📄 logboris.txt
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3-4-99- installed vc6.0, but haven't compiled because afxxxx.h not found, must ask to fab- make the dependency for the dos version using gcc -MMD- finaly found why lmp 1.9 get out of sync, stupid if(!fastparm) transformed in if(fastparm) (switching to cvar :()4-4-99- have compiled the join with Bell kin on my brother slackware 3.5 (egcs 1.0.3), it work but i have sigsegv in map01 :(5-4-99- finaly installed mfc and now it compild under vc6.0, but i am not at end of deboging now with vc6 the demo get out of synch directely !! damned i will try to don't flame MS VC maybe is our fault (ambiguity in c language) Anyway for now compiling with debug release it work fine.- first test with cross platform network test : IT WORK ! until the server (linux) hang with a sigsegv :(- with gdb i have seen that the fault come from vquadloop (this is a label in tmap.s) must check this....- well 4 hours latter after a real finding what wrong with vc6 i found it here it is : when i do p_pspr.c,p_gunshot() line 607 : angle += (P_Random()-P_Random())<<18; /* original 1.9 doom code */ the compiler do : /* i see the desassemble code */ rnd1=P_Random(); rnd2=P_Random(); angle += (rnd1<<15-rnd1+rnd2)<<18; /* in short : the compiler have use the first call for the negative value */ /* in debug mode it use the seconde one for negative value */ Well i have fixed this putting : angle += (P_Random()<<18); angle -= (P_Random()<<18); it work fine, but i don't remember if i am wrong or if the compiler have wrong but i will check....- to fix the problem of the demoplayback out of synch if when record we go in the menu : the problem is cause by paused variable : this one is set by extradataticker ce tic est ecrit dans la demo puis executer puis la demo est pauser puit on va pas ticker le jeux tant que paused=true de nouveux pour le metter a false on passe par writedemoticcmd qui ne l'ecrit pas (paused=false) mais il va etre executer et la demo est a present ecrit a nouveau6-4-99- found why it crash under linux : the doom2.wad have been corupted by the transfer (i suppose a bug of tcp/ip stack of MS-windoz)- forget about yesterday demo problem (french stuff (BP very tired)) it is a doom 1.9 original bug caused by menuactive variable that don't enable p_ticket to tic the game but it continue to record tics the solution is not to don't write tic because we have extra tics pushed at eatch cvar change in the menu, we must record in pause mode, maybe when replaying the demo we can run fast the pause ones. (will cause some little user interfase problem (chat text comming too fast) but is far from the actual problem.- added pause command- push the pause command when menu is enabled- demo continue to record while paused=true but when playing back demo when pause it will run tics until pause go false7-4-99- little note about vc problem : it is not the vc fault, the problem there because the evaluation order in not define in the ansi-c therefore gcc and vcc have just do what he want...- fixed +respawnmonster 1, map command set this to 0 if !nightmare- fixed canot save spaced savegame- fixed seconde wipe after a demo played- readded code to fix the multiplayer menu quit don't change the name- now it is splitscreen change function that set secondarydisplayplayer using playeringame[1], this allow to set secondarydisplayplayer after a splitscreen savegame- fixed no more binding during chat- fixed load splitscreen saved game- fixed some load saved game don't unpause- added COM_CheckParm- use it to change a little the map command : map <mapname[.wad]> [-skill <1..5>] [-monsters <0\1>]- added timelimit cvar and remove leveltimerinmin- remove respawnparm since there is respawnmonsters cvar- with all this change there is no more game parameters in servercfg packet8-4-99- fixed some stuff from yesterday (BP tired at 3am :))- begin water physics9-4-99- continue water physics- do some stuff for the chasecam10-4-99- use con_keymap for the chat- fix the default key for next and prev weapons- more chasecam stuffs added cam_height,cam_dist, cam_speed to configure camera added new mobj flag : MF_NOCLIPTHING to allow camera wolk on thinks TODO : create a path when player change sector this path will be used to find a path to use for camera to join up the player when