⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 whatsnew.txt

📁 The source code of Doom legacy for windows
💻 TXT
📖 第 1 页 / 共 3 页
字号:
       name, made it impossible to browse all skins in the       multiplayer menu.     - "fraglimit" : go to intermission after limit of frags is       reached     - the DOS version should work better with modem       (using HX8 or SERSETUP)     - the DOS version supports TCP/IP using __Winsock 1.0__ ONLY       See section [5-5] of the main documentation   - CONSOLE     - pass console commands on the command-line using a "+"       prefix, example:           > legacy +color 7 +name "the killer"     - human readable console variables, example:          color red          chasecam on       instead of:          color 4          chasecam 1       type "help <commandname>" to see possible values for each       console variable, note the old system still works     - "exitlevel" : ends level and goes to intermission, comes in       handy when you get stuck in a level or you don't find the key     - "bind" : attach console commands to a key, example:          bind s "screenshot"          bind h "sayteam help me guys!!"     - "screenshot" command takes a screenshot, pssst: bind it       or you will screenshot the console =)     - "vid_ticrate" shows a graph of rendered frames timing     - "save" command : saves game, works in multiplayer too     - "load" command : load previously saved game, multiplayer too     - "timedemo" : like -timedemo it will playback a demo as fast       as possible to test the speed of the renderer     - "map" and "addfile" commands now loads textures!     - "sayteam" : sends a message only to your own team     - added 3 new commands related to configuration :       loadconfig   : load a previously saved config file       saveconfig   : save the current config, you must give                      an explicit file name       changeconfig : switch to the config (saves current config, and                      load another one)   - EDITING     - supports 'multipatch' textures on any 2-sided wall !     - 5 new linedef types for translucent walls : 201 to 205   - FIXES     - fixed 32 skins limit, would not check for the limit,       and crash if more than 32 skins used. No more crash but       the limit is still 32 skins.     - fixed bug in the display of frag in intermission in teamskin     - fixed map7 bug when the 2 last babyspider die at same time       (original 1.9 bug)     - fixed gamma max value     - fixed final pic shows in doom1 and bunny scroll     - fixed "got unknow netcmd 109" when changing player config     - many, many bugfixes and internal changes. Doom Legacy Update v1.25  25-Aug-1998: ======================================    NOTE! The chasecam key is now '/' slash on the keypad, and it          is available only in '-devparm' mode.    - SKINS !!! : a skin is basically a full sprite replacement      for the player, with optional specific sounds (hurt, death,      jump etc..) and optional status bar face to go with it.      Skins are simple wad files, that can be added with '-file'      on the command line, and you can have as many skins as you      want into a wadfile, so prepare for skinspacks galore!      With Doomatic (our deathmatch launcher), the copying of      files to other players is automatic, so the skins are      automatically copied to other players. Using your pre-      ferred deathmatch launcher, just make sure everybody      have the skins wads.      Skins work in single player too, you can admire your skin      while in chasecam mode (use '/' slash key on keypad while      in -devparm mode).    - TEAMPLAY and TEAMSKIN deathmatch modes : you know about      teamplay, teamskin is like teamplay, but using skins to      identify teams instead of the color. Of course the frag      rankings and intermission are updated to show team scores.      Plus, there's a 'teamdamage' console variable that allows      to choose whether your team partners get hurt when you      shoot'em or not. Quake's teamplay is Legacy's teamplay      with 'teamdamage' at 0.      Cool! 'teamdamage' also works in cooperative, so in      cooperative you can choose whether you can hurt your      coop partners or not.      Like in Quake, the armor is always damaged in teamplay      if you hurt your partners.      When you are hurt by a partner, and teamdamage is off,      you won't see blood and the screen won't go red.    - NETWORK IMPROVED : the 'slow turn' seems to be fixed now.      Even better, we can call this the 'angle-turn client      prediction' as your view now moves _before_ the server      receives it. As you move around the view quicly in multiplayer,      it is now smoother, especially in higher resolutions.      Please tell us how you feel the improvement!    Console:    --------    - viewheight : set the height of view, if you want to see what a Leprechaun                   sees, just lower that! It's good to frag those giant marines                   when you're a little teeny-weeny Leprechaun, heheheeee    - skin,teamplay,teamdamage : for teamplay modes    - frags,teamfrags : these shows the original Doom frag table, and also for                        teams vs teams !    - memfree,help : see what memory is used in Doom's heap, see how much physical                     memory is left after you run Legacy.    - addfile : completes 'map' command, loads external pwads at run time, currently                able to load the sprites, sounds, musics, flats, and maps,... but                not new textures (to do). Also to do is load the skins in pwads                at run time.    Editing:    --------    - 'hall of mirrors' removed (thanks to Demiurg and his cool rivbrid.wad which      looks really nice)    - visplanes limit increased (should be plenty) (thanks to Russel and his huge      pract.wad that broke Legacy's 256 drawsegs and 256 visplanes with... up to      896 drawsegs at once (2sided lines), and 380+ visplanes when flying above the      map with 'IDFLY' !!!)    Misc:    -----    - dehacked patches files with .DEH extension can be added      after '-file', which makes it very easy to use patches      with your usual deathmatch launcher (it doesn't have      to know about the dehacked, then, and Doomatic will      copy the dehacked patches automatically since it is      part of the wad files).    - end sequence (finale) fixed for higher resolutions      (thanks Kege)    - 'splash' sounds when walking and jumping in water    - can't cheat anymore by jumping in dangerous fluids to      avoid the damage as it does more damage now.      This makes a lot of deathtag levels playable again      with Legacy (as lava was used to prevent scoring unless      you have got the 'steel boots' armor)    - testing deathmatch maps alone using '-deathmatch -warp'      didn't work in last version, now fixed    - that horrible 'SIGSEGV' bug due to a faulty CD-library,      fixed.    - other little goodies you'll find yourself... Doom Legacy Update v1.24  19-July-1998: =======================================    - added CD Audio music, along with console commands 'play','stop',      'info', etc. CD Music volume is in the sounds menu (F4).      Note: cd audio and midi music are separate, and can be active            at the same time. This is useful if, like me, you have            some 'ambiance sound' cd's like sounds of storm, rain..            you can use it to add ambiance, while still listening to            the midi music.            Usually, you will want to turn either the music or CD            audio volume to zero.    - some minor changes in the network, we noticed a serious problem      with FAST machines & SLOW network cards, seems to work fine now.    - fixed the backspace problem in the chat    - fixed problem with some playback of lmp version 1.20    - warp parameter work again with doom1 and ultimate    - fixed switch textures that didn't 'switch' in ultimate doom.    - fixed stupid bug with the statusbar numbers not refreshing.    - the 'map' console command now works in multiplayer.    - blood sprite changed so it looks better when staying longer    - bloodtime is now a network variable, the server sets it for      everybody    - added gravity variable Doom Legacy Update v1.23  17-July-1998: =======================================    - this version was a 'source release' for some projects, it was      a work in progress, not released on the site. Doom Legacy Update v1.22  5-Jun-1998: =====================================    - the slow turning left & right is fixed. Sorry we have forget to      put the right code in the release.    - added command "say" and "sayto". This fix chat problem.    - word wraping in the console.    - fixed problems with the new head up display.    - fixed shift key problem. Doom Legacy Update v1.21 25-May-1998: ===================================== Network:    - the slow turning left & right is fixed    - playing back demos of the latest version, along with the support      for v1.12 demos didn't work : fixed. If you happened to record      demos and thought they didn't work, they will now playback cor-      rectly as they were recorded properly.    - now SERSETUP works.. but more work need to be done, especially      testing it , so please mail us how it worked for U !!      Check LEGACY.TXT section 5/6 for more. Video:    - fixed a nasty bug with getting the vesa extended modes. On some      cards like Matrox Millenium it either showed less video modes,      or didn't work at all. Misc:    - fixed 'netgame' name used for savegames sometimes.    - starting a game with more players than deathmatch starts will      not crash anymore.. but some players will be spawned at the      same point and will be stuck (yes it is a quickfix, this      problem arises only at the very beginning of the game,      usually there is always a dm start free)    - the demons are opaque.. and the spectres translucent.    - removed the "F***" word from fragging messages by request Release v1.20 Undocumented: ===========================    - Doom Legacy supports 64 deathmatch starts (the original game      used up to 10 dmstarts)    - height checks added for melee attacks: so monsters can't hit you      if they are not on the same level, when using short range attacks.    - when you are under Invisibility (blur sphere) and it is running out,      you will switch between hi translucency and low translucency, and      only when the invisibility is fully finished, you become opaque.    - Supports FLATS and SPRITES in pwad, from the very old 'dmadds' pwads      up to the latest dehacked patches using sprite renaming.      See EDITING.TXT for more about using sprites/flats in pwad.    - Can replace only some frames of a sprite in a pwad.    - Sprites/Textures in a pwad are not supported at run-time using      the map command, to do. Flats in pwad work at run-time.    - the automap displays the right player colors    - savegame buffer upped to 512kb    - supports multiple dehacked eg: -dehacked one.deh two.deh three.deh    - supports DIGMID (digital midi) using the sound.cfg Release 1.20 Updated 19-May-98: =============================== NOTE: THIS IS NOT COMPLETE AT ALL, WE WILL DOCUMENT THE CHANGES OF       VERSION 1.2 AS SOON AS POSSIBLE, THERE ARE MANY ONES! BUT WE       GOTTA RELEASE.. Engine/Game:    - Added the Doom Console! Enter commands and change game var-      iables at any time! If you are not used to it, the console      will allow you to be a 'Doom power user' ! We have worked      a lot on the console itself, and have implemented a basic      set of commands and variables. In the future we will be      able to add any kind of commands easily. Any command or      variable that you'd like? We are open to suggestions.      Check the console section for more about all the commands      available.    - Finally improved and fixed the translucency on sprites:      - the spectres (pink like demons) are really hard to see      - translucency on torches is now correct, only the flame        part is translucent      - most projectiles are now brighter : the translucency        used to diminish the colours intensity, now they look        as bright as the original game      - each sprite, and each frame can use a different trans-        lucency eg: the bullet puffs are more translucent than        the fireballs, the plasma bullets gets more translucent        as they disappear      - the blur sphere will make you as translucent as the        pink demons, which means very hard to see! So the blur        sphere item will probably become a strategic weapon! Multiplayer/Network:    - Totally rewritten the network code of Doom : the method      is now a very basic implementation of Client/Server. It uses

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -