ref: 8363dc8b47d8b6ee030831268c3e62a99e5f1dfd
parent: 624a44bf460fe5b4986ad12d0b227c20262be3f6
author: unknown <fabien@fabien-PC.(none)>
date: Tue Dec 11 10:13:10 EST 2012
Removed change log text (this is GIT metadata purpose)
--- a/V19.7.1_doc.txt
+++ /dev/null
@@ -1,728 +1,0 @@
-================
-Table of content
-================
-
-I. Change log
-
- I.1 Change log xDuke v19.7.1 vs xDuke 19.7, April 2006
- I.2 Change log xDuke v19.7 vs xDuke 19.6, March 2006
- I.3 Change log xDuke v19.6 vs xDuke 19.5
- I.4 Change log xDUke v19.5 vs xDuke 19.3
- I.5 Change log xDuke v19.3 vs Rancid 19.2
-
-II. Frequently Asked Questions
-III. Compiling xDuke
-IV. Previous DOC for rancid 19.1 and less
-V. GNU GENERAL PUBLIC LICENSE Version 2, June 1991
-
-
-xd#m-klein.com replace # by @.
-
-
-
-=============
-I. Change log
-=============
-
-
- I.1 Change log xDuke v19.7.1 vs xDuke 19.7, April 2006
- ======================================================
-
-Extra fixes. V19.7.1 allows netgames with 19.7 users.
-
-
-Bugs fixed
-----------
-
-- FIX_00086: grp loaded by smaller sucessive chunks to avoid overloading low ram computers (Spanator)
-- FIX_00087: intro in 1024x768 mode being slow. Undone FIX_00070 and fixed font issue again (Turrican/Bryzian)
-- FIX_00088: crash on maps using a bad palette index like the end of roch3.map (NY00123)
-- FIX_00089: scoreboard not shown for last player who quits a DM. Only 19.7 affected. (Sarah)
-- FIX_00090: Removed showinfo key. FPS were shown after CRC msg. CRC not always removed. (Turrican)
-- FIX_00091: Main theme starting too early (Bryzian/Turrican)
-- FIX_00092: corrupted saved files making all the next saved files invisible (Bryzian)
-- FIX_00093: fixed crashbugs in multiplayer (mine and blimp)
-
-
-
-
- I.2 Change log xDuke v19.7 vs xDuke 19.6, Marsh 2006
- ====================================================
-
-
-Bugs fixed
-----------
-
-- FIX_00056: Refresh issue w/FPS, small Weapon and custom FTA, when screen resized down
-- FIX_00057: Using ESC to get out of the console mode wouldn't take pause mode off
-- FIX_00058: Save/load game crash in both single and multiplayer
-- FIX_00059: levels going too far in menu in 1.3d and 1.5 in multiplayer (Turrican)
-- FIX_00060: Repeat key function was not working in the menu
-- FIX_00061: "ERROR: Two players have the same random ID" too frequent cuz of internet windows times
-- FIX_00062: Better support and identification for GRP and CON files for 1.3/1.3d/1.4/1.5 (Turrican)
-- FIX_00063: Duke's angle changing or incorrect when using toggle fullscreen/window mode
-- FIX_00064: Cinematics explosions were not right for 1.3/1.3d grp (Turrican)
-- FIX_00065: Music cycling with F5 and SHIFT-F5 messed up (Turrican)
-- FIX_00066: Removed the QuickKick restrictions for 1.3/1.3d (like 1.3d dos version behavior)
-- FIX_00067: *.cfg parser fails to read negative values as it could be for the Midi selection (Turrican)
-- FIX_00068: menu "New Game" in multiplayer mode now allowing left/right arrow for selection (Turrican)
-- FIX_00069: Hitting Esc at the menu screen shows an empty green screen
-- FIX_00070: Small Font have a missing line (fixed by David Koenig)
-- FIX_00071: do not ask for internal default con if external con or internal con is buggy
-- FIX_00072: all files are now 1st searched in Duke's root folder and then in the GRP.
