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1.1 root 1: Mitzi's Little Dragon (Dean Wiley) - WinDOOM Involvement History/Diary.
2: Nov 26, 1998: Last update to this file. Code/revision history at:
3: http://www.doomworld.com/doom4win
4: d_console.c & d_console.h underscore removed for pkzip (8.3) compatiblity.
5:
6: 10-9-98: First dl and eval. Pretty good. Sound file crash and no music. Compiler="resource file not found" so made one with cheap a$$ icons.
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8: 10-9-98/10-10-98: Sound file bug (chaingun v-linked to pistol) identified and fixed by plain copy of sound file 1 to sound file 86 at runtime.
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10: 10-10-98: Midi conversion code enabled but bug: the conversion routine is flawed. Researching later... 10/10 (incidentally doomsday :) is my bday.
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12: 10-12-98: Midi quest continues.... can't find original source of qmus2mid. Found the source, wasn't helpful. Exported a mid file using a wad editor and compared. Worked out all the various (and considerable) bugs from qmus2mid code -- 4pm finally working.
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14: 10-12 -> 10-13-98: Added/modified routine to draw credits,etc at 640x400 (double bitmap) so looks good at that res. Stretched stuff looks good at up to 1024x768.
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16: 10-13-98: Bug: testing Doom][ ending... crashed zmalloc error 256K sought. 2:44am-this error was a doozey, really effectively corrupted the system. Locked files and devices everywhere. Fixing I_Error() so it shuts down better before bug fixing the ending. Just couldn't find a bug in the way its handled... hrmmmm?? Oh well, tried again and crashed once more and ended ok twice... who knows.
17:
18: 10-13-98: Double sized help screen and clean up coded. (Was leaving junk >320 wide).
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20: 10-13-98: removed all calls to V_DrawPatchDirect() since it just called V_DrawPatch().
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22: 10-14-98: Double sized text in 640x400 & > modes. Found a map bug > 320 with large text. Leaves some screen junk - fixed the map junk by reducing text size in automap, looks best that way.
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24: 10-14-98: Double sized finale text. Looks good, but , & . need offset and screen needs wipe after text so animation is clean. Another note is, need a DOUBLESTUFF var to quit testing with so many ifs (opt).
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26: 10-14-98: Shareware showing help at Read This! menu. Tougher fix than I thought. Got rid of the SKULL over help screens while I was at it.
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28: 10-14-98: Double sized the bosspic at the end of Doom][ for high res. Didn't want to waste/spend the time to beef up all the little anims tho.
29:
30: 10-15-98: 1st coding of new feature - score. Just ruffing the outline with the code here:
31: Do damage to something - get that much score.
32: Get an item (itemcount++) get a score point.
33: Take damage - lose that much score (even environmental thats the breaks).
34: % complete at intermission added to score as bonus (so even monster/monster kills count).
35: Cheat - lose all score.
36: ** First draft/attempt will just write score to debug file **
37: ** Eventually (hope) dump to another file (coded) so can be emailed or ftp'd for compare.
38: ((10-15-98 ruff version working))
39:
40: 10-17-98: Score working now
41: -keepscore
42: -showscore
43: There was more to figuring damage than I thought, but got it.
44: -keepscore : turns on scorekeeping and writes the score to the .dbg file at the end of each level. I plan to make this do some 4th grade encrypting to a separate file so ppl can submit legit scores.
45: -showscore : puts the score in the HUD. Its got a little lag because the HUD hang's its message for a few tics, but otherwise real good. Turns on keepscore if not specified on command line (so you don't have to type both).
46: Did a good test of the program today, even with 'ETERNAL' wad. Had to fix up some of the score stuff for the user wad but got it done.
47: Was lookin at the update to glDoom (wep page...) today.. that start screen is good! I need one of those :)
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