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# Changelog

From EDukeWiki

## 1.3.1-1

- Game: fixed issue with multiplayer switches

## 1.3.1

- Core: sync with JFBuild SVN

- Core: on-disk compressed texture cache for greatly improved level load times (JF)

- Core: virtual game file system similar to Quake (JF)

- Core: re-tooled screen tinting and gamma correction in OpenGL (JF)

- Game: sync with JFDuke3D SVN

- Game: added option to disable automatic weapon switching (JF)

- Game: mouse input smoothing (JF)

- Game: pre-caching of HUD sprites (JF)

- Game: redesigned game settings menu with several new options

- Game: menus are now drawn over the status bar rather than under it and have a tinted background in OpenGL

- Game: FPS counter color now changes when frame rate is under 40

- Game: added -z# command line parameter to set CON compiler verbosity level

- Game: added parsing of autoexec.cfg on startup

- Game: adjusted default tripbomb plant delay to match Duke3D 1.5

- CON: added getinput/setinput commands to read/write to/from sync[] in conjunction with EVENT_PROCESSINPUT

- CON: completely rewritten compiler error handling

- CON: findnearactor/findnearsprite and variants now exponentially faster

- CON: better handling of duplicate event errors

- CON: improvements to switch/case commands, fixes several bugs

- CON: added per-actor flags for controlling shade, shadow, NVG presence, et cetera

- CON: added EVENT_USE and EVENT_PROCESSINPUT

- Console: added "exec", "cmenu", "gamma", "give" and "sensitivity" console commands

### Mapster32 changes

- General: mouse input smoothing (JF)

- General: informational messages now logged to console and mapster32.log

- General: improved mass palette change function

- General: improved mass visibility change function

- 2D mode: improved search function

- 2D mode: added shift-G key combination to increase grid size

- 2D mode: added guide lines to the top and left side of the screen; hold shift for full guide

- 3D mode: added + and* shortcut keys for incrementing/decrementing tile number

- 3D mode: added mouse control for commonly used functions

- 3D mode: refined various status messages

- 3D mode: mouse cursor now fades from white to black to increase visibility

## 1.3.0

- Added EVENT_PRESSEDFIRE
- Minor fixes to getwall/setwall
- Engine updated to newest snapshot

## 1.3.0rc0

- Updated to current developmental JFDuke3D and engine, including precaching system.
- New projectile definition syntax, uses labels like setprojectile
- Cheat redefinition allowing both the "D" and "N" keys as well as the actual cheats to be changed.
- Gametype customization via definegametype command
- Logo and title screen customization via LOGO_FLAGS gamevar
- All defined labels are now marked as a specific type, guaranteeing more stability and fixing some broken mods.
- Potential multiplayer sync problems are now reported on startup
- Con commenting system rewritten to be more error free and allow comments in the middle of commands
- New quote manipulation abilities, allowing the user to:
  - Redefine quotes mid-game
  - Plug the values of gamevars into quotes
  - Concatenate the contents of one quote onto the end of another
  - Copy one quote to another quote position
- All event names are now internally defined and no longer need definitions in the CONs.
- Added EVENT_LOGO, EVENT_EGS and EVENT_DOFIRE.
- Modified variable system to allow constants in place of read only gamevars and to allow prefixing a variable name with a minus to use the negative of the var's value
- Pitch and roll control for models, accessed via get/setactor[].pitch and .roll. Also see .mdxoff, .mdyoff and .mdzoff.
- All hard coded tile definitions are now changeable from defs.con (note: enable dynamic remapping via dynamicremap command)
- The values of gamevars can be saved to and read from the .cfg
- Weapon control enhancement: all weapons now have a WEAPONx_RELOADSOUND1 and a WEAPONx_RELOADSOUND2 which control which sounds are played when the magazine is inserted or removed.
- Added WEAPON_FLAG_RELOAD_TIMING (defined as 32768) hack for special reload sound timing on things like the pistol
- Added the following primitives:
  - definecheat
  - cheatkeys
  - userquote
  - precache
  - projectile
  - redefinequote
  - dynquote
  - getpname
  - qstrcat
  - qstrcpy
  - setsprite
  - rotatepoint
  - dragpoint
  - getzrange
  - changespritestat
  - getceilzofslope
  - getflorzofslope
  - neartag
  - definegametype
  - changespritesect
  - spriteflags
  - savegamevar
  - readgamevar
  - findnearsprite
  - findnearsprite3d
  - findnearspritevar
  - findnearsprite3dvar
  - dynamicremap
- Miscellaneous cleanups all over the code (the diff is 36,000+ lines!)