-- FIX_00073: menu off messed up. While in game hit Esc -> select quit -> press esc => stuck in menu
-- FIX_00074: Shift f5 doesn't change hi-res tunes, but only midi tunes
-- FIX_00075: Bad Sensitivity along Y axis when using mouse in menu (Turrican)
-- FIX_00076: Added default names for bots + fixed a "killed <name>" bug in Fakeplayers with AI
-- FIX_00077: Menu goes directly to the "NEW GAME" sub-menu when starting new game (Turrican)
-- FIX_00078: Out Of Synch error (multiplayer) when using console in pause mode
-- FIX_00079: "waiting player" screen showing a black screen
-- FIX_00080: Out Of Synch in demos. Tries recovering OOS in old demos v28/29/117/118. New: v30/v119.
-- FIX_00081: Screen border in menu (Turrican)
-- FIX_00082: /q option taken off when playing a demo (Turrican)
-- FIX_00083: Sporadic crash on fullscreen/window mode toggle
-- FIX_00084: Various bugs in the load game (single player) option if ESC is hit or if wrong version
-
-
-Enhancements
-------------
-- FIX_00085: Optimized Video driver. FPS increases by 0-20%.
-
-
-
- I.3 Change log xDuke v19.6 vs xDuke 19.5
- ========================================
-
-
-Bugs fixed
-----------
-
-- FIX_00051: Medkit was broken
-- FIX_00055: ReverseStereo was broken
-
-
-Enhancements
-------------
-
-
-- FIX_00052: Y axis for the mouse is now twice as sensitive as before
-- FIX_00015: (bis) changed NumVoices=8 to NumVoices=32
-- FIX_00053: Added more defaults when creating a new CFG: ScreenWidth = 800, ScreenHeight = 600,
- ScreenGamma = 16, CommbatMacro#x to default quotes, RunMode = 1, Hide_Weapon = "S" "",
- Auto_Aim = "V" "",Show_Info = "B" "", Console = "C" "", OpponentSoundToggle = 1,
- PlayerName = "XDUKE", RTSName = "DUKE.RTS", FXDevice = 8 (use 13 to disable),
- MusicDevice = 0 (use 13 to disable), ControllerType = 1 (mouse+kbd)
-- FIX_00054: Changed MouseSensitivity MouseSensitivity_Y to MouseSensitivity_X_Rancid and
- MouseSensitivity_Y_Rancid respectively, so you can use the same CFG for both
- JonoF and Rancid without changing the mouse sensitivity all the time
-
-
-
-
-
- I.4 Change log xDUke v19.5 vs xDuke 19.3
- ========================================
-
-
-Bugs fixed
-----------
-
-- FIX_00001: Mouse speed was uneven and slower in windowed mode vs fullscreen mode.
-- FIX_00023: Moved Addfaz's autoaim handler to synch variables (to avoid out of synch)
-- FIX_00030: Brightness step was not the same from the keys vs menu
-
-
-
-Enhancements
-------------
-
-- FIX_00011: duke3d.cfg not needed anymore to start the game. Will create a default one
- if not found and use default keys.
-- FIX_00012: added "weapon autoswitch" toggle allowing to turn the autoswitch off
- when picking up new weapons. The weapon sound on pickup will remain on, to not
- affect the opponent's gameplay (so he can still hear you picking up new weapons)
-- FIX_00015: Backward compliance with older demos (down to demos v27, 28, 116 and 117 only)
-- FIX_00027: Added an extra small statusbar (HUD)
-- FIX_00039: Toggle autoaim between Normal (full) and partial (on bullet weapons only)
-- FIX_00040: Preventing multi keypress locks (designed with JonoF)
-- FIX_00046: Visual C++ Runtimes (dll) now integrated in exe
-
-
-
-
-
-
- I.5 Change log xDuke v19.3 vs Rancid 19.2
- ==========================================
-
-
-Bugs fixed
-----------
-
-- FIX_00003: Pause mode is now fully responsive - (Thx to Jonathon Fowler tips)
-- FIX_00007: game speed corrected. The game speed is now as the real
- DOS duke3d. Unloading a full 200 bullet pistol must take 45.1 sec.
-- FIX_00008: minor protocol error after frags (NET TRANSPORT ERROR: Unknown command 5)
-- FIX_00019: DigitalAxis Handling now supported. (cool for medkit use)
-- FIX_00020: Protect you from assigning a function to the ESC key through duke3d.cfg
-- FIX_00021: Duke was moving when moving the mouse up/down. Y axis move is disabled.
-- FIX_00022b: Sound effects are now sharper and they sound as in the real DOS duke3d.
-- FIX_00028: No need to call the videodriver on gameexit()
-- FIX_00031: Names now limited to 10 chars max that is the fragbar field limit.
-- FIX_00033: Fake multi and AI are now fully working
-- FIX_00034: Demos do not turn your run mode off anymore
-- FIX_00035: allow loading internal con file in the GRP if external con files not found.
-- FIX_00037: steroids trigger a too many sprite respawn in 1.3 and 1.3d.
-- FIX_00041: Toggle to hear the opponent sound in DM (like it used to be in v1.3d)
-- FIX_00044: Markers are now on by default in netgames (as real DOS duke3d)
-- FIX_00048: entering a level, turning music off in ogg format, entering
- a new level and turning the music on was crashing.
-- FIX_00049: /disableautoaim was broken. Now fully working.
-
-
-
-
-Enhancements
-------------
-
-
-- FIX_00002: New Toggle Windowed/FullScreen system now simpler and will
- dynamically change for Windib or Directx driver. Windowed/Fullscreen
- toggle also made available from menu.
-- FIX_00004: SDL.dll and SDL_Mixer.dll are now integrated within the exe
- (this also makes the Windib/Directx driver switching easier with SDL)
-- FIX_00005: Mouse pointer can be toggled on/off (see mouse menu or use CTRL-M)
- This is usefull to move the duke window when playing in window mode.
-- FIX_00006: better naming system for screenshots + message when pic is taken.
- Use ./screenshots folder. Screenshot code rerwritten. Faster and
- makes smaller files. Doesn't freeze or lag the game anymore.
-- FIX_00009: Show map CRC and GRP file version of each player in case of Out Of Synch
-- FIX_00010: Hi resolution tunes (*.ogg files) are now first searched in .\tunes\
- and then searched in the main folder. Allows a better separation of files
- OGG tunes are NOT required. They are only used if found else normal
- MIDI files are used by default for music
-- FIX_00013: 3rd person camera view during demo playback can now be
- turned off (no need to use hacked no-camera maps anymore)
-- FIX_00014: Added Y cursor setup for mouse sensitivity in the menus
-- FIX_00015: Forced NumVoices=8, NumChannels=2, NumBits=16, MixRate=44100, ScreenMode = x
-- FIX_00016: Build in Keyboard/mouse setup.
-- FIX_00017: heavy autoexec.cfg not needed anymore.
-- FIX_00018: Removed the "smoothmouse" option. This was just a bad fix. Mouse is now faster,
- smoother.
-- FIX_00022: Automatically recognize the shareware grp (v1.3) + full version (1.3d) +
- atomic (1.4/1.5 grp) and the con files version (either 1.3 or 1.4) (JonoF's idea)
-- FIX_00024: A key can be assigned to the new SHOW_INFO function. Display map CRC when
- in deathmatch. Usefull to identify who loaded a wrong map in multiplayer.
-- FIX_00025: Can toggle FPS and map name during a game (use dnrate OR toggle
- from menu when in deathmatch).
-- FIX_00026: Weapon can now be hidden (on your screen only).
-- FIX_00029: toggle cinematics on / off for very fast boot up and exit
-- FIX_00032: Added multi base GRP manager. Use duke3d*.grp to handle multiple grp.
-- FIX_00036: Mouse wheel can now be used in menu
-- FIX_00038: Improved Mouse accuracy (losses of integer computation)
-- FIX_00042: Build in Video setup.
-- FIX_00043: Nicer exit on error. Ask the user to hit a key on exits and error exits.
