- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
This commit is contained in:
parent
66c663e9d8
commit
7e7ab6b4ec
51 changed files with 1418 additions and 937 deletions
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@ -1,3 +1,55 @@
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April 20, 2006
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- Fixed compilation with mingw again.
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- Added multiple-choice sound sequences. These overcome one of the major
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deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
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compatible: Custom door sounds can now use different opening and closing
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sequences, for both normal and blazing speeds.
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- Moved the TArray serializer into farchive.h so that tarray.h doesn't need
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farchive.h at all because GCC was much pickier than VC. Because of this,
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I don't need the FArchive change I made yesterday that hid FArchive's
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TArray usses behind pointers.
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- Added a countof macro to doomtype.h. See the1's blog to find out why
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it's implemented the way it is.
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<http://blogs.msdn.com/the1/articles/210011.aspx>
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- Added a new method to FRandom for getting random numbers larger than 255,
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which lets me:
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- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
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- Fixed: If you're going to have sector_t.SoundTarget, then they need to
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be included in the pointer cleanup scans.
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April 19, 2006
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- Added a serializer for TArray. This required I make a couple changes to
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FArchive in order to avoid circular references between farchive.h and
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tarray.h.
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- Ported back newer name code from 2.1.
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- Fixed: Using -warp with only one parameter in Doom and Heretic to
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select a map on episode 1 no longer worked.
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- New: Loading a multiplayer save now restores the players based on
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their names rather than on their connection order. Using connection
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order was sensible when -net was the only way to start a network game,
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but with -host/-join, it's not so nice. Also, if there aren't enough
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players in the save, then the extra players will be spawned normally,
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so you can continue a saved game with more players than you started it
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with.
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- Added some new SNDSEQ commands to make it possible to define Heretic's
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ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
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delayonce, and restart. With these, it is basically possible to obsolete
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all of the $ambient SNDINFO commands.
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- Fixed: Sound sequences would only execute one command each time they were
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ticked.
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- Fixed: No bounds checking was done on the volume sound sequences played at.
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- Fixed: The tic parameter to playloop was useless and caused it to
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act like a redundant playrepeat. I have removed all the logic that
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caused playloop to play repeating sounds, and now it acts like an
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infinite sequence of play/delay commands until the sequence is
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stopped.
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- Fixed: Sound sequences were ticked every frame, not every tic, so all
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the delay commands were timed incorrectly and varied depending on your
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framerate. Since this is useful for restarting looping sounds that got
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cut off, I have not changed this. Instead, the delay commands now
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record the tic when execution should resume, not the number of tics
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left to delay.
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April 19, 2006 (Changes by Graf Zahl)
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- Fixed: Hexen's ammo display in the status bar cannot be refreshed
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partially because the background patch has to be drawn always to
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