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📄 fablog3.txt

📁 The source code of Doom legacy for windows
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wow! I added the sprites! those in the view, not the psprites,though psprites should be even simpler! actually the code wasready since I did the menus, I just made coords for spritebillboards like walls, translate/rotate/project/clip thennice baby baby w_cachepatchnum() and draw the thing!now it feels much more complete :)phew.. thanks that Boris restored the CheckHeap every level..I always make problems with it! ??-1-1999:==========* finished implementing the exception handler from the GameDeveloper magazine article  of January 1999. May come very handy to find bugs, especially with glide taking the  screen or DirectDraw in a win16lock().  crashes are logged to errorlog.txt with very useful info  you can do debug->step into and type the cs:eip from errorlog.txt in the registers  window, right like that, and you see where it crashed, or using the addresses seen  in the stack frame, you can find what code called the buggy function..9 Jan 1999:===========* started translation of tmap.s to Intel syntax for compiling with NASM.  Finally had the idea of disassembling the tmap.obj compiled previously from the DOS port,  using NDISASM, so that the trnaslation from AT&T's syntax is less trouble.  Thought about using MASM, but NASM supports both DJGPP's AOUT and WIN32 COFF object files,  thus maintaining a single source file for both DJGPP DOS and WIN32 versions.  Also, NASM supports MMX instructions.* command.c, command.h : fixed mousesens,mlooksens being limited (these are exceptions),  adding a CV_NOCLAMP flag* m_menu.c, command.c : added cv_clampvalue so if such cvars are changed at the menu, they are clamped  but they can bet set any value manually at the console* added -nomouse checkparm in mouse startup code (useful for debug with -win, leave the mouse free)* last win32 versions would start the mouse capture each time the use_mouse is set..  which caused an "can not acquire mouse" error (now does startup mouse only once)* added nomouse and nojoystick in Doom Legacy Launcher* launcher : added Init3dControls, comctl32.lib in link options.. James Toyski couldn't run the  program, I don't know if it will work with this change10 Jan 1999===========* win_snd.c : eventually found it wasn't a bug of my code, that I couldn't make the sound coop with  WinAmp : of course WinAmp itself had to be configured to use DirectSound.  Launcher : added 'cooperative sound' option, non-cooperative has a better quality but stop any other  applications sound while Legacy is running, if cooperative is checked, Legacy sounds are mixed with  other DSound app's in the background! Note we use either priority or exclusive mode, not the normal  mode because 1) we want performance (choose our pirmay buffer format), 2) we want control over the  main sound volume* win_snd.c : fixed a bug with panning, didn't set it correctly  implemented updatesoundparams, stopsound, now better  Still repeating sound problem, mostly with the 'gun' shot sound, why is that?11 Jan 1999===========* join with Boris code, seems to run fine, bug to fix: save game, load game..12 Jan 1999:============* win_snd.c : implemented DirectSound hassles of creating Duplicates of secondary buffers when more than              one instance of a particular sound is played at the same time. Sound should be fine now.              (note for posterity: coded after drinking wine, and just one bug quickly fixed, not bad! :)17 Jan 1999:============* r_segs.c, p_map.c, r_splats.h : started to do 'blood splats' effects, a patch_t is drawn on top of            a wall, at any position, with translucency or any other mode. It's beginning to work..* m_misc.c : fixed WritePCXFile to set the right value for 'color' picture, now shows right in             PaintShopPro* m_menu.c, g_input.c, g_game.c : added gamecontrols for secondary splitscreen player, added menu            Setup Multiplayer for secondary player, with option to go to setup controls, for player 2.            Still to do : save player 2 controls, set mouse/joystick devices for either player,                do the splitscreen different view modes..* tmap.nas : restored the R_DrawShadeColumn_8, will be used for damage effects on walls with the             r_splats code.* r_splats.h : added drawmodes : translucent/opaque/shaded, tried some shade patches for gunshot,             and added code for missile explosions, draw a bigger damage splat.. starts to look good!20 Jan 1999:============* p_mobj.c : added P_SpawnBloodSplats(), calls P_SpawnBlood(), and then randomly spawns some             bloodsplats in a 180deg angle around the damage direction, from the damage point             at a distance proportional to the damage level.. gory!             Needs a set of blood splat sprites, and a blood colormap (so shade instead of             translucency is used, but with a red 'tint').             Should add yellow/green shades as well for barons o'hell etc blood color.24 Jan 1999:============* r_splats.c : splats code in its own module, drawn some damage shading pics for the gun shots splats  tmap.nas :  converted the one and only old edge rasterizer I coded long ago, it is used to rasterize              the edges of the floor/ceiling splats, after that one of the span drawer routines is              called for each scan line covered by the floor splat              After some quick and dirty coding (during a network 'party' weekend.. so no serious code)              finally got the floor splats to show, still to do:              - clip the floor splats inside the subsectors, split the floor splats between subsectors                that are covered?              - find the right texture offset, the texture of the splat does not repeat, and a faster                span drawer is used (using a advancetable)=== 26/01/99 23:59 ==================================================*       changed the log appearance from now on*       cleaned up some stuff.. (so I can put something in the log :)TO DOfloor splats : clip the floor spans to the screen properlyfloor splats : find the correct texture offsets so that the non-repeating span drawer               (advancetable) can be used instead of the regular Doom onewall splats : don't overlay splats that are at about the exact same (x,y) position ?            : fix splats that cover different segs, cut into several pieces ?            : draw splats on bottom and upper walls, what doesn't work ?=== 30/01/99 19:52 ==================================================*       'flat' splats have the right texture offsets- make a rasterizer for flat splats, with subpixel precision, texture start and end coords are not needed  clip span start x & end x to screen- blood splats join together to form larger splats, they don't stack on each other at the same place- flat splats use the span drawer with advance table and no wrap which is faster- make span drawer with shade mode in asm=== 02/03/99 21:35 ==================================================*       included Carl's changes for WINNT4 compatibility=== 07/03/99 20:40 ==================================================*       finally made the midi stream playback during the weekend!=== 08/03/99 20:40 ==================================================*       replaced midiOutReset() with midi pause, midiOutReset() is too slow*       fixed crash with I_Error() called in midistream callback*       put PAUSE key back in the win32 version*       do the midiOutReset() on exit, but not while in game=== 12/03/99 00:42 ==================================================*       added CD music using MCI=== 14/03/99 20:48 ==================================================*       key repeat for more friendly Menus & Console input*       start in windowed mode=== 16/03/99 01:22 ==================================================*       mode 0 is now windowed mode for console startup, always available*       if no DirectDraw modes found, stay in windowed mode*       does no more fail on setting mode 320x200 if it is not available=== 16/03/99 21:35 ==================================================*       started joystick input=== 18/03/99 00:28 ==================================================*       standard joystick support (up to 10 buttons, 2 axes)*       analog movement with analog joysticks, more playable!- support mouse wheel, joystick slider, hat=== 23/03/99 23:09 ==================================================*       fixed DirectInput for WindowsNT, now uses Poll() only if        available ( better than just compiling away in DirectX3 mode )=== 26/03/99 00:40 ==================================================*       working on launcher multiplayer section client/server sheets

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