ARCHIVES DES NEWS

Mois de Juillet 2002

 

Dimanche 28 Juillet 2002 a 14H20, par Jets

- Nouvelle version de PrBoom qui à l'origine était un Ports de Boom. Il ajoute pas mal d'améliorations (comme le jeu en haute résolution) par rapport à son ainé, je rappel que des Ports comme ZDoom ont utilisé une partie des sources de Boom (et ce n'est pas pour rien ;). C'est donc une grande surprise car ça faisait longtemps qu'on avait pas vu un membre de la TNT team dans le coin ;) Voici donc les améliorations:

- improved mouse handling
- intermission demo sync bug fixed
- framebuffer update fixes (solves flicker on fbcon)
- -forceoldbsp allowed in non-GL version, and saved in demos
- fix player colours in multiplayer demos
- apply workarounds for buggy pwads even during demo playback
- fix numpad 5 key
- allow compilation on systems where SDL is built without joystick support
- fix comp_skymap
- using anisotropic filtering when the OpenGL extension is available
- using paletted textures when the OpenGL extension is available
- added gl_use_paletted_texture option to glboom configuration file
- using shared texture palette when the OpenGL extension is available
- added gl_use_shared_texture_palette option to glboom configuration file

vous pouvez le télécharger bien évidement dans la section Ports.


Vendredi 22 Juillet 2002 a 14H00, par Jets

- 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.


Mardi 09 Juillet 2002 a 19H00, par Jets

- Une nouvelle version beta de Legacy vient de sortir pour Windows et Linux, vous pouvez la télécharger bien évidement dans la section Ports.


Mercredi 03 Juillet 2002 a 13H00, par Jets

- Un nouveau pack de modeles MD2 destiné à JDoom vient de voir le jour, il est en 5 parties et il faut utiliser Winrar 2.9 ou suprérieur pour pouvoir le décomprésser, vous pouvez le télécharger bien évidement dans la section Ports.

 

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