-- FIX_00045: Autoaim mode can now be toggled on/off from menu
-- FIX_00050: send game's rev to opponents
-
-
-
-==============================
-II. Frequently Asked Questions
-==============================
-
-
-- Duke slows down and he's almost stuck when I
- pick up a new weapon or get hit. It gets normal
- again after 1 or 2 seconds: This bug happens
- when xDuke is processing some fadding effects and
- when some application running in the background are
- using or locking some video ressources, like winamp,
- bittorrent, Longhorn inspirat theme, and some
- applications using special video effect. Try shutting
- them down 1 by 1 and see if it helps. Use Ctrl-Alt-Del
- under the the process tab to kill invisible applications
-
-- My color are all messed up sometims: simple hit alt-enter
- to toggle fullscreen\windowed mode. Do it again to get back
- to your initial mode. It will restore the colors.
-
-- The mouse doesn't work and I see a mouse pointer: hit
- alt-m, This grabs or frees up the mouse. It's usefull to
- free the mouse when you are in windwed mode.
-
-- duke is globally slow: you are using a too hi resolution.
- Lower the resolution in the video options till it's fine.
- It's useless to run xDuke in your maximum resolution, like
- 1600x1200. Using 800x600 is way enough. Go in option and
- select the SHOW FPS option. This will show you the Frames Per
- Second of the game.
-
-- Keyboard setup menu is slow as hell in 1024x768 resolution
- mode _only_ : Change that resolution to a lower one, or try
- using a higher resolution if you've got enough cpu power :
- if u've got a fast enough CPU, even in higher resolutions
- than 1024x768, this _huge_ slowdown won't happen. This is a
- known slow down bug in the 1024x768 screen resolution, and
- it will be fixed in the future : simply avoid it, for now
-
-- Duke is slow when (looking down) on slopes, when getting
- closer or against to any sprite (even the sprites sticked
- on walls). Same crap as the previous question. That's a
- known 102x768 slow down. Change away from the 1024x768 resolution
- and get a lower one or rise it above 1024x768 if you have enough
- cpu power.
-
-- I don't have a cfg file: You need only 2 files, the exe
- and at least 1 grp file. Nothing else is needed. The cfg will
- be recreated by xDuke if it's missing.
-
-- Where are the con files? xDuke uses the con files it finds
- in the grp files, as they are always included in the grp file.
- External con files are thus not required. You can still use
- external con files if you like.
-
-- Duke Nukem 3D is now free under the
- GNU licence. See Licence below.
-
-- To update to a full version, you only need to provide a
- better duke3d.*.grp as the one provided with the atomic
- pack. (3Drealms Licence doesn't allow me to distribute
- the full version of the GRP, this is why this port
- has a shareware GRP only)
-
-- To play online, report bugs and questions,
- visit: http://forums.dukesterx.net
-
-- for general support, missing files etc ..
- see: http://www.vachu.com/duke3d
-
-- To use multiple GRP file, rename them as
- duke3d*.grp in your duke's folder.
-
- EG: duke3d.13.share.grp for the shareware v1.3
- duke3d.13d.full.grp for the full version of 1.3 (called v1.3d)
- duke3d.15.atomic.grp for Atomic etc ...
-
- xDuke will ask you what grp to use if it finds more than
- one base GRP file.
-
-- Shareware GRP doesn't allow to play user's maps. You can
- still play netgames.
-
-- This port was originally started by Icculus
- (www.icculus.org) then by Dave (www.rancidmeat.com)
- who gave the name of "rancidmeat" duke3d port. I have
- included all of his documentation below.
- Dave's lastest rev was rancidmeat v19.2.
- I decided to fix bugs and glitches to keep the
- port alive and renamed the port xDuke as Dave asked it.
- xDuke port is available at http://duke3d.m-klein.com
-
-- I found a bug. What can I do?
- Report it in the forums http://forums.dukesterx.net
-
-- What's the "tunes\" folder?
- This folder contains the new hi-quality arrangements
- of the Duke3d songs by Mark McWane. If this folder is
- not found, you will only hear the midi formatted songs.
- See http://www.markmcwane.com/ for more cool songs!