camera is blocked- added playdemospeed to change the speed of the playback of the demo (very funy)- fixed problem of splitscreen that the multiplayer variable is false this fix also demoplayback of splitscreen demos- now "-notime" can be used on the server side to exclude timecheck for all client11-4-99- fix pause with load games- added check of heap malloc in the linux vresion- added check of data field in I_FreeSfx (the sound is not sure to be loaded) Anyway Fab have remobe the lock of sound in dos version this will cause a sigsegv under OS/2 i will probably lock the wall heap in OS/2.... :(12-4-99- added a clipaiming to the r_setupframe to use allow playback of a 3dfx demo under sofware rendering- added ylookup1 and ylookup2 to precalulate ylookup in splitscreen- fixed crosshair display in 3dfx13-4-99- fixed cls usage in hwr_main (remove -1)- fixed the full autoaim, maybe there is some more autoaim problem- fixed floor and ceilling puff position (line side problem)* little note about client prediction : add x and y offset (spirit.x-position.x) too all missile spawned from player and use dead reconning algorithme for all other mobj (pos=pos(t)+(t-oldt)*mom)15-4-99- release 1.2817-4-99- fixed can take the chainsaw in doom1 or udoom- fixed can't save when use -warp or +map19-4-99- read all mail from the 1.28 release and do a full bug list to fix.- fixed spaced lmp don't play20-4-99- make join with Thierry V. modification for OpenGL driver- added some basic stuff for "join in game" (numplayers in server packet)- now map check file and lump _beffore_ send and execute+- 7-5-99- put all the code for join in game, work in singleplayer must check on multiplayer- added some code in doomatic... unfinished :(11-5-99- fix many bugs in the texture cache 3dfx the bug is in thePU_3DFX stuff, should ask to fab for more- fixed timedemo reset timer at levelbegin !!15-5-99- continue join in game code19-5-99- fix a lot of join in game problem, it is neer to be finish...- fix cdvolume cvar bounds- now when a level is complite the next is started with map command- added -noresetplayer to map command but can't be used when player join the game because the new player don't know the old config ! after savegame is implemented no more problem....- the join in game is now working ...20-5-99- fix the last bug founds....- now the engine wrape around level in deathmatch no more final screen etc...21-5-99- added allowturbo and allowexitlevel cvar when allowexitelevel is "no" the only way to exit the level is timer or fratglimit or exitlevel command, switch, line and monster death don't exit the level22-5-99- added proper servershutdown message and clientquit message- and fix many bugs18-6-99- reading mail from Rich Dawn (libsocket programer) i foudnthat the local ip is not used and then do be asked to the gethostbyname !!! it is mush more simple now- fixed little problem with new protocol connecting with direct ip number23-6-99- found and fixed 3 big network bugs : - the size was not used for resend a acknoledged packet - since i added BASEPACKETSIZE to HSendpacket the sv_sendtics don't reinitialize datalength - there was textcmd cleared with cleartic when client is very slow caused by extratics parameters- fixed also join in game with splitsreen24-6-99- added check in recsearch , chdir can fail if we have't the right- added checkfile in map command when loading wad- support lfn for wad file trouth network26-6-99- use "xor"(^) insteed of "or"||" for mouselook and autorun19-7-99- i am working on the code since last word on this log unfortunately i am only fixing the new code, maybe i have done some little feature i have also release the 1.29 beta (1 to 4) last days- have put a more interesting error when client don't have the file- fixed the minor bug of 1.29 beta 4, can't start a game while demo is runing, it was caused by the addplayer code since the demo added a player to the game, and nodewaiting[0]==1 then the player added was 2 and since he isn't in the game he can't do map command (only player 0 can execute command without being in the game)20-7-99- if have got my mouse handler to work in dos version ! i have added mouse 2 support for the splitscreen game TODO : + use_mouse2, mouse_sens2, mouselook2, mouse2 config (COM ?)