Quasar
Moderator

Posts: 2200
Registered: 08-00 |
Here's what's been going on lately:
* Sound sequences are partially done. The environmental sequence engine is 100% complete and allows stuff like the Heretic global ambience objects to work.
* Some Hexen line specials are properly translated now, so you can open some doors and make some floors go up and down in Hexen (we call it progress :)
* Missing textures no longer bomb the game to the console; a message is posted there, but the game continues to run, displaying HOM on the offending lines. For a dramatic example, you can load Hexen over Heretic and then visit a Heretic map, where all the textures have become HOM.
* Variable pitch sounds work better now.
* Sounds can be seamlessly looped by ambience and sound sequences, and hardware channels are no longer stomped on unless all channels are taken, in order to make this work properly.
* Sound caching restored to proper semantics so that sounds don't stay in memory forever after being loaded, thanks to some code from Chocolate Doom.
* "Additive" sounds and sounddeltas can be defined in the new ESNDINFO and ESNDSEQ lumps. These can overwrite existing EDF sounds of the same name, but cannot specify explicit DeHackEd numbers.
* Joe is now an official team member and is working on tons of Small native functions.
* Ancient DOOM bug that semi-randomly crashed the game when the player fell down tall holes has been fixed at the price of expanding almost every short int in the rendering engine into a long int -- this avoids terrible integer overflow in the floorclip and ceilingclip arrays which caused, among other things, R_DrawColumn crashes, R_MakePlane crashes, and the corruption of almost the entire BSS memory segment, causing additional mysterious libc crashes when shutting down.
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