CHANGE HISTORY LOG (reverse chronological)
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[2005_08_11]
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new maps (kurt kesler, JCDPC, makke, mitaman, nieb, fanatic, dcp, spentron,
jf), new mapmodels (dcp, tentus), new songs (fanatic, dcp), textures (various),
pickups/weapons (dcp)
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jumppad velocity Z cancellation (better jumps)
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fixes where illegal protocol could corrupt client state
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vdelta edit/remip fix
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out of memory error when shooting rockets at HOM fixed
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listen server functionality removed
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SP tweaks: slowest monsters move a liiitle faster, some fire a little faster,
rhino has 10% bigger bounding box, all monsters search a little bit longer when
stuck
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fixes for sound crashing on linux when no sound device available
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command "minmillis" regulates fps on very fast machines (see docs).
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maxclients setting for dedicated servers / serverbrowser displays FULL if
maxclients reached
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stereo sound effects
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auto cfg file saving in config.cfg (defaults.cfg runs if no config.cfg,
autoexec.cfg overrides both)
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source mostly 64bit clean, initial testing on amd64 shows everything working
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variable "soundbufferlen" allows people to tweak sound under linux
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in non-arena MP modes, players are automatically respawned when dead for 10
seconds
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"sleep" command can be chained and doesn't give linux compiler errors anymore
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jumping on top of monsters or players heads doesn't get you stuck anymore
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client & server console now properly flushed for piping purposes
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increased sensitivity range
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(millis) expression returns milliseconds since engine start
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screenshots moved to own folder
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removed outdated minlod & fpsrange commands, maps are now always rendered
at maximum detail
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gldepthmask fix for linux i810
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[2004_05_22] fix
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put in workaround for buggy ATI drivers (glReadPixels() result)
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tweaked kickback strength for various weapons
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[2004_05_22]
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"sleep" command for delayed execution/triggers
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LOTS of great new SP and DM maps!
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textures are now pre-cached on map load, meaning smoother start of a level,
slightly faster startup time
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name is now is maximum 15 characters, say text max 80
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monsters animate independently
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monsters and players now show "jump" pose when airborne, and lagged players are
shown differently too
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water now always renders correctly on top of heighfields
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fixed crash on coopedit add entity
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weapons have a very subtle kickback for a better shooting "feel"
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added a few new trigger types & models (see newent trigger)
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rewrote model/mapmodel handling. each map can now define its own set of
mapmodels to use, see default_map_settings.cfg
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players/monsters now show death animation, and correctly drop using physics
also after death
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"sensitivityscale" variable for lower sens
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randomness in lighting is now the same every time, even with dynamic light
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monsters don't get stuck in the air anymore when shooting/getting hit etc.
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large set of new SP & DM maps!
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Completely new soundtrack yet again... this time by Fanatic (Marc A. Pullen).
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new textures available! look in packages/dg, and at the end of
default_map_settings.cfg
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a large set of new map models courtesy of dcp (see the new entity menus)
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"particlesize" command
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"musicvol" fixed
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new enet that fixes double player bug on high pings
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[2003_12_23]
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servers can be password protected (see -p and password)
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multiplayer insta/tactics arena modes (see "mode" or the menu).
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improved mapmodel physics and configurability, so that they can now be used for
bridges / room over room and other cool uses. See the new "mapmodel" /
"loadmodel" commands, and maps like zippie/aard3/cellar/dragon/matador/kmap2
for examples of the bridge mapmodel.
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fixed farplane clipping bug
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demo recording & playback for multiplayer (experimental feature). See
"record", "stop", and "demo" commands.
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"fogcolour" & "scalelights" commands
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textures now automatically resized to max size supported by driver (mainly for
voodoo3 under linux)
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server now properly resets its state when no players are connected
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added mp3/ogg playback (for the "music" command)
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added the official cube soundtrack (by pingpong) to the distribution (plays on
all DM maps)
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new start map (metl3)
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models now lit subtly according to surrounding light level & colour.
