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* Bug: core dump when using doom.wad or doom1.wad without a "-file UNUSED/doom2.wad". Version dependend handling of stuff (double shotgun) comes to mind. * doomdef.h: SNDSERV enables external sound server support. SNDINTR enables internal sound output with timer (asynchronous). Default is internal, synchronous. * i_sound.c (I_HandleSoundTimer): Okay, the plasma/double shotgun sound bug (crapyy sund when firing nose-to-wall) is obviously a problem with blocking at refresh - smaller screen size makes it go away. I won't do threads w/o a proper gdb, and I can't do whatever Dave Taylor did with LinuxQuake w/o the sources, thus I broke down and implemented a timer based solution. Seems to work fine, given the fact that this is the first time ever I implemented sound handling.Fri Dec 19 10:02:48 1997 <bk@gamers.org> * m_menu.c/i_sound.c/s_sound.c: Removed a few more inconsistencies due to old internal sound handling (DOS), external (Linux sndserver), and new internal (the unfinished merge of both the former). The Options/Sound/Music volume menu is accessible now. It was due to an internal scaling of the menu (effective range 0-15), up to 0..120, by multiply with 8 scattered all over the place, that we got a v_video.c: I_Error ("Bad V_DrawPatch") Now I am using the menu resolution everywhere, and scaling should only be done in the actual mixing/output. * OK, obviously this hasn't been updated in months. This is because: a) most of the time nothing happened, and b) when something got done, it was too much to keep track of it by CVS and/or ChangeLog. Basically, what happened in the meantime is that I did not find a publisher who believed that the book sales would be worth doing it. Within the limited amount of time that I could dedicate to a project that will not generate any revenue whatsoever, I spent some time on cleaning up the Linux code base which works, essentially. I might or might not be able to participate in a Mesa+Voodoo+Glide based GLDOOM port for Linux. I won't waste a minute on Win32 without getting paid for it. Because of the legal issues involved with the DMX sound library id licensed for DOS DOOM, Linuxdoom is the only code base that has sound support at all. Other UNIX ports (SGI, Sun) could probably be revived and integrated w/o too many problems. There is no Win32 port - I never had access to WinDOOM or Jim Dose's GLDOOM sources. There is no Linux OpenGL (read: Mesa) support yet - that'd involve internal changes which will best be done after a public source release. John Carmack opted for a release of the Linux code. I have removed all DMX references I could get a hold of, but preserved some of the original sound handling within DOOM that interfaced with DMX. Linuxdoom (like previous UNIX ports) used a separate sound server binary. I did some work on putting the sound server module back into the engine. It works, but shutdown (pending sounds), and sound output parallel to refresh (blocking) is crappy, and there is a problem with double shotgun and plasma at close distance (as well as with lots of other noises going on). As the mixing code is identical to the separate soundserver, and as it doesn't seem to be a blocking issue, I am currently at a loss - I wonder whether the IPC communication with the soundserver process introduced a delay that changed behaviour, or whether I simply overlooked a bug. I am currently lacking the time to track this down, so I am keeping both internal and soundserver source. I did remove DOS and Watcom specifics. I did also remove the texture mapping and fixed point assembly. From my experience, it isn't worth the trouble to ue GCC inline assembler, as performance of the same loop written in C is perfectly sufficient. On demand I will put both assembly modules into some documentation, as they are probably of historic interest. There is no Sun DGA, Irix, or other non-Linux stuff in this code base (at least, not intentionally). They will be back when ports to other UNIX environments will be merged back (I can't do testing, and the modules were separate and not consistent, so I refrained from wasting time on this prior to a public release). While I made only minor changes to the actual code (some fixes, some cleaning up of SHM and audio), I did a huge amount of shuffling around. I introduced many more header files and modules, some of them laughably small (doing these changes is bound to screw up CVS, so no CVS record anymore for the time being). I would introduce even more separation if I had the time. Splitting the animation/AI/behaviour code that defines "DOOM - The Game" into a separate game.so (like Quake2 does) should definitely be done. Separating a ref_soft.so aka "DOOM - The Engine", and defining a clean interface prior to introducing a ref_gl.so is recommended as well. I am going to purge some more leftovers, remove the obsolete CVS history except for comments, and try to clean up the last "implicit declaration" and "unused variable" warnings. Except for enabling cheats in nightmare (to have more fun while testing), I did not change the game mechanics at all. I would strongly advise against doing so w/o the proper separations suggested above. I will