-
-
-====================
-III. Compiling xDuke
-====================
-
-Source code is provided in a different package at duke3d.m-klein.com
-since most of people are interested by the compiled Binaries only.
-
-It was compiled successfully or Windows. Compilation for other
-plateforms should be quite easy: I keep the code as portable as
-possible. It also uses the SDL lib that is fully ported to Linux.
-Furthermore xDuke is based on Rancidmeat port that was based on
-the icculus port. Icculus is a very portable port that is compiled
-successfully on at least 5 different plateforms. Pl. contact me
-if you have trouble at compiling for other plateforms as Windows.
-
-For windows:
-
-1. Install the lastest Directx SDK at Microsoft Web Site. This is a
- 350 Mb download. This SDK won't work if you don't have a legal
- Windows Installed since it is checked by the "Genine Advantage"
- This SDk is only needed if you don't have it already. EG Visual C
- 2003 and before have the package. (VC 2005 doesn't have it though).
-
-2. You will need the source code (not the dll/runtime) of both SDL and
- SDL Mixer at http://www.libsdl.org/ and http://www.libsdl.org/projects/SDL_mixer/
- Compile them as a LIB and not as a DLL.
-
-3. Compile the Engine first as a LIB. You can try various flags, but I'll suggest
- using nDEBUG; nUSE_I386_ASM; PLATFORM_WIN32; UDP_NETWORKING; WIN32; _LIB;
- _CRT_SECURE_NO_DEPRECATE; _CRT_NONSTDC_NO_DEPRECATE
-
-4. Compile the Game as a Win32 EXE. Flags should be something like
- nDBGRECORD; nDEBUG; nUSE_I386_ASM; WIN32; _CONSOLE; PLATFORM_WIN32;
- _CRT_SECURE_NO_DEPRECATE; _CRT_NONSTDC_NO_DEPRECATE
- With the following additional Lib dependencies:
- dxguid.lib sdl.lib sdl_mixer.lib winmm.lib WS2_32.lib will do.
-
-
-=========================================
-IV. Previous DOC for rancid 19.1 and less
-=========================================
-
-Release: Build 19.1
-Date: 4/24/2004 2:50pm PST
-
-The homepage for this port is:
-http://www.rancidmeat.com/project.php3?id=1
-
-The official irc channel for this port is:
-irc.homelan.com #DukeNukem
-
--dave
-
-Special Thanks to Adrian "JimCamel" Clark, and Ahmed Rasool for contributing
-new console variables and commands. And Thanks to "Worsel"for helping debug
-the Joystick issues. Thanks to AddFaz for networking changes, and auto-aim toggle.
-Thanks the Spem for the joystick testing.
-
-
-Build notes:
----------------------
-Build 19.1
-* Modified optimization compiler flags in VC6 projects.
-* Fixed game_dir option
-* Fixed issues with flying pig cops not moving.
-
-Build 19
-* Added .ogg/.s3m/.mod/.it/.xm/.wav/.mp3 Music playback support
- (mp3 playback is pretty crappy. I blame the smpeg lib)
-* Improved performance. (breaks old .dmo files.. enjoy the new ones)
-* Added new 2 player stable networking. (-netmode_stable)
-* Included initial version of Setup_w32. (does very little currently)
-* "Fixed" blimp crash in multiplayer.
-* Fixed a console crash when pressing the down arrow.
-* Made a few changes to SDL lib so that the renderer does not need
- to be set via environment variables.
-
-
-Build 18.5(alpha development build)
-* This build incorporates new experimental networking.
-
-Build 18.4(development build)
-* Added support for DukesterX's stun server feature. This should help those behind
- firewalls. (thx AddFaz)
-
-Build 18.3(development build)
-* Added screenshot functionality back in. This had been on the TODO list for a while.
- It now saves out a 24-bit BMP in the game directory. (F12 to take a screenshot)
-
-Build 18.2(development build)
-* Opening the console now pauses the game for singleplayer games.
-* Added -game_dir commandline param for mods/total conversions.
- This attempts to load all resources from the specified game directory.
- It will fallback to the main root dir if missing resources.