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singleplayer tweak: slower monsters now move a bit faster, all monsters a bit
easier on lower skill levels
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new enet that fixes server browser crash on linux
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added "jumppad" entity (look at the map "zippie" for an example).
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fixed bug that caused rockets to hover around indefinitely
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[2002_10_28]
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[*nix only] fixed serverbrowser hanging
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[2002_10_20]
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fixed server with >8 clients crash bug
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[2002_10_16]
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added full source code to the distribution
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clients can get list of servers from master server (see updatefrommaster)
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added hudguns
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servers update the masterserver automatically when run (see -m)
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server browser, servers are now pinged and map/player info displayed
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server allows setting of ip address and description
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player physics are now run at a minimum of 50fps, allowing correct movement
& jumping even at very low fps
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added random landscape generator (see "perlin")
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single player game load and save (see "savegame" and "loadgame")
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improved server correct timer uptime from 49 days to 31 years (on unix).
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unlimited undo, unlimited size undo/copy/paste (see "undomegs")
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sounds are now scriptable (see "sound" and "registersound")
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new trigger types (invisible and end of map)
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"trigger" command
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tweaked physics
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new "fog" variable (for visual effect and performance tweaking)
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network throtling on lan fixed (eihrul)
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[2002_06_24]
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mode 0 is now normal ffa
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maps now all load a next map in all modi (user definable)
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when monsters wake up in sp depends on what angle you approach them and your
distance
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you can control the menus using the mousewheel now
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all the stronger monsters are now afraid to jump of heights > 4 cubes,
unless they are badly hurt
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"savemap" now also works without arguments
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new "history" command
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new "select" command (allows creating complex geometry from script)
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tiny scripting language (as extension of the console command language).
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scripted triggers (see "trigger").
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per map and per package configuration scripts (custom textures, music,
scripting etc). see map/savemap.
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new "music" command
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entering in edit mode in mode -2 now resets monsters and puts them asleep.
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"entproperty" command allows finetuning of entity parameters
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say/echo/saycommand now take any number of arguments
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fixed multiplayer map reloading issues
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optimised wqd on maps with lots of sky
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added "loyalty" and other fun things to monster AI
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added new monsters
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greatly increased RL speed (not for monsters)
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HOM cases of heightfields next to higher platforms solved
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"lighterror" tuning variable
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model interpolation
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disconnect now automatically reconnects to local server
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command line history (up & down keys)
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hud now shows player in crosshair
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coloured light: you can use 0..255 (white light) or a hexadecimal 0xRRGGBB
(coloured).
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cleaned up the hud rendering and put in a higher res font.
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"overbright lighting" (works on all recent 3d cards, see "lightscale"). Reduce
your "gamma" setting.
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new additive / exponential light model, for use with overbright.
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savemap now keeps backups of all previous versions of the map (automatic
versioning)
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optimised a lot of code: occlusion culler, lighting, md2 rendering, monster AI
& physics.
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"maxparticles" variable added.
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added cheap framerate booster, see "skipgeometry"
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shotgun/chaingun/rifle now also apply a "push" on the target
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[2002_04_10]
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"skill" level now affects monster behaviour in both SP and DMSP (mainly speed
of decision making)
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hitscan monsters now have a "lag" in their aiming (see gameplay).
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sounds: water enter/exit, monster wake up, door rumble
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some colour coding for gridlines in editmode: red for tags and green for
heightfields
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SP triggers / opening cubes (see "edittag" & "newent trigger")
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viewkick
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some particles have gravity, and they spread better. some improved gfx.
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new variable "crosshairfx"
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increased undo/copy/paste buffers to 128^2 cubes max
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fixed DMSP bugs
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[2002_03_25]
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minimal classic SP functionality
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console improvements:
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paste to console (ctrl-V), on win32
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console aliases (see "alias")
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command line completion (press TAB) for variables/commands/aliases
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variables show their current value with no args, or range with wrong args
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keyrepeat on in console
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added server menu that automatically sorts & remembers servers connected to
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map models (see "newent")
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added water rendering & physics (see "waterlevel" and "watersubdiv").