## 1.2.3

- Updated to current developmental JFDuke3D and engine
- Added the following primitives:
  - displayrandvar
  - displayrandvarvar
  - checkavailinven
  - globalsoundvar
  - guniqhudid
  - getprojectile
  - getthisprojectile
  - setthisprojectile
- Modified projectile system as follows:
  - Each projectile in flight now has its own properties which can be set using get/setthisprojectile in event 64
  - setprojectile sets the default for all projectiles of that type, whereas setthisprojectile only affects the specific projectile
- Fixed range property not working on RPG type projectiles
- Upped max sounds to 1500
- Added support for more/less than 4 episodes. The number of episodes is defined by the last definevolumename instance found upon compilation. Max is 8.
- Added EVENT_GETMENUTILE: RETURN value sets background for main menu, set MENU_TILE var to 1 for tiled, leave set to 0 for an image that fills the screen.
- Added EVENT_SPAWN: called every time an actor is spawned, use this to set properties on actors at spawn time.
- Logo animation and splash screens disabled during multiplayer
- Out of sync fix for event 64
- Added support for setting the loogiex and loogiey members of the player struct
- Minor internal changes, bug and compiler warning fixes
- Added setvar console command for debugging
- Modified WEAPKEY events; support weapon key remapping (set RETURN to desired weapon num)

Mapster32 changes:

- Fixed bug which disabled creating masked walls
- Added ' D 2D mode key combination to delete all sprites of a specific picnum
- Added ' N key combination to enable/disable noclip
- Fixed a few compiler warnings

## 1.2.2

- Updated to current JFDuke3D and engine, which brings the following:
  - MD3 support
  - fixed network sync issues
  - minor renderer fixes
- Player movement events now work in multiplayer (thanks JonoF)
- Added sound_pitch member to player struct
- Added EVENT_NEXTWEAPON, EVENT_PREVIOUSWEAPON, EVENT_SWIMUP and EVENT_SWIMDOWN
- Added multi-purpose event "64" which runs on all sprites in the game, allowing for manipulation of virtually everything in the game world
- Added user-definable colored fog: simply add lines similar to the following to your duke3d.def:
  - fogpal <palette number> <red intensity> <green intensity> <blue intensity>
  - Intensities range from 0-63, and palettes 26, 27, 28 and 29 are pre-defined for you as white, red, green and blue respectively. Sector visibility controls fog density.
- Added movement_lock[] member to player struct. Functionality will be explained upon request until the wiki is updated. As can be guessed, this is used to lock player movement.
- Fixed a couple of reload bugs
- Projectile system internally optimized and improved (ripped out remnants of variable based system as well as modified the system to restore projectile defaults on game restart)
- Added the following primitives:
  - movesprite
  - checkavailweapon
  - updatesectorz
  - ssp
  - stopallsounds
  - soundoncevar
  - stopsoundvar
- Movesprite, checkavailweapon, updatesectorz and ssp work exactly as their internal counterparts do. The sound commands are self-explanatory.
- Minor fixes to the error handling system -- it is now impossible to redefine internal pointer gamevars. Some error messages also made more descriptive.
- Fixed handling of bad CON files
- Added "-condebug" command line parameter which prints one line to the init window per line compiled. This is useful in cases where you've encountered a bug in the CON parser which throws you into an infinite loop on compile, as you can see where the problem happened.
- Fixed "DNITEMS" cheat not triggering item cheat events
- CON commands "addlog" and "addlogvar" now print to console and log to eduke32.log with all of the other log information rather than log.log
- Fixed multiplayer menu problem
- Added PROJECTILE_FLAG_RPG_IMPACT (defined as 32768) to projectile flags. This flag causes an RPG type projectile to directly damage whatever it hits rather than do radius damage.
- By request, changed how Duke moves when submerging into and emerging from underwater sectors
- Various minor code clean-ups and fixes