...21-7-99- added all cvar for the mouse2.24-7-99- After days of trying to get two mouse with enumdevices in directinput Mircosoft informe me that there is a bug in the direct input ! Since i am not blocked by Microsoft i have do it by myself, configure the mouse port and at last it work !- added mouse2port26-7-99- added beautiful menu for the seconde mouse in the splitscreen menu27 & 28-7-99- implement that a will call clientprediction 2 it is on'other methode to do client prediction it send x, y in absolute value, on the receiver side it do a p_trymove to cross the special lines and take object, but it is inefisiante, because the diferance can have a big z differance and the trymove will refuse to move there, also special line are not crossed if the diferance is too big. And finaly object in the path is not taken (well maybe in futur with linear interpolation). With this point i have found a little original bug of doom : you can take a object even if trymove return false :) (plasma in map 1) . Well all this "bugs" hare found using and random lost of packt of 9/10 ! that why it is so bugy but it CAN happens29 & 30-7-99- well at this time i have fixed soem problem with clientprediction : - z checking is just desabled when we do p_trymove with player when folowing the spirit (using MF_NOZCHECKING) - when server copy the ticcmd when he lose tics from client it put a bit to 0 (set 1 on buildticcmd by clientpredition2 code) this allow to follow the player like in a true "dead rockoning", well this fix a little the "get thing" and "cross line" problem, but player movement are strange the best should be send momx and momy but this will take more bandwith, anyway i don't know what to do ? now there is some stuff to fix too : the spirit can't get teleport, the spirit don't get momx and momy like the players when there is a rocket explosion !6-8-99- fixed that we can reconect after deconnect (d_freenodenum)- fixed exitlevel command when there is playerwaiting map change14-8-99- try to fix the problem : when a client respawn there is a consistancy fail in clientprediction (fail to fix the problem)17-8-99- fixed little issue in seconde mouse support in dos version18-8-99- fixed freez when using idclev- fixed playback of demo 1.29 !19-8-99- added wad version check for main wad file and doom3.wad20-8-99- continue ftp21-8-99- added toggle command also added cv_showmodif ans cv_showmodifonetime flags23-8-99- added a "bad code" to fix splats clipping, also investigate on problem with splats, found two problem, should ask to fab for more : - in some littel texture and particarely in texture having same x for v1 and v2 splat are bad disigned, "one line splat" problem - when player is neer from a splat and there view is is the same direction of the texture the splat do a line ! - when messing with splat code i have try to remove x checking line 165-171 of r_segs.c i am very suprice that this line don't do what i thouth24-8-99- sleep is a good thing !- fixed splat doing line on walls ! caused by a oveflow using viewangletox- try to fix the problem of "one line splat", doing some printf see that the lenght of the colum is 1 ?! why ???25-8-99- using lost packet simulation found and fixed little problem in network code, i hope is the lasts26-8-99- continue ftp, have transfered a piece of file, the end of file detection was wrong caused by wrong duplication detection30-8-99- added ipx support under win32 never thougt is was soo easy, the mostdificult part will be to addapt doomatic to the new system, also the launchershould show the option easely31-8-99- inprove duplication detection- implement addaptive timout using jackobson/Karn algorithme- finilize ftp, it is working now but i should optimize a little more packet size usage also i should take in consideration the bandwidth- now the tcp/ip code use 1450 maxpacketsize, also i have used the 1400 byte of doomatic (TODO : check doomatic version beffor)- TODO : + send one file by node, + bandwidth, + directory wadcache1-9-99- use net_bandwidth for file transfer optimisation2&3-9-99- searching for a damnid bug in the latest network code. It is now working perfectely : there is now way to hang with duplication or packet miss.- this improuvement is for the ftp, this work now at perfection.- TODO: ftp requester (-nodownloadfile), + fix playerdeadview, aiming in 3dfx in 90
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