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map voting (usemultiplayer->vote menu)
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fixed bug that could cause a "double kill" on a lagged player
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"hidestats" command
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hardware gamma correction (see "gamma")
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MOUSE4 & MOUSE5 are now available to bind mousewheel actions to
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optimisations to occlusion culler
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enet fixes (eihrul), backwards incompatible
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map copying via server (eihrul), see "sendmap"/"getmap"
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[2002_02_01]
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simple DMSP style single player game with monsters! see single player section
in gameplay docs for info.
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shotgun from 1000 to 1400 msec reload (like doom2 double barrelled, fist from
500 to 250 msec.
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added crosshairsize & maxroll commands
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damage blends screen red
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fixed endianness problems on ppc (eihrul)
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fixed teleport trigger
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uses completely new network library by eihrul (UDP instead of TCP), much
improved pings, server scalability & stability under packet loss etc.
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a standalone *nix version of the server, that doesn't require sound & video
dyn link libs.
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[2001_12_20] aka "first public release"
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added extensive editing tutorial
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fixed "fullbright"
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collision on any size corners now works again
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increased friction tiny bit
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improved RL physics (more damage close up)
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cg only makes quad sound once per +attack
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fixed velocity bug
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made editmode & gamespeed cheatproof
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instagib/efficiency work, arena sort of works
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item spawns are heard at correct distance
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item pickup is now server side
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ammo and health respawn speed is now depedant on number of players
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fixed movement keys (holding both strafe keys at once could cancel movement
altogether in some sequence).
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console history browsing (keypad - and +)
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word wrap in console output
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fixed lighting bug on big corners
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esc now cancels commandline
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fixed bug in recursive use of "bind"
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[2001_12_16]
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fixed bug that would generate incorrect mips with coopedit
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added more buffering to server, which makes connections much more stable.
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name/team changes correctly updated and displayed
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teamplay now works, teammates shown in blue (temp)
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newent/delent now work in coop editing
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editing solid/space, and paste/undo now recalculates the light in the direct
environment automatically.
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fixed bug in savemap optimizer
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added game modes (see "mode")
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items reset across map load
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selection size is shown in edit mode.
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probably fixed weird "void" bug on some systems
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slowmotion feature ("gamespeed")
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dynamic light radius can be specified
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teleport delay to avoid crash when looped
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changed way entity coordinates are determined.
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bounded light radius to 32
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fixed bug in occlusion code that would incorrectly cull cubes at distant
shallow angles.
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[2001_12_03]
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streamlined the opengl code, now all surfaces cull correctly, minimised
overdraw on corners
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greatly optimized heighfield rendering, generates only a third or so of the
vertices it did before.
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improved selection on heightfields
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savemap does a little "optimizing" on invisible textures to correct sloppy
editing, which helps the mipmapper.
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bumped from version 2 to 3 mapformat: lighting data not saved anymore, but
recalced on map load. This allows maps to keep up with lighting algorithm
changes, and shrinks map sizes dramatically (aard1.cgz is now a mere 3k).
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fully dynamic shadows & lights (currently only on rockets).
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adding/deleting light sources now automatically recalcs, manual "recalc" is
deprecated.
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made light mipmapping less inacurate, at the cost of some polys in some maps.
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added a "median cut" to the lighting code, which smooths out jaggies on harsh
shadows.
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reengineered lighting code... insanely fast, but slightly different results
sometimes.
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added acurate frustrum culling to the occlusion culling mechanism (for pitch
-45..45 cases, and floor/ceil culling). reduces polys yet again 20 to 30% on
average.
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more acurate and stable fps display
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added "slope", "arch" and "archvertex" commands.
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players "bleed" when you hit em, give off correct sound at distance
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fullbright fix0red
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very cool texture replacement command ("replace")
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binding mousekeys for editmode works now, "attack" is same a selection, "jump"
now works.