Mapster32 changes:

- Added ' 5 2D mode key combination for changing the shade of every parallaxed ceiling on the map at once
- Added ' 6 2D mode key combination for changing the height of every parallaxed ceiling on the map at once
- Added ' Z 2D mode key combination for offsetting an entire map on the Z plane. This is useful for merging sections of maps into other maps.
- Added Left ALT ' 7 2D mode key combination for scaling the entire map (multiply)
- Added Left ALT ' 8 2D mode key combination for scaling the entire map (divide)
- Added ' M key combination for setting .extra member (this is the SW middle tag)
- Help menus re-organized to be more useful
- Added ' P 3D mode key combination to set palette on all sectors selected in 2D mode
- Added ; V 3D mode key combination to set visibility on all sectors selected in 2D mode
- Added support for running without lookup.dat (obviously, this will disable alt pals)

## 1.2.1

- Updated to current JFDuke3D and JFBuild release, see releasenotes.html for details
- Mapster32 updated to 1.0.1, hit F1 in 2D mode for new feature rundown
- Added "spritenoshade" command. This command works just like spritenvg and spriteshadow, and does exactly what it claims to do.
- Fixed 1.2.0 bug which made the player's APLAYER sprite's position shift across the map each time a bullet hole was left on a wall.

## 1.2.0

- Updated to current JFDuke3D and JFBuild release, see releasenotes.html for details
- Introduction of Mapster32, the enhanced Build editor version 1.0.0
- Lots of miscellaneous code clean-ups and bug fixes
- Fixed pre-placed tripbomb bug from EDuke32 1.0.0
- Increased MAXCYCLERS to 1024
- Renumbered EVENT_AIMDOWN to be event 63
- Ripped out unused NAM and WW2GI-specific code
- Ripped out unused code specific to foreign, demo and beta versions of Duke
- Added several new primitives, as follows:
  - whilevarn
  - switch
  - case
  - default
  - endswitch
  - shootvar
  - soundvar
  - findplayer
  - findotherplayer
  - activatebysector
  - operatesectors
  - operateactivators
  - operatemasterswitches
  - checkactivatormotion
  - zshoot
  - dist
  - ldist
  - shiftvarl
  - shitvarr
  - spritenvg
  - getangle
  - whilevarvarn
  - hitscan
  - getplayervar
  - setplayervar
  - mulscale
  - setaspect

Descriptions of these commands will be available soon on EDukeWiki

- Added "reloading" member to player struct (1 when reloading, 0 when not, weapon changes blocked while 1)
- Fixed setuserdef
- Fixed eventloadactor
- Added ud.statusbarscale to get/setuserdef
- Restricted all screen drawing commands to events
- Fixed issues with several events
- SHOTSPARK1 now sets temp_data[6-8] to hitwall, hitsect and hitspr, in that order
- Tweaked the operation of weapons to allow identical operation to Duke3D 1.5 (may cause issues with some existing mods)
- All effector sprites now made non-blockable non-hitscan-sensitive on map start
- Added "range" field to custom projectile system

Introducing Mapster32, the enhanced Build editor 1.0.0

Mapster32 is a rewrite of Mapster which provides a plethora of handy features intended to make map authoring easier.

- New cool blue color scheme: more building, less eye gouging. :)
- Automatic information display lets you know EXACTLY what you're selecting
- Revamped 2D map view shows you the 3D mode dimensions of wall and floor sprites at a single glance
- MUSICANDSFX sprites become even easier to work with thanks to visual indication of the sound's radius
- Comprehensive tagging options make sector effects a breeze -- easily see what any effect is in 2D mode without looking up tags
- Status messages in 3D mode let you know what you modified and what you did to it
- Autosave system protects your map from unfortunate occurrences
- More grid sizes available
- Modifier keys let you pgup/pgdn in increments of 256 and 512 instead of just 1024
- Tons of other features!

Retrieved from "http://sc8-pr-shell1.sourceforge.net../../../c/h/a/Changelog.html"

This page has been accessed 3,005 times. This page was last modified 22:01, 14 March 2006 by Richard Gobeille. Based on work by EDukeWiki user(s) Usurper. Content is available under SourceForge.

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