpse :)
- - Restored the ENDOOM screen ('beg' end screen).
- - Ctrl-C no longer interrupts the game, as requested, now use
- Ctrl-Break to cleanly exit at any time.
-
- Bugfixes:
- - Fixed autodetection of Ultimate Doom, however it stills shows
- 'Doom Registered Startup' on the title bar.
- - Some new features like rocket trails were disabled when playing
- back an old demo, but wasn't restored when starting a new game.
- Fixed. (this was a problem with in-game demo sequences)
- - Fixed the problem with people having 'detaillevel 1' in their
- default.cfg. The game exited with an error message.
- - Fixed the messages was offset a little in some resolutions.
- - Fixed the config not saved when playing back or recording
- a demo.
- - Fixed the 'RROCK17' texture not found with Doom1/Doom Ultimate.
- - Fixed a bug with 'french' keymap used when it should not. Now
- use it only for the french version, so you have 'qwerty' keymap
- when entering messages, American people happy?
- - Some other boooring little bugs crushed with our mighty feet.
-
- In development:
- - Transparent water in development (test it at map30)
- this is unfinished and given as a 'preview shot', if you
- like/dislike please mail us!! We think that it looks
- much better than Quake2's transparent water. If you dont
- think so, mail us, but then please read first the
- following!
-
- SNEAK PREVIEW HINT:
-
- To see it, with Doom2, go at map30. Right now, its slower
- than it could be so don't look at the speed, it will be
- done a faster way later.. just wanted to do a fast preview
- so that you can tell us what you think about it!!
-
- Still to do : all kinds of sounds when walking/jumping into
- water, new colors when underwater, different sound when
- under water, new sprites when shooting into water and so on...
-
- - Chase cam! Use the 'c' key when in '-devparm' mode to test
- this. Remember: its just a quick addition, unfinished.
- Anyway real cool to look at demos with this.
-
- - Solid corpses : corpses stack one on another. This will be
- implemented as a multiplayer option for fun deathmatches.
-
- SNEAK PREVIEW HINT:
-
- For now, you can test it with the -solidcorpse option.
-
- Consider this as a quick way to see the new walk over/under
- possibilities.
-
- New problems arise in this mode, sometimes you're blocked
- by corpses, and there should be a way to clear out the path!
-
- - Better things-on-top-of-things handling : if you walk over
- a monster and the monster moves, you should move with it.
- That's not implemented right now: if the monster move,
- you fall.
-
- - Some kind of detection of the old skys, disabling the sky
- from moving when mouse looking or something like that...
-
-
-
- Release 1.11 Updated 14-Feb-98:
- ===============================
-
- - Full support SVGA : can switch to any VESA2 mode with the good
- aspect ratio, can switch video mode in the menu, save video mode
- in default config
- - We have added - Transparence - , better say 'translucency', which
- replace the old 'partial invisibility' effect. A selection of
- objects are now transparent : BFG and Plasma balls, monsters fireball,
- bullet puff, ...
- - Full setup controls from the game menu, much better than 'setup',
- now you can assign any 'control' to any key/mousebutton or joybutton.
- Assign mouse and keys to anything.
- - Free look : look up and down like Heretic (mouse supported).
- - Multiplayer menu: choose your preferred color and enter your name.
- The name of the players are displayed in the deathmatch rankings,
- and also when receiving messages. You can change your color at any
- time while playing a net game (your name too)!
-
- Mutliplayers News
- - We have added support for 8 player. We could not test it much, but
- it seems to work fine now.
- Test it, and send us a report if it run great. Thanks.
- However you'll need a deathmatch launcher which supports more
- than 4 players... why not try our great launcher called 'Doomatic'?
- - We have added 7 'deathmatch' colors (for a total 11 colors).
- - We have added 'preferred weapons order'. However we didn't finish
- it at the time you read this, so its not configurable in the menu
- right now , but you can edit the default.cfg (hint)
-
- Compatibility support
- - can load demos of doom v1.9, some new additions are automatically
- disabled when playing back older demos so that they run fine.
- - Support dehacked patches : use -dehacked <filename.deh>
- If you like superweapons patches, and the like, it should work
- no problem with our support. The difference is that now you don't
- need to patch the exe.
-
- Minor news
- - play demos from any directory (eg: -playdemo demos\cooldemo)
- - show player's statusbar and hear player's sounds when changing the
- viewpoint while looking at a demo (F12)
- - autorun toggle (menu)
- - mouselook toggle (menu)
- - mouselook y sensitivity (menu)
- - invert mouse for mouselook (menu)
- - Load MIDI file in wad (autodetect if is MUS or MID)
- This one is for you wad creators : just insert a MID as a raw
- file in place of a 'D_XXXX' resource and it works.
- - Some network optimisations (but run only with doomatic).
-
- Know bugs:
- - Yes, there's transparency on 2sided walls, but be reassured, this
- is a simple 'quicktest' feature, to see what it looks like,
- we've left it until the next version so that you can see it.
- - When a 'marine' is translucent (pickup blur sphere), it looks
- like a green marine... instead of using the player color. todo..
- - You'll have only access to 320x200 video mode, if you don't run
- a VESA2 driver (we don't support mode-X VGA 'tweaked' modes...)
- UNIVBE is recommended, you can use S3VBE20 (freeware) if you have
- an S3 card..
- - automap is not aspect ratio correct in modes like 320x400
- - the intermission screen might display garbage or even crash the game,
- when playing more than 4 players
- - if you use Doomatic : we added the name and preferred colors in
- Doomatic, at that time doom sources were not released... but now
- that we have added name and color in Doom LEGACY, these settings in
- Doomatic don't have effect
- - no win95 specific code, we might do a simple support for win95,
- eg: a setup/launcher program. If you really need something for w95,
- try to convince us!!
- - no waitvbl (no pageflipping)
-
-
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- END OF WHATSNEW.TXT
- ============================================================================
-