ChangeLog for EDGE 1.20
Type: Internal version, never released.Date: MARCH 21st 2000
Bugs fixed: - the RTS parse problem with tics (e.g. 1T) should be fixed. - the RTS SLEEP primitive was broken but is fixed now. - improved RTS error messages. - fixed tips where the delay was 35 times longer than it should be. - the problem with ENDOOM _may_ be better (untested by me). - for SHADOW things, the modulation never stops. - the "bouncy bouncy" bug with the noclip cheat is fixed. - you don't climb over dying monsters now (they lose CLIMBABLE tag). - intermission cameras cannot see players now. - no longers stays in zoom mode when you die. - killing yourself no longer gives you a frag. - the WHOLE_REGION sector special was broken, fixed now. - bug with weapons changing when you pick up ammo fixed. - shadow, translated & translucent sprites now drawn in TrueBSP mode. - fixed y offsets for mid-masked textures in TrueBSP mode. - textures no longer slosh about horizontally in TrueBSP mode. - bug in OpenGL renderer not drawing certain uppers/lowers fixed.
Changes: - the b.c. MAPNUMBER= field of things.ddf and TRIGGER= field of lines.ddf and sectors.ddf have been removed. - the ACCURACY field of attacks.ddf has changed, it has been replaced with ACCURACY_ANGLE (the horizontal accuracy) and ACCURACY_SLOPE (for the vertical accuracy). They are both angle values. 0 would mean perfect accuracy, 45 would be woeful accuracy. - TAGGED_INDEPENDANT in RTS no longer accepted -- spell it right. - Chance values have changed, they now need a percentage value from 0 to 100 percent _and_ a trailing `%' sign. Converting is easy: grab a calculator and divide by 2.55. The stuff affected: attacks.ddf: NO_TRACE_CHANCE, KEEP_FIRING_CHANCE. things.ddf: PAINCHANCE, MINATTACK_CHANCE. rts scripts: JUMP. - the semantics for X/Y offsets for the sides of extrafloors has been nailed down: the X offset comes from the "real" line and the Y offset comes from the "dummy" line. The y offset on the real line and the x offset on the dummy line are ignored.
New Features: - when you teleport, your MLOOK angle is set to the MLOOK angle of the teleport thing (mapnumber 14). Just for kicks. - wall textures, sky, sprites and player's weapon now drawn in OpenGL renderer. More or less anyway, still lots to do. - something for you Covert Ops dudes: zooming can now be limited to certain weapons, i.e. unusable unless that weapon is being held in front of you, also each weapon can have a different zoom factor. Firstly, there is a new levels.ddf special LIMIT_ZOOM, which means that zooming will only work when the player is holding a weapon with zoom capability. When LIMIT_ZOOM is absent, zooming will work as normal (i.e. anytime, anywhere). Secondly, there is a new weapons.ddf field ZOOM_FOV which marks the weapon as having zoom capability. The value is the "Field Of View" angle, e.g. 10 is the same as normal zooming. The range is from 5 to 90, smaller angles give greater magnification.