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299 lines
10 KiB
Plaintext
299 lines
10 KiB
Plaintext
Ty Halderman - change log and diary
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6/01/98
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Altered a pointer assignment statement for compatibility with GCC v2.8.1
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5/17/98
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Fixed a bug that would process the last line of each deh/bex file twice.
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5/16/98
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Added a NULL entry to the code pointer mnemonics to allow an already
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existing code pointer to be cleared with BEX codepointers. Also fixed
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a bad looping logic in that area that would have caused segv's if it
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had encountered invalid BEX Codepointer entries in a file.
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Affected: D_DEH.C, BOOMDEH.TXT
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5/4/98
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Completed reformatting and commenting of my assigned files, except for some
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that are shared that I'm the last one in line for.
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Added support in BEX strings for the savegamename prefix (default boomsav)
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so that TC's can have their own savegames (and people can have sets of
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them without having to make subdirs if desired).
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Affected: G_GAME.C, D_DEH.C, D_DEH.H, DSTRINGS.H, BOOMDEH.TXT
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4/26/98
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Added mnemonic support for code pointer changing in BEX files. This will
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allow anyone to plug any of the code pointers in by a readable name, not
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only into the existing frames where pointers are used, but into any of the
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frames. BOOMDEH.TXT expanded considerably with a full table of all existing
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default code pointers in the engine.
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Affected: D_DEH.C, BOOMDEH.TXT, BOOM.TXT
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4/24/98
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Fixed a bug in multiple string reading from a .BEX file if the continuation
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strings started with a blank. This was advertised to be able to work,
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with leading blanks removed during string concatenation, but it was
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broken.
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Affected: D_DEH.C
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Put strings back to deh-modifiable for GAMMALVL0-4, which were removed
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sometime around 3/23 during a merge.
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Affected: M_MENU.C
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Re-removed IDK cheat.
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Affected: ST_STUFF.C
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Removed some "draft" comments from BOOMDEH.TXT
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Affected: BOOMDEH.TXT
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Updated DEEP97 information and some of the Dehacked support info in the
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BOOM.TXT file. Updated the date at the top to 4/24/98.
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Affected: BOOM.TXT
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4/11/98
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Changes based on sources as of 9:32AM 11 Apr
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Fixed Par times entry [PARS] for bex format, documented it in BOOMDEH.
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Corrected logic in WI_STUFF.C to show pars unless there is a pwad but
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no deh pars patch. Found silly problem due to zero-based arrays for
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DOOM2, 1-based for DOOM.
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Affected: WI_STUFF.C, D_DEH.C
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Removed IDK cheat and replaced it with TNTKA to give all keys. cheat_k()
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is still used, but no longer displays its own message, and IDK can't invoke
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it separately. Per email earlier:
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People were having problems with this because of dehacked patches that
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expected to be able to change the IDKFA cheat but IDK would trigger first.
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Affected: ST_STUFF.C
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Added the ability to load consecutive DEH/BEX files at the command line.
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Each one is still given a default extension of BEX, then DEH if not
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specified on the command line. Changed the point at which the DEHOUT.TXT
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file is erased so it'll hold all of one session's entries. Added a
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line to that log file, identifying the file path being loaded.
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Affected: D_MAIN.C
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Added INCLUDE capability in BEX files, no nesting, with the optional
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parameter NOTEXT. The notext flag says to ignore any DEH-style text blocks,
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since they've probably been redone in BEX and we just want the other
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stuff. Note that text changes are cumulative other than sprite names and
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such. If you change X to Y and then try to change X to Z, it won't
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find X any more because it's now Y.
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Affected: D_DEH.C
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Note that comments about BEX design down around 3/20 in this file are not
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the way it was implemented after all.
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Documented use of INCLUDE, PARS and the new banner strings STARTUPn.
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Affected: BOOMDEH.TXT
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4/7/98
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Added the logic to go searching through the default strings for text changes,
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if found in the old DEH style. This should be a stopgap fix to handle lots
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of text changes, so long as they are supported as valid things to change in
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BOOM. Should be transparent to the users--text hacks will just start working.
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Also fixed par times settings, new in BOOM. More docs coming later.
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3/30/98
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Fixed up the text change stuff using the [STRINGS] block separator. There is
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now a big descriptive file BOOMDEH.TXT that contains information on all 300+
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strings that can be changed.
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Found a bug where the included \n in a string read in wasn't being changed
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to a real linefeed, so entries which were supposed to split lines wouldn't.
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Added new entries in the [STRINGS] area to change the background tiled flat
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textures for behind the intermission texts.
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3/27/98
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Finally got the deh changes in that I think are needed to complete this
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monster. The usual DEH files seem to work ok, and I've got the arrays built
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to be able to implement the externalized text strings, etc (see 3/20 specs).
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The main goal of this run is to merge the changes so far, so we're all caught
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up. More work tomorrow on making the functions work right and creating several
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test deh files.
