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📄 logboris.txt

📁 The source code of Doom legacy for windows
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21 et 22 -2-98- I forget to put all the djgpp from the in the new join therefor i have reput  ctrl-break handling- Added function SendExtraData(int type) and all stuff with it  tested ok type supported for the moment : name&color, weapon pref,  gamesetup- little modif in broadcast send- now we can see : Boris Left the Game- Restructuration of d_net is more clean now2-3-98- lmps 1.12 : only changes will be write3-3-98- add extras data in lmps4-3-98- no more pad sounds (linux hack)- finished : extra data in lmps- no more pause in lmps- message shown to all players (even ourself message)  therefore in demos we can see message from consoleplayer- paramater -timer and fastparm are now sent by the server- write timer in demos5-3-98- limite dethmatch start pushed to 64 (before 10)- added joystick support see in i_system for joystick type- reorganization of keys : the mouse and joystick butons are now virtuals keys?-3-98- version 112a released8-3-98- no more crossed reference limitatoin in dehacked patch (d2xgold work)- fixed bug of saving only on the slote 1- pushed savegame buffer to 512kb (128k before)- changed a little camera but still a preview15-3-98- debug of dehacked load + added checks and print errors16-3-98- addad text support for dehacked17-3-98- and text dehacking it work but not for all text- remove skull number limit (pain elemental don't spawn a skull if there is  20 skull already in level (level 9))- changed weapon pref. switch only if pickup a weapon with more priority- can talk to oneself (for demos)- fixed bug of eat key (automap, chat, final cast, ...) :19-3-98- version 112b released officielement with the new site22-3-98- fixed sky for doom ultimate30-3-98- no more need vesa for start- no more load sound in memory when no sound driver (intersting with 8Meg)1-4-98- multiple dehacked load. syntax : -dehacked <borol.deh> <brol2.deh> ...- doom3.wad can be loaded using the doomwaddir environement varaiblefrom 2-4-98 to 20-4-98- client/server work but it skip frames one the client22-4-98- added intermission : buchols, individuel, dead + fixed frag bug- wait 10 sec in the intermision screen !!25-4-98- fixed bug of spwaning player out of map- fixed ctfdoom playersart26-4-98- fixed demos play with the server- added support for demos 1.12 for extras data27-4-98- end lmps- internal modif of server now node!=>player but player=>node  (no split sreen)- comebak of -left and -right for single player ! (too easy)7-5-98- up to 32 player (not tested)- fixed color of player in the automap8-5-98- break packet if too large- backuptic up to 64- showmassage bonus, ammo, heald pack only if cv_showmessage==19-5-98- whoohoo i found why it don't work under os/2 : we have forget to lock  some varaible, DON'T forget to unlock it when we swap out sample  It will work better under NT- fixed bug of extra packets ...10-5-98- consistancy come bak (removed when devloping client/server)17-5-98- restructuration of m_cheat moved all check_cheat from st_stuff to  m_cheat, all cheats are now in m_cheat (even am_cheat)- iddt work now- added netvar : itemrespawn and itemrespawntime- fixed bug of extra data in lmps and on network- added respawnmonster and respawnmonstertime19-5-98- version 1.20 released20-5-98- fixed bug of demos 1.2021-5-98- fixer bug of demos 1.12- fixer bug of left et right keyboard turn when it lag23-5-98- fixed deathmatchstart < players24-5-98- fabrice fixed vesa detection code- no more save game "net game" on single player25-5-98- release of 1.2127-5-98- oops, bad join : left & right bug in 1.21 ! et spawnplayer problem- version 1.22- added command say and sayto- remover code for chatchar and the structure5-6-98- release of 1.227-6-98- fixed bug of backspace- fixed replay of demo <=1.20 (chatchar)from 29-5-98 to 21-6-98- Boris studies there exam and don't work in Legacy27-6-98- clean the unfinished stuffs put #ifdef with all this junk code2-7-98- split d_net in two file d_clisrv and d_net : d_net is the low-level part  it implement releability of packets, d_clisrv is the implementation of  the client/server?-7-98- the code was send to Carl Personn, Bob Satori, and ninja doom??