not waste time on fixing detail and blocky mode, lack of resize, or other stuff that it better addressed by a proper GLDOOM port. Sat Aug 16 08:07:16 1997 <bk@hal.gamers.org> * p_pspr.c: Moved the sprite animation stuff from doomdef.h here. * info.h: Added #ifndef __INFO__ for multiple inclusion. I am not going to deal with multigen, or changing the original DOOM monster animation anyway. * p_spec.h/c: Moved anim_t etc., locally used only. There is another anim_t in wi_stuff.h/c, now local as well, so collisions on header inclusion should not occur. #include "doomdef.h" #include "doomstat.h" these should now be topmost includes. * doomstat.h, doomdef.h, wi_stuff.h, d_player.h: I moved wbstartstruct_t to d_player.h, and wminfo to doomstat.h. Basically, I will try to move all global state related stuff into doomstat.h, and all data structures defined for state variables into doomdef.h - this will be kinda greek tragedy, and never finished, but a body can try. * wi_stuff.h/c, wi_data.h: Removed wi_data.h, put all local stuff blah... see below. I have found several unused global variables, started outcommenting them with //U, will remove them later. It might be Watcom/PC stuff, or somebody put the actual numbers into the implementation instead of using STARDIST, ANIMPERIOD & Cie. * st_stuff.h/c: from doomdef.h, local stuff moved into st_stuff.c, etc. In the current revisions, I am tolerating warnings of the "implicit declaration" kind - the linker resolves the stuff, and it will be handy in unmangling the modules once the headers contain only the globally visible stuff. * am_map.h/c, am_data.h: Removed am_data.h, put all local stuff into am_map.c, moved globally needed headers from doomdef.h into am_map.h. * p_saveg.h, p_setup.h, p_tick.h: created, stuff from doomde.h moved there * d_main.c, d_net.c, doomdef.h: Decided to dump mprintf, as only needed for Watcom support which is not going to happen. * doomdef.h: Moved function prototypes to appropriate headers: d_main.h, d_net.h.Fri Aug 15 16:38:53 1997 <bk@hal.gamers.org> * doomstat.h: added a few more comments, regrouped some of the state variables. * doomdata.h: added a few more comments.Thu Aug 14 10:38:37 1997 <bk@hal.gamers.org> * g_game.c (G_DoLoadLevel): copied the skyflatnum determination here, from the R_InitSkyMap - once should be sufficient. * Makefile, r_sky.h/c: added r_sky module. The sky handling was scattered over r_bsp, r_main, r_plane, doomstat.h... * r_bsp.c, r_main.c, r_segs.c: Removed RD_* calls from R_debug.m, NeXT switches. * r_local.h: Removed the R_debug.m NeXT specific debugging code headers. Removed "drawbsp" flag from here, and r_main.c, too. * r_data.c: Started to remove NORMALUNIX switches, using LINUX instead. Basically, different UNIX platforms using the same code should simply be ANDed in the #ifdef switches. * r_draw.c: Removed some more, but not all WATCOMC support. There is an unresolved problem with the fuzzy blitting in the lowres (blocky) modes - either the "detailshift" flag triggered lowres mode will be removed, or the bug has to be fixed. * r_bsp.h, r_draw.h, r_things.h, r_data.h, r_segs.h, r_main.h, r_plane.h: Created from r_local.h. * Back to work. Till March 22nd, a lot of source shuffling and addition of new header files, separating stuff, and creating new, smaller modules. Some Watcom/PC/DMX/NeXT etc. related stuff got removed, but not all (yet). None of this ended up in the Log (sorry) or the revision control (CVS is not well suited while number of files and respective names change a lot, especially if stuff gets deleted and/or re-introduced). Major change: part of the sound code got copied from the separate Linux sndserver sources to the linuxdoom source. Re-integration and removal of sndserver pending. Nothing of importance happend since then (priorities).Mon Feb 3 16:41:05 1997 <bk@gamers.org ()> * m_misc.c: Created m_argv, m_random and m_bbox, kept remains in m_misc for the time being. Misc. files changed to include only necessary modules. Moved bbox definitions from doomdata.h. * m_menu.h: Created from doomdef.h. Misc. changes in dependend modules. I am not going to list every affected file from now on. See Log entries within each file. * dstrings.h: Now handles multi-language support and switches. So far, only english (default) and french are available. * d_englsh.h: Created from dstrings.h. * g_game.h: Created, from doomdef.h. * am_map.c, st_stuff.c, wi_stuff.c: * Makefile: Added m_cheat, removed dutils. Doubly linked list stuff unused. * m_cheat.h, m_cheat.c: Created, basci cheat string scrambling and check, from dutils.h and dutils.c. * doomdef.h Moved screen declaration to v_video.h. * dutils.h, dutils.c Remode code for f_wipe.h and f_wipe.c. * Makefile * d_main.c, Added f_wipe files. * f_wipe.h, f_wipe.c: Created, screen wipe/melt at mission begin, from dutils.h and dutils.c. * d_textur.h: Created from doomdata.h. Separates all the patch/texture defintions. Needed for v_video module. * r_local.h, wi_stuff.h, st_lib.h, hu_lib.h: * i_x.c, d_main.c, m_menu.c, m_misc.c: Added v_video.h. * v_video.h: Created. Using headers from doomdef.h. Forward of patch_t. Moved bool and byte to doomtype.h.
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