- Une
nouvelle version de JDoom
vient de sortir , elle comporte énormément d'améliorations
dont voici les principales (ce qui suit est relativement clair même
pour les non anglophones):
Engine:
- engine source code reorganized
- games, renderers and plugins all use the same API to access engine
routines
- keymaps (DKM files in the Data\KeyMaps\ directory); default.dkm and
fi.dkm included in the release
multiple -file options allowed
- -iwad <=> -file
- particle generators can be triggered by the map ID (Center = origin
XYZ)
- linelinks
- safe P_(Un)LinkMobj
- enhanced mobj/line/sector iterators
- minor bugfixes
Sound:
- revised sound system; now completely handled by the engine
- new sound flags (Audio.ded): sf_shift, sf_shift2, sf_repeat, sf_nodist,
sf_exclude
- sound exclusion groups (Sound:Group)
- sounds can have external resources (mono PCM WAV, 8/16 bits, 11/22/44
KHz), using the Sound:Ext key
- revised music system; completely handled by the engine, each interface
(MUS/Ext/CD) can run a different driver, Win32 and FMOD implemented
- no more A3D support
Renderer:
- interface between the rendering DLL and Doomsday revised (old rendering
DLLs are now incompatible)
- Direct3D renderer rewritten to use DirectX 8
- rendering DLL handles the creation of mipmaps
- rendering lists moved into the engine, now independent of the rendering
DLL
- halos/flares don't read from the Z-buffer any more (source point clipped
by geometry, resulting halo rendered sorted during DrawMasked)
- halos can't be occluded by their source (yay!)
- halos appear and disappear gradually (rend-halo-occlusion controls
speed)
- cvar rend-camera-smooth: filter camera movement between tics (removes
FPS limit for camera movement)
- DMD2 model format (MD2 with detail levels)
- LOD rendering for DMD models
- cvar rend-model-lod: distance to LOD level zero
- mobj shadows (extremely simple, unclipped)
- cvars rend-shadow, rend-shadow-darkness, rend-shadow-far, rend-shadow-
radius-max
- Model:Shadow radius (overrides automatic calculation)
- changing the resolution shuts down and re-inits the renderer (will
work with Direct3D, now)
- clipper maintains information about planes that occlude visibility
(occlusion ranges); -maxor command line option
- clipper allows zero-length solid segments now, fixes a few clipping
problems
- fog is disabled while psprites are rendered
Console:
- new UI color scheme (blue/gray)
- ccmd uicolor: change UI colors
- Startup.cfg: startup script for configuring UI colors, the console
font and keymap
- Control Panel (quickly accessed with Shift-Esc) for easy configuration
- Shift-Tilde (or Shift-[console activation key]) will toggle between
fullscreen and halfscreen console modes
aliases are automatically saved to the default config file
- horizontal rulers in the console
- console text can be centered on a line
- message produced by ccmd help updated
Networking:
- server option: equals to "net init tcpip; net server start"
right after startup
- connect option: after startup, connects to a server at the given IP
address (e.g. "-connect 127.0.0.1")
ccmd connect: connects to a server at the specified IP address (synchronously;
the connection is formed in startup mode)
- the font console command can now change the console font (e.g. "font
name fixed12"), can be done from startup.cfg/user.cfg
- server does not halt while UI is active
- clients don't expect to receive cmd info of remote players any more
- clients update visible mobj angles and remote player selector
- clients update player mobj states
- visangles (rend-mobj-smooth-turn) won't be used in netgames or demos
Input:
- input code updated to work with DirectInput 8
vous pouvez la télécharger bien évidement
dans la section Ports. |