-7-98- added splitscreen : render split screen and nothing else- fixed bug of -warp with doom1 or ultimate- improved net code : put maxlag to 1 (before 2) this parametre apparently  put lag in game who don't have it- improved net code : added a wait in the server if it faild one tic it  wait it (but no more than one)- compile now with allegro 3.0 wip 30may (but i think there is a bug with  authentic sb16/32/64)- optimize the slopediv function use now a 64 bit div more precise  maybe it can change the plays of lmps ???24-7-98- change split sreen, now is a cvar, put it in the menu for start a  spitscreen game25-7-98- added litle support for the secondary player in the netcode but need more  improvement : must know what is there player number (there is no protocol  to assign player number)- fixed switch problem in ultimate doom : i don't know why in the other port  it work because this bug is the fault of gamemode = retail not handled !  (now, i have seen in dosdoom this bug have been fixed from with the  same methode) this bug is from linuxdoom26-7-98- map command now work in network- gravity cvar added- now put a momz when damage (still to work)3-8-98- with fab implement cv_skin and support skin in network4-8-98- find a bug in bcd he don't use the track 0 but he allocate 1 track and he  use the track[1] insteed track[0], i have allocate 1 more track and the  track 0 still unused (too bad for memory :( )8-8-98- with fab added scripting in the s_skin resource (buged)9-8-98- debug skipting of skin, support face in status bar for skin- added function for add a sound at runtime- added support of sound for skin using preview addition- fixed problem with starting "doom3 -warp 1 -deathmatch"  this problem is due to the generalized spawn function10-8-98- generalize the rancking drawing (now is the same function for in game and  intermission)- begin team play support work but the team name are missing11 to 13-8-98- continued team play created wi_teamstatdraw for shows of the tema stats  created HU_CreateTeamFragTbl this function is called for compute the team  frags- added teamdamage get damage only when this cvar is 1- use teamdamage under cooperative to don't take damage  to understand the condition used you must use this condition :  the mobj a shoot on mobj b : the mobj b DON'T take damage IF :        damage < 1000            // a telefrag take 10k damage    AND a != b                   // you can hit yourself    AND cv_teamdamage == false   // teamdamage is desabled    AND (     (    cv_teamplay == true    // in teamplay      AND deathmatch  == true    // only in deathmatch      AND team(a) == team(b)     // you save the guys only for the same team     )     OR     (    deathmatch == false    // cooperative      AND type(a) == player      // a and b is players      AND type(b) == player     )  now using "De Morgan" formule you translate it in  the mobj b take damage IF :        damage > 1000            // a telefrag take 10k damage    OR  a == b                   // you can hit yourself    OR  cv_teamdamage == true    // teamdamage is desabled    OR  (     (    cv_teamplay == false   // in teamplay      OR  deathmatch  == false   // only in deathmatch      OR  team(a) != team(b)     // you save the guys only for the same team     )     AND     (    deathmatch == true     // cooperative      OR  type(a) != player      // a and b is players      OR  type(b) != player     )21-8-98- the come back of the netupdate this function poll the timer and if the time  has incresed since the last call it create a tic.  This fix probably the lack of controls in svga22-8-98- no more individual rancking in teamplay- no more blood when the guy no take damage- no more red screen when the player don't take damage- fixed all related team stuffs. Now change the team_names tables at runtime  when teamplay change- fixed a little bug in dehacked load it is just since we have changed  sound_sfx table.- change some malloc in z_malloc, added memfree command  but memfree use available_physical_pages from dpmi and this change at  runtime because page is allocate only when used and when we malloc our  z_zone he don't steel the pages, therefore i have added a memset for use  the pages. And now free phisical memory change only at change level  i think it is caused by the midi convertion.23-8-98- youhou, angleturn client prediction work, with lmps...- load a deh when it is put in the -file listxx-8-98- release of 1.256-9-98- fixed problem when restarting a new game after starting a nightmaer game  monster no more respawn in normal skills.- push all command line paramater begin by '+' on the console buffer12-9-98- fixed bug in the display of frag in intermition in teamskin- fixed bug no more crach when error "fail to allocate 29Mb"13-9-98- implemented fraglimit11-11-98Damned ! I have lost my 1.26 beta 4 modification i have redo what i have lostfrom the beta 3 archive, ok now it is a log of what i remember have changedI hope don't forget anything.- added exitlevel command (server ability)- added bind command

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