CHANGE HISTORY LOG (reverse chronological)
- "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 (use multiplayer->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.
[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"
[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.
[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" in arranging 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 mapsto 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.
[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
[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
[2001_10_17]
- "showmip" command - complete overhaul of the scene rendering code, now much faster (better fps even at very high minlod), and allows for big open spaces. - minlod command instead of locklod - player shoots from slightly below eyeheight - configurable FOV - much more useful weapon switching: skips current weapon - improved chaingun gfx - no more shooting on respawn - empty input in saycommand produces no output - smoothed ping display - no more weird model stance when player is lagged - teleporters - ping display - fixed: wobble at low FPS - physics: step-up more smooth - fixed: map load on initial server connect - models 1 off ground, correct 1/16 scale - player bounding box 4.1 -> 3.9 cubes height
[2001_10_05]
- fixed: delent
[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
[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
[older history deleted]