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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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