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you can now edit the upper wall of a non-solid cube seperately from lower wall
(keypad 7 & 4).
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bumped from version 1 to 2 mapformat. old maps will be automatically converted
on save, but be sure to keep backups just incase.
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[2001_11_16]
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added high precision dynamic occlusion culling (reduces polys 1.5x to 10x,
depending on map & viewpoint).
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entity culling too
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one more case of HOM fix0red (ceilings & floors)
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menu improvements (esc goes back, remembers state)
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"mapmsg" command for setting map title & author
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player talk shows up in different colour
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edit selection grid now "hugs" heightfields
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bigger splash & boost on rockets
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extra pain & death & self-pain sound
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hud icons for health/armour/ammo
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reset pitch upon exit teleport
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proper corner slant collision detection, not enough sliding yet
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some sort of heighfield physics
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skybox 10x further away
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added extensive menu system (press esc..)
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shrunk exe size even more (53k)
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made keymapping external cfg file
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[2001_10_21]
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.cube.gz is now .cgz to stop ppl accidentally unpacking maps
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4 HF cubes are now be mipmapped given their 9 verts lie on 1 plane
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more cases of HF HOM fixed (see e.g. metl01 YA)
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full support for 45 degree "corners" between floor levels
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"map" and "savemap" now default to "base" if no package specified
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no more HOM caused by mipmapping, even at LOD 5 etc
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saycommand inserts / on request (default key backquote)
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"exec" command
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[2001_10_17]
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"showmip" command
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overhaul of the scene rendering code to use bigger mips even up close
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minlod command instead of locklod
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player shoots from slightly below eyeheight
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configurable FOV
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much more useful weapon switching: skips current weapon
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improved chaingun gfx
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no more shooting on respawn
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empty input in saycommand produces no output
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smoothed ping display
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no more weird model stance when player is lagged
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teleporters
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ping display
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fixed: wobble at low FPS
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physics: step-up more smooth
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fixed: map load on initial server connect
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models 1 off ground, correct 1/16 scale
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player bounding box 4.1 -> 3.9 cubes height
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[2001_10_05]
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[2001_10_04]
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fixed: corner lighting
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backup on map save
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run dedicated server at hi pri -> MUCH better network perf
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fullbright, for editing
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map enlarge command
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configurable mousebuttons
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config screen res & full screen
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mouse sensitivity bind
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fixed: lighting on/off flickers -> also drawing less quads now!
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fixed: draw wall textures right-side up
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show entities in edit mode + type
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fixed: old entities kept on "newmap"
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skybox (with few sparkies, thanks to depth buffer trick)
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show/make selection while dragging
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when drag-selecting into the void, use player pos for selection
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disable non draw lagged
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make bigger steps in lod if fps difference is big
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playerstart should take current yaw
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variable light brightness (different start from 255)
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server msg parsing
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client & server item pickup
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item effects on the player
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[2001_09_30]
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coop network editing!
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corner physics bug
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bal got stuck under ghost?
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interpolation doesnt work
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player height
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players get stuck in eachother
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interpolation of client positions / bound speed of updates
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fps independant velocity?
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jump anim
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removal of non-responding players after n-sec
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messages still cut up server side!!!!
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slowdown of client time (msec!) -> vtdapi.vxd bug
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particle overlapping
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mipmapping off?
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shot/damage doesn't work with player1
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editing client keeps getting gravity
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don't frag editing people
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correct bounding box hits
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frag counts
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lag type display instead of second lag msg
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client gets kicked on wrong protocol
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fade particle faster
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can't frag body
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make dead/lagged people non-solid
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special model stance for edit
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vary minlod when looking down
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server bandwidth status output
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pain sound when shooting others
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allow to start with no sound
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when dead no edit mode
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teamname, soundvol
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play sounds at correct distance
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remove all possible buffer overflows from code
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tweak physics to be smoother / bit less aircontrol
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repeat key for edit mode
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fist/sg/cg/rl weapons graphics/scoring/physics/selection
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improved explosion
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[older history deleted]
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