- It has been tested with the "Alienz TC" and "Duke LA" Total conversions.
- Saved games are saved to the game_dir.
-
-Example use of each:
- Alienz TC
- duke3d_w32.exe -game_dir mods\alienztc
-
- Duke L.A.
- duke3d_w32.exe -game_dir mods\dukela /xLAGame.DM /gdla.prg
-
- To download these or other TCs, check out:
- http://www.planetduke.com/duke3/files/tc_1.shtml
-
- You simply need to make a directory to stick the TCs files in. I recommend \duke3d_w32\mods\<Your TC>
-
-*NOTE: this release is not intended as an official release. It's simply for the
- amusment of those who wish to be amused. It has not undergone the standard
- brute force testing. So, feel free to check it out, but it may not act as
- expected. If you notice any odd behavior, let me know. If you run into problems
- with this version, you can simply revert to Build 18.1.
-
-
-Build 18.1
-* Fixed an issue with joystick support. (ie. the buttons and hats were unresponsive)
-* Fixed an issue with ControllerType 7 breaking smooth mouse.
-
-Build 18
-* Changed input to allow the original functionality. (ie. two keys per command)
-* Fixed the input bug in which the keyboard mouse and joystick would fight causing
- users to not have the ability to bind one command to the both the keyboard AND mouse.
- This was most apparent on the mouse wheel when trying to bind it to next/prev weapon.
-* Changed Console to allow for user to bind it to any key, rather than forcing the tilde.
-* Mouse now works in the menu.
-* Autoaim can now be toggled via the console.
-* New router fixes to the net code.
-* Integrated automatic optimal renderer selection based on windowed versus fullscreen.
- (windib vs. directx)
-* When connecting to a NET game, custom maps are now started immediately, instead of dropping
- into a setup screen. This fixes the issue where players would accidentally hit "start"
- instead of "custom map" thus launching episode 1 instead of the custom map.
-* Markers are also disabled automatically for network games. This is done for network
- integrity/stability/bandwidth consumption. This may change when network code stability is
- more mature.
-
-Build 17.9.3(patch)
-* Fixed annoying reverb bug. (This would cause an infinite sound hiccup)
-* Added "DebugSound" console variable
-
-Build 17.9.2(patch)
-* Fixed crash with sloping walls.
-* Fixed crash with sound system. (feel free to use EnableCubic once again)
-* Changed console Up/Down arrow to loop through the commands you entered.
-* Added "Sensitivity" console variable for non-smooth mouse sensitivity. (thx Chris Marsh)
-* Added "TickRate" console variable. (default = 120)
-* Added "TicksPerFrame" console variable. (default = 26)
-!! These last two console variables control the speed of the game.
- The formula is this: TickRate/TicksPerFrame. You should keep a 4:1 ratio
- to ensure that the demo playback is not broken. If you toy with these
- during a network game, you'll most likely go out of sync really quick.
-!! Also, make sure that TicksPerFrame is never larger than TickRate.
-
-Build 17.9.1(patch)
-* Added "top hat" support for Joysticks
-* Fixed a crash with swinging doors where the associated sprite index was looking for -1.
-* <alt-enter> crash should be fixed.
-
-Build 17.9
-* Fixed ControllerType=1(keyboard + mouse) problem. Mouse would move player forward when in mouse aim mode.
-* Added a smooth mouse mode.(Experimental)
-* Added cvars to support the new mouse mode.
- ->EnableSmoothMouse 1 = enables smooth mouse. This is the default.
- ->SmoothMouseSensX 15000 = Sets the sensitivity of the X axis while in smooth mouse mode.
- ->SmoothMouseSensY 15000 = Sets the sensitivity of the Y axis while in smooth mouse mode.
-
-Build 17.8-5
-* Fixed issue with fullscreen mode.
-
-Build 17.8
-* Fixed Mouse-flip for ControlType 2 and 7.
-* Fixed Analog issue for joystick axis 0 and 1.
-* Fixed issue where analog mouse settings were over writing the joystick
- settings.
-
-Build 17.7
-* Fixed "ControlType 7(joystick + mouse)" problems. Keyboard input should work in
- mode 7 as well.
