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📄 somlog2.txt

📁 The source code of Doom legacy for windows
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-- 6/27/2000:  * r_segs.c:    Created new system for managing 3D floor planes. Hopefully, this will eventually lead to     multiple 3D floor planes within one sector.-- 6/25/2000:  * r_things.c:    Did a little fine tuning with the drawnodes system. Got multiple 3D thicksides rendering.-- 6/24/2000:  * r_things.c:    Added a new system for rendering 3D floors, thicksides, masked textures and sprites in the    correct order. This should elimintate the need to use GLBsp for 3D floors. The new system    is called "drawnodes"-- 6/13/2000:  * p_som.c:    Took out p_som.c for now. I'm going to reimplement the Console commands once FraggleScript    is in.    -- 6/9/2000:  * p_spec.c:    Cleaned out allot of useless comments.  * p_spec.c, p_spec.h:    Split P_CrossSpecialLine into two different functions: P_CrossSpecialLine and     P_ActivateCrossedLine.  * p_som.c:    New function COM_Massacre_f (command "massacre") which completly kills all enemies in a    given sector or in the entire level.-- 6/8/2000:  * NEW FILE! p_som.c:    Created p_som.c. This file consists of new console commands I've added for scripting     purposes. Here are the functions in this file:      COM_Playsound_f (console command "playsound") Plays a sound. Any sound.       COM_Spawnthing_f (command "spawnthing") Spawns a mobj of type. Needs a little work still.  * s_sound.c, s_sound.h:    Added a new function that returns 1 if a sound is playing from the given origion.-- 6/7/2000:  * p_spec.c, p_switch.c:    Added a new function to p_spec.c that executes cfg files by special line. I created 4 new    types that all activate cfg files based on their tag: 300 S1, 301 SR, 302 W1, 303 WR. The    cfg files are called 00000001.cfg for tag 1, 00000123.cfg for tag 123, ect.. this adds     scripting capability to Legacy!-- 5/3/2000:  * p_setup.c, r_data.c:    Moved flat caching to p_setup.c like Boris suggested so it can use levelflats without any    global variables or externs.-- 4/26/2000:  * p_spec.c, doomdata.h:    Added a new linedef flag (0x400) which allows any mobj (except projectiles)    to activate W* linedefs.  * r_data.c, p_setup.c:    Created two little functions that can give other files access to levelflats and     numlevelflats without externs (although, I think it might just be faster to cache the flats    in p_setup.c...-- 4/20/2000:  * r_bsp.c:    Fixed a bug that caused Win32 Legacy to crash when you went under 270 type water.  * r_things.c:    Fixed a bug that caused translucent sprites to render strange when viewed in colormapped     sectors from different angles..-- 4/18/2000:  * r_data.c:    Fixed a precaching bug that caused crashes on other platforms.  * r_bsp.c, r_defs.h, r_draw8.c, r_main.c, r_plane.c, r_segs.c, r_state.h, r_things.h:    Removed old extra_colormap code and replaced it with faster code that takes full advantage    of boom's colormaps using the boom code. The only modified drawing routine now is     R_DrawTranslucentColumn_8 because it needs to reference dc_colormap to be proporly rendered    with colormaps (sorry boris, this is done in the boom code as well...)-- 4/15/2000:  * r_data.c:    Fixed a little bug that would cause Legacy to quit of a wad used FF_START and F_END (i.e    Darkening E2).  * p_saveg.c, p_saveg.h:    Fixed a few save game problems with Generic stairs and mobj friction.  * r_bsp.c, p_map.c, p_maputl.c, r_defs.h, p_spec.c:    Revamped the fakefloor system so that it no longer needs to update every fake floor every    tick and it clips fake floors as solid "chunks" insted of just flat planes.-- 4/13/2000:  * w_wad.h, w_wad.c, r_data.c, r_data.h:    Fixed a bug in the flat management system by creating a new system that scans wad files for    F_START/F_END or FF_START/FF_END entries and creates a list of the starting position for     flats in each wad file. If no markers for flats are found, it will use the entire wad file    for flat searches. This fixes a bug in the old system and makes it much cleaner. I also    ported the colormap searches to this system and cleared up about 100 lines (or so) of code    in w_wad.c. It works 100% and I can find no bugs (so I removed the #ifdefs and made the     code final).  * r_plane.h, r_plane.c, r_bsp.c, r_segs.c:    Removed all my old code for rendering Fake floors with planes. I'm going to start copying    the edge code for doing this soon...-- 4/11/2000:  * g_game.c:    Fixed an initialization bug (related to Boom's sector nodes) that caused the game to crash.  * p_map.c:    Fixed a bug that caused non-solid things to be "kicked" by the player.-- 4/10/2000:  * p_local.h, p_map.c, p_mobj.c:    Added extra parameter to P_TryMove to allow some things to fall off ledges when they are    being pushed (i.e. by conveyer belts).  * p_saveg.c:    Fixed a few savegame related problems: floor and ceiling flat offsets were not being saved.  * r_bsp.c:    If the chasecam is acitive, R_FakeFlat uses it for under/above water calculations.-- 4/8/2000:  * info.c:    Fixed a crashing bug when the game tried to cache a sprite it did not have a name for.    Added sprite name "TNT1" to the spritenames list.  * r_things.c:    Added boom code that does not go past the end of the draw seg array when scaning for     obscuring segs.  * w_wad.c:    Did a little cleanup work on W_CacheLumpNum made it run a little faster. Also added better    lumpnum checking and more descriptive error messages.-- 4/7/2000:  * m_menu.c:    Fixed a problem with large title graphics being offset and wraping around the screen..  * p_maputl.c, p_mobj.c, p_setup.c:    Fixed a problem with touching sector lists...  * p_mobj.c:    Added state cycle detection.  * p_mobj.c:    Fixed a possible demo sync problem.  * p_mobj.c:    Fixed a few misc. crashing bugs...-- 4/6/2000:  * p_local.h, p_maputl.c:    Finally got touching sector nodelists working!  * p_maputl.c:    Removed intercept limit.  * w_wad.c:    Made W_ColormapNumForName search backwards for colormaps.-- 4/4/2000:  * d_main.c, dehacked.c, dehacked.h:    Added the ability to read DEHACKED lumps in a wad file.  * p_setup.c, p_spec.c, r_bsp.c:    Added a new linedef type 272 which applies the middletexture colormap to any tagged sector.-- 4/3/2000  * p_mobj.c:    Fixed a problem with a bullet hitting a wall when the only valid side is the second side    and the backsector's ceilingpic is skyflatnum.  * p_mobj.c:    Fixed the bug where rockets and bullet puffs would hit a sky ceiling.  * r_bsp.c, r_defs.h, r_plane.h, r_segs.c, r_state.h, r_things.c:    Added global colormaps! Colormaps are now rendered in the sector no matter where the player    is located.  * r_bsp.c, r_segs.c:    Fixed a floor/ceiling bleeding bug when one floor has a colormap and the other doesn't-- 4/1/2000  * started new log file with better format.  * doomdata.h, p_spec.c:    Added map line flag that allows any MOBJ to activate W* linedef types.  * p_saveg.c:    Fixed a savegame bug when a map has colormaps.

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