Maes
I like big butts!

Posts: 10202
Registered: 07-06 |
Some programmer handles to look for: SMF, ALAN.
Some of the changes are unnerving:
code:
int
cht_CheckCheat
( cheatseq_t* cht,
char key )
{
return 0; // ALAN : Checking the cheats CRASHES??
....
code:
// ALAN NETWORKING -- this fails a lot on 4 player split debug!!
// TODO: Networking
#ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
if ( !gameLocal->IsSplitscreen() && NetbufferChecksum() != (::g->netbuffer->checksum&NCMD_CHECKSUM) )
{
if (::g->debugfile) {
fprintf (::g->debugfile,"bad packet checksum\n");
}
return false;
}
#endif
Hmm...OK, so now there are official names for mission packs??? It will be interesting to see what changes they control...
code:
// Mission packs - might be useful for TC stuff?
typedef enum
{
doom, // DOOM 1
doom2, // DOOM 2
pack_tnt, // TNT mission pack
pack_plut, // Plutonia pack
pack_master, // Master levels
pack_nerve, // Nerve levels
none
} GameMission_t;
Now episode 4 has par times!
code:
// DHM - Nerve :: Added episode 4 par times
// DOOM Par Times
const int pars[5][10] =
{
{0},
{0,30,75,120,90,165,180,180,30,165},
{0,90,90,90,120,90,360,240,30,170},
{0,90,45,90,150,90,90,165,30,135},
{0,165,255,135,150,180,390,135,360,180}
};
There are other changes as well -some important ones in the demo recording format, especially in the way angles are saved, and the way some visual renderer calculations are performed.
Well, after all there are a few changes that might be considered "canon" -especially if source port authors want to support Nerve "properly".
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