-! Currently you can not bind the same function (ie. shoot, jump) to a
- mouse/joystick/keyboard button. I will be fixing that. I don't anticipate that being
- a huge problem for people. It's more of an annoyance. It shouldn't affect too many
- folks.
-
-Build 17.6
-* Fixed(hack-fix) Joystick problem where one could not properly move with joystick when
- in mouse-look mode. (I will probably make a nicer fix for this later)
-* Re-implemented "analog_lookingupanddown" axis type for joysticks to use for looking
- up and down.
-
-Build 17.5 Bug fixes
-* Fixed the ugly bug where "JoystickAnalogScale" was not being save in the config.
-* Added a joystick value debug cvar. "DebugJoystick 1"
-
-Build 17
-* New Windows help file version of the docs
-* Added "TransConsole" CVAR
-* Added validation to "Level" command for the 1.5 data
-* Fixed WinMidi to allow users to change which midi device is used via duke3d.cfg.
- ->Change the "MusicDevice" variable to match your device. Most users will want this setting:
- "MusicDevice = 0"
-* Added command line option for fullscreen. "-fullscreen"
-* Joystick support! And the addition of a Joystick+Mouse configuration.
- ->Please read the duke3d_w32.chm for more information. (the input section)
-
-
-Build 16
-* Integrated fixed sound code from kode54. (yay 48000hz!)
-* Fixed crash on Area51 demo.
-* Added many console variables
-* Fixed duke3d.cfg handling of negative numbers.
- ->(bug would cause duke not to run if there negative numbers in the duke3d.cfg)
-* Added new autoexec.cfg system. This will allow you to auto-run commands in the
- console at startup. One main reason for this is to allow folks to run "classic"
- mode without needing to type that into the console everytime they run the game.
-* Added transparency to the console. (Thanks for the tip Cyborg)
-
-
-Build 15
-* Fixed a small console rendering bug. (caused by different resolutions)
-
-Build 14
-* Added brand new drop down console.
- ->Read console.txt for information.
-
-Build 13
-* Fixed demo playback for 1.4 demos (I hope)
-* Integrated new Icculus networking changes.
- ->Updated networking.txt
-* Integrated several other Icculus fixes. (for case-insensitivity etc.)
-
-Build 12
-* Fixed the demo playback for the original demo (Atomic Edition)
- ->(Thanks to Andy Hill)
-* Updated the duke3d.cfg default keyboard config to be a little less goofy.
-* Integrated a few small Icculus port updates.
-
-Build 11
-* Integrates the lastest Icculus changes
-* Currently not using the latest networking code off the Icculus CVS.
- -> It's broken on win32, so I didn't integrate it.
- -> I need to look into that. For now net play between
- -> two players works in this build.
-* Added some player maps tht I and a friend worked on back in
- -> the day. Also included some maps we used to play frequently.
-
-Build 10
-* Integrated new Audiolib-based sound system.
- Fixes the sound lag issues
- Fixes the sound pitch issue
- Fixes the sound cutting out issue.
- Kudos to Icculus.org
-
-Build 9
-* Improved VOC sampling.
-* TCP/IP networked games
- -Not optimized for internet play.
- -Lan games work pretty well though.
-
-Build 8
-* Can load .GRP files for Shareware, 1.3, and Atomic Edition
- So no more need for extracting the data files first. The .GRP is all you need.
-
-Build 7
-* Odd movement of some platforms in the game(ie. secret rocket launcher E1L1) is fixed.
-* New Icculus code merged.
-
-Build 6
-* Sounds now cache after being played once. This fixes the sound lag bug.
- I'm going to look into having all sounds simply pre-cache upon level load. (maybe)
-* Integrated the latest Icculus cvs code.
-* I left the win_midi code in since there are some bugs with the midi playpack
- in the SDL port.
-* Fixed the crash on exit bug in scriplib(Thanks to Icculus)
-
-
-HOWTO get it running:
----------------------
-
-1. copy your duke3d.grp into the "bin" directory.