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Files changed:
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D_DEH C
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WI_STUFF C
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M_MENU C
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HU_STUFF C
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AM_MAP C
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ST_STUFF C
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P_DOORS C
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P_SPEC C
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P_INTER C
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G_GAME C
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D_DEH H
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3/20/98
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Designed bex format for new text and extension entries (this will go in a
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separate doc later):
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1. Replacement level names in the automap:
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[LEVELS]
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ExMx = text
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MAPxx = text
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2. Replacement sprite names
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[SPRITES]
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TROO = IMPY
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# 4-character sprite names can be replaced by another 4-character name
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# Only a full 4-character name will be accepted for key or value, and
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# it is the _original_ entry that will be checked for replacement. There
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# won't be any cascading effect, so you could successfully use:
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TROO = POSS
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POSS = SPOS
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SPOS = TROO
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# and not have any problems with it.
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3. Replacement sound names
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[SOUNDS]
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PSTOP = platwhoa
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PSTART = platgo
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BSPWLK = tread1
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BAREXP = Zowie
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# The key must be the name of a sound entry in DOOM, without the
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# leading "S_" (ignored if present). "P_" PC sounds aren't supported
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# at this time.
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4. Replacement music names
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[MUSICS]
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E1M1 = mymusic
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BUNNY = rabbitsong
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MAP04 = fred
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# Valid keys for DOOM2 music can be either the actual names
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# used there, such as THE_DA and DDTBLU, or the relative names
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# for the levels they go with, MAP06 and MAP08 in this example.
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# Various non-level names must be entered based on the name of
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# the entry in DOOM. The leading "D_" is optional and will be
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# ignored if present.
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5. Replacement messages
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[MESSAGES]
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# Several kinds of these, used at the various logical places
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# Initially they will only replace the existing ones--with scripting
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# we will be able to add new entries, and call them in the script.
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# This message will appear between MAP06 and MAP07. Perhaps if there's
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# time a more logical name can be used--for now it's what DOOM uses
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# in the code.
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C1TEXT = "The end has arrived.\n\nThis is the biggest \"
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"thing you have ever seen\n\n\n\n...and you're scared."
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# Note \n is used to force a linefeed, and a trailing backslash
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# on a line will concatenate the next line after stripping leading
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# whitespace. If you want a blank between the parts of a line, use
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# a space before the backslash, as shown above with "biggest \"
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GOTREDCARD = "Got a maroon computer thingy"
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PD_BLUEO = "You need that blue gadget or you can't use this"
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GAMMALVL4 = "This is way bright now"
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QSPROMPT = "quicksave over your game named\n\n'%s'?\n\nHit Y or N."
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6. Par times
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[PARS]
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7. Cheats
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[CHEATS]
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GODMODE = IDdqdWasSilly
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8. Monster Roster (cast) names
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[CAST]
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CC_BARON = "Harvey Wallbanger"
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9. Code Pointers, alternative
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[CODEPOINTER]
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Frame 245 = scream
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332 = explode
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# "Frame" is optional. The name in the value is the name of the function
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# that is actually called (list provided, no guessing <g>). Future additions
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# of new code pointer routines can be handled here as well.
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3/18/98
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Adding text support for level names and end messages. Currently requires
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a change to the format of the file, but there will be a utility written to
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handle a one-way modification to a .deh file to make it work with the new
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system. Either a .deh or new .bex file extension can be used. Boom EXtensions
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are allowed in either one, but it's easier for the author to tell which is a
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"pure" dehacked patch.
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Modules affected: D_DEH.C, D_MAIN.C
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Initial new deh extension logic inserted--unfinished merge
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Added par time modification, usage explained in sample.bex
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Modules affected: D_DEH.C
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Modified WI_STUFF.C to allow a dehacked par time patch to turn par times back
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on (they are normally off when a pwad is loaded)
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Modified WI_STUFF.C to allow frag counts up to +/- 999
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Modified P_SPEC.C to handle -frags nn counter, default 10 frags if not otherwise
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specified.
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Note to self: there are switch name pairs in P_SWITCH.C
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3/15/98
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Fixed The Big Bug where the Thing number was off by one relative to its index in
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the structures. A pox on base 1 programming in a base 0 language!
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3/9/98
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Added dehacked file support. Added new module D_DEH.C.
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Usage: -deh filename[.deh]
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The file is assumed to be a patch version 6 dehacked file for
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DOOM version 1.9. No validation is done of that. Caveat haquor.
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- New link made to recognize the -deh command-line parameter.
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Modules affected: D_MAIN.C
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- The Misc entries were direct hacks into several places in
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the code where hardcoded entries were used. To change these
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required adding global ints and in some cases changing
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#defines to use ints instead (MAXHEALTH, BFGCELLS). The
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uppercase values have been #define'd to the variables.
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Modules affected:
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P_PSPR.C for BFGCELLS,
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ST_STUFF.C for things that are given for cheat codes,
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P_INTER.C for the rest of them.
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- Moved MAXHEALTH out of P_LOCAL.H into P_INTER.C and made it a
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variable
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- Added d_deh.c stuff to makefile
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Limitations on text substitution have forced a rethink of that--it won't be in
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the 3/9/98 build.
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/// end of file
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