-2. run duke3d_w32.exe
-
-Hint: you can run custom maps like so:
-duke3d_w32.exe -map spaceprt.map
-
-Networked play using TCP/IP:
-read the duke3d_w32.chm doc.
-
-
-Links:
-------
-
-libSDL
- - http://www.libsdl.org
-SDL_mixer
- - http://www.libsdl.org/projects/SDL_mixer/
-Icculus Duke3d Linux port
- - http://icculus.org/duke3d/
-Another win32 port:
- - http://www.shacknews.com/ja.zz?id=7144651
-
-
-
-
-
-==================================================
-V. GNU GENERAL PUBLIC LICENSE Version 2, June 1991
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-END OF TERMS AND CONDITIONS
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-
--- /dev/null
+++ b/duke3d_vs2005.sln
@@ -1,0 +1,28 @@
+Microsoft Visual Studio Solution File, Format Version 9.00
+# Visual Studio 2005
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Game", "Game\Game.vcproj", "{6D80B050-1DC6-406A-98E3-60C65C3304F3}"
+ ProjectSection(ProjectDependencies) = postProject
+ {05511B4A-FB13-49E5-AE53-EE1F063C055D} = {05511B4A-FB13-49E5-AE53-EE1F063C055D}
+ EndProjectSection
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Engine", "Engine\Engine.vcproj", "{05511B4A-FB13-49E5-AE53-EE1F063C055D}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {6D80B050-1DC6-406A-98E3-60C65C3304F3}.Debug|Win32.ActiveCfg = Debug|Win32
+ {6D80B050-1DC6-406A-98E3-60C65C3304F3}.Debug|Win32.Build.0 = Debug|Win32
+ {6D80B050-1DC6-406A-98E3-60C65C3304F3}.Release|Win32.ActiveCfg = Release|Win32
+ {6D80B050-1DC6-406A-98E3-60C65C3304F3}.Release|Win32.Build.0 = Release|Win32
+ {05511B4A-FB13-49E5-AE53-EE1F063C055D}.Debug|Win32.ActiveCfg = Debug|Win32
+ {05511B4A-FB13-49E5-AE53-EE1F063C055D}.Debug|Win32.Build.0 = Debug|Win32
+ {05511B4A-FB13-49E5-AE53-EE1F063C055D}.Release|Win32.ActiveCfg = Release|Win32
+ {05511B4A-FB13-49E5-AE53-EE1F063C055D}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
--- a/duke3d_w32.sln
+++ /dev/null
@@ -1,28 +1,0 @@
-Microsoft Visual Studio Solution File, Format Version 9.00
-# Visual Studio 2005
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Game", "Game\Game.vcproj", "{6D80B050-1DC6-406A-98E3-60C65C3304F3}"
- ProjectSection(ProjectDependencies) = postProject
- {05511B4A-FB13-49E5-AE53-EE1F063C055D} = {05511B4A-FB13-49E5-AE53-EE1F063C055D}
- EndProjectSection
-EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Engine", "Engine\Engine.vcproj", "{05511B4A-FB13-49E5-AE53-EE1F063C055D}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {6D80B050-1DC6-406A-98E3-60C65C3304F3}.Debug|Win32.ActiveCfg = Debug|Win32
- {6D80B050-1DC6-406A-98E3-60C65C3304F3}.Debug|Win32.Build.0 = Debug|Win32
- {6D80B050-1DC6-406A-98E3-60C65C3304F3}.Release|Win32.ActiveCfg = Release|Win32
- {6D80B050-1DC6-406A-98E3-60C65C3304F3}.Release|Win32.Build.0 = Release|Win32
- {05511B4A-FB13-49E5-AE53-EE1F063C055D}.Debug|Win32.ActiveCfg = Debug|Win32
- {05511B4A-FB13-49E5-AE53-EE1F063C055D}.Debug|Win32.Build.0 = Debug|Win32
- {05511B4A-FB13-49E5-AE53-EE1F063C055D}.Release|Win32.ActiveCfg = Release|Win32
- {05511B4A-FB13-49E5-AE53-EE1F063C055D}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal