**** R I S E N 3 D V220-33 Updated 08/July/2018 **** *** formatted for use with Notepad - Lucinda Console font *** ********** Website: http://risen3d.drdteam.org/ ********** ============================================================================= RISEN3D CONDITIONS OF USE ============================================================================= THE RISEN3D SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. The author has taken all reasonable precautions to ensure that the RISEN3D software and all previous variants is suitable for running with the Windows operating system. V220 has been tested with MicroSoft; Windows XP, Windows Vista, Windows7 and Windows10. Note that the latest release of Risen3D always supplants those that have gone before and we have no policy of providing links to previous versions. The source code for Risen3D is available from the Risen3D website released under the GNU General Public License (GPL). Under the conditions of the GPL the source can be freely distributed. In order to ensure the integrity of the files then, where specifically requiring the complete Risen3D source, it is advisable to download it from the Risen3D website. This is advisory only and does not seek to limit the rights given under the GPL. Also see 'LICENCE.txt' and 'ZDBSP LICENSE.txt' in the R3D_Docs. If you are not willing to accept the above conditions in their entirety then do not install the software or, if already installed, then please delete the software and any copies of the software from your system. Trade marks; Windows(TM) Copyright (C) Microsoft Corporation. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< ============================================================================= CURRENT RELEASE v2.2.0-33 08/July/2018 ============================================================================= Requires; Win98/win2k/XP/Vista[32/64], Windows7[32/64], Windows8, or Windows10 and at least DX8. Please note: when updating Risen3D any analysis files that were previously generated may be rebuilt. New users should be aware that nodes and analysis file building with large maps can take some time. This only happens when first run as any node file that takes more than one second to build or analysis file that takes more than three are stored allowing the start-up delay when next run to be minimised. Although several options will be shown for window sizing within the in game Control Panel/Video menu it is best to run in Fullscreen mode and to use, if the monitor is not a crt type, the monitor's default resolution (which should also be the desktop resolution). General notes 1) Do not tick ‘Run this program as an administrator’ in properties else a 'User Account' window will be spawned each time R3D is started. Some legacy programs require this setting to be ticked in order to run, R3D does not. 2) v220-33 is backward savegame compatible with v220-32 but any savegames made with v220-33 cannot be run with previous versions. 3) R3D is developed on a machine with modest hardware but it has been noticed that on later/faster machines using Win10 that flashing can occur when running in windowed mode. Most games today do not offer this as an option and only run in fullscreen mode. It would seem that video drivers are optimised for fullscreen mode as no flashing occurs using this. As such it is best to run R3D in the default fullscreen mode where using Win10. UPDATES for v220-33 over v220-32: Bugs and other issues; 1) Texture offsets fixed (affected, in particular but not uniquely, hc20.wad). 2) Texture clamping with lores Doom alpha textures extended to get rid of artefacts at the edges of textures (e.g. the STOP signs in hc20 map02). 3) Texture clamping that could cause a black line along the top of a masked texture fixed (e.g. with FIREBLU1 in Roger Ritenour's wad Earth map01 but there are many other examples). 4) Textures in fake sectors that should not be drawn fixed. 5) Textures in fake sectors that should be drawn, but were not, fixed. (e.g. with the suspended cages in Sunlust map31 in the starting area). 6) Fake sectors that have the the same floor and ceiling heights of tagged sectors are no longer ignored as these may have been added to apply a filter (e.g. COD map03). 7) Rare cases where glow can cause ugly rendering problems (such as with PAR map06 Sector 900) are now dealt with using an external definition. 8) Unwanted drawing of mid textures with a heightless backsector fixed. 9) Rare analysis bug that could cause an error tracked down and fixed. 10) Rare run time bug that could cause an error tracked down and fixed. 11) Issue where hires textures were being applied even though the no hires boxes were not ticked resolved. 12) Rendering issue when starting in a fake sector until moving fixed (e.g. Herian2 map27). 13) Dyn lights being turned off when loading a savegame fixed. 14) Lighting of player weapon models revised as these were not having any additional light added if the sector lighting was over 140. 15) Bug in easy mode fixed where, if player could attain a health level of 1 then he/she became immortal! 16) Bullet puffs were not always drawn on 3D floors when firing at certain angles and line of sight blocking could previously fail (although an enemy's shot would be blocked). This has been fixed. 17) Line of sight blocking with 3D swing/sliding doors was, previously, not sufficiently reliable. 18) Strange sprite joggling behaviour fixed where the viewing direction was at exactly 0 or 180 degrees. 19) Development error that caused an exit with cchest2 map29 fixed. 20) Bug that crept in at some point that treated something as solid when it should not have done. An example was with the dehacked Things ren- dering as 'rain' in Elysion.wad meaning the player was blocked when it should not have been. 21) When using -dehdebug the wrong sound lump name was being displayed. R3D now reformats DEHACKED scripts before sending it to the inbuilt reader. Should -dehdebug be used then the reformatted file is printed to Risen3D.out so that errors can be easily tracked back to the reported line numbers. Note that R3D only has partial support for DEHACKED. A good text editing program exists which can be freely downloaded called Programmers File Editor where line numbers can be displayed next to each line if required. 22) If spawning a file on exit then Risen3D previously remained active until the file was closed. This has now been fixed. Despite this DeeP still thinks R3D is active if the file is not closed and throws a wobbler. Be warned. Added; 1) CAPS LOCK can now be bound to an event. By default it is used to toggle run/walk. The key can be changed or just removed if not wanted using the doom controls panel 4 (ESC/OPTIONS/CONTROLS...). Note: to remove a key just press ENTER and then press the same key that is already shown as bound. Ths will then delete it. If no key is shown then the action will be unbound. The ability to set RUN on or off remains in the gameplay panel. This may be useful where CAPS LOCK is bound to toggle this if you want to sync it so that run mode is on if the CAPS LOCK led is lit for example. The gameplay option has also been retained as a fall-back setting if no binding is set. 2) Although reverb (3D sound) could only be enabled if using a Creative soundcard from the Audigy2 on and where installing Creative's surrogate dsound.dll in the Risen3D\bin folder it now transpires that this can be used with some Realtek sound chips. See; https://community.pcgamingwiki.com/files/file/28-creative-alchemy-universal/ https://community.pcgamingwiki.com/files/download/367-eax-unified/ It has been found, however, that strange sound breakup can occur if going into pause mode or if the player teleports in a map. This can be fixed by putting -rtekcm on the global command line. 3) Water translucency and hi-res textures can now be applied in basic doom mode to aid those with slower PC's that find BDM helps with frame speeds to not have to forego these. UI Control Panel changes; 1) Frame cap rate that can be selected increased to 333 fps. (User request). The values are what they are as they are determined by a counter that is accurate to 1ms. Thus 333, for example, is 1000/3. Note that higher values can only be attained with simple maps as the game, with 333fps set for example, has just 3 mS to scan all thinkers and then render a frame (amongst other functions). 2) Zbias can be changed to better suit types of graphics card used. This is needed when applying glow or dyn lights. See R3D_TroubleShoot.txt in the help folder. To suit all maps that may be encountered then the default of .00100 should be fine. To help with this then masked textures with unseemly numbers of high rows of transparent pixels now have these trimmed. A software renderer does not care but these are all registered with an OGL renderer as lights or other textures in general (but not in doom ports) may need to be drawn on these areas of the texture. In a doom port then these pixels are not wanted, take up valuable fast gra- phics memory and are generally a first class nuisance. One texture en- countered had only 6 rows of visible pixels, all contiguous, in a tex- ture comprising 128 rows. Madness - one wonders how some of these tex- ture creation tools are designed. The previous zbias applied was .00220 and this has been retained as the upper limit of adjustment. It is by dealing with unwanted rows of transparent pixels and some other small changes that it has now been possible to reduce this to .00100 3) Glow can be turned off for blood, slime and water to satisfy purists who consider that only nukage and lava should glow. 4) Turning an option OFF now masks any related sub-options. Function updates; 1) Edit mode can now be used to edit texture x,y offsets with R3D slopes and 3D structures. In addition if -lean is put on the global command line then the map will be saved with empty SEGS, SSECTORS, NODES, REJECT and BLOCKMAP lumps although the labels are retained. In addition all GL_ lumps together with their labels are removed. None of these are needed by Risen3D so this can reduce the size of a wad substantially for distribution purposes. The labels retained also allow a map to be loaded using a standard editor as they also do not need the information stored in these lumps but generally complain if the labels are missing. Should the empty lump labels also be removed then Risen3D will still load the wad however. 2) Slope functionality has now been extended. This is described more in R3DSlopesTest.txt which will be found in R3DTEST along with the R3DSlopesTest.wad where examples of the extended functionality can be seen. The old version - SlopesTest.wad - should be deleted. 3) Planes now block sight which fixes odd behaviour in Requiem map31 (in all ports as is caused by creative map design beyond what Doom can normally accommodate) where approaching the drop down area caused an unseen enemy in S23 to fire on the player. Missiles can also be used from the lower level (with the teleport) when firing at Things in S23. Previously only bullets could be used which appeared as somewhat odd given the secret area has a plasma gun. This change applies to all maps with concealing planes but does not affect floating enemies as maps are often designed to make these appear through false floors or ceilings. This only works if enemies in concealed sectors are all marked DEAF (as is already the case in Requiem map31 and usually is in other maps). 4) Masked flats used with 3D floors can now be scaled and offset indepen- dently in the x and y directions allowing them to be adjusted to fit. Two examples can be found in the updated R3Ddemo184_06.wad on the bridge leading from the lift tower to the upper door and on the bridge in the arena with a dome. How this can be done is described in the R3D_Structures.txt. For those who complained about no exit being pro- vided (the object was to demo what can be done with 3D lines and flats rather than provide a playable game) then running with monsters enabled and killing the CyberDemon will terminate the map. 5) 3D ladder line functionality has been substantially improved. The player now cannot pass through lines or ceilings when on a ladder that would be expected to block movement. See R3DLadderTest.wad in the usual R3DTEST folder. Scripted keywords added; 1) DAMAGEFACTOR_TO_PLAYER - allows damage modification to player by an enemy based on its ID rather than its type giving more flexibility. 2) JUMPKILL - allows a small enemy to be killed by jumping or stepping down onto it. 3) OCCLUDEWITHSECTORS - allows lines in a sector or sectors to have occlusion applied which is useful with rooms having model roofs where the walls do not extend to the ceiling. 4) PISTOLHEADDAMAGE - allows an enemy (via its ID) to be killed with a single shot, between specified limits, using the pistol. Useful if wanting, for example, a head shot to kill an enemy. It also makes for the pistol being a more useful weapon rather than just being abandoned once another weapon has been gained. Further information for use can be found in SCP_DEFN_Header.txt in the R3D_Docs\Editing\ folder. Miscellaneous; 1) Some R3D_xx files have been updated to deal with a few issues found in a handful of maps spread across various wads. 2) Missing textures in fake water sectors when translucency is applied that should be drawn but were not are now dealt with (where authors had not defined a texture through any not normally being seen e.g. with Herian2 map27 or at the end of Epic map02). 3) Support for COD sector specials 18, 19 and line specials 274 and 275 have been added. These can be used generally and are listed at the end of Risen3D\R3D_Docs\Editing\R3D_Types.txt. === OTHER === If using Win10 and mouse lag or messages getting cropped at the top of the window is a problem then look in R3D_TroubleShoot.txt to see how these problems can be fixed. === REMINDER === On installing the update the original test map R3Ddemo184_06.wad will be updated to demo the new scale and offset feature used with masked flats. A new R3DSlopesTest.wad will be installed to demo the upgrade to the types of slopes now supported. The old SlopesTest.wad should be deleted. In addition a new demo file R3DLadderTest.wad will also be found showing how ladders can be used and how to create a ladder that can be climbed on both sides by superimposing a textured ladder line on another with no texture applied. All of these wads are placed in the R3DTEST folder. // -------------------------------------------------------------------------- UPDATES for v220-32 over v220-31: Bug fixes; 1) Secret levels for Doom (ExM9 maps) were being bypassed. 2) Doors were not crushing monsters. Note 1) and/or 2) may have been fixed if you downloaded a v220-31 version dated later than the 14th December. These changes are now included and annotated as v220-32 in the source. Changes; 1) Maps with no nodes can be run. Lutz's d2hs.wad was released with no bsp nodes for map24 which, with previous versions of Risen3D, would prevent it from being run. They were not needed as R3D always builds nodes but previously their absence was taken to be a wad error. 2) R3D_xx files have been amended to run with btsx_e1a which has now, finally, been released. Unfortunately the map wad was named btsx_e1a instead of the expected btsx_e1 hence the changes made. If you have already downloaded the wad and renamed the map wad to btsx_e1 then please rename it back again. The entries in these files allow the maps to be run with models and splash/steps floor sound effects. Remember that to enable this you must untick 'Basic Doom Mode' in the Launcher and tick, under Models, 'Force Model override'. Models must, of course, have been downloaded and installed. Links; https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dhs-lutz https://www.doomworld.com/idgames/levels/doom2/megawads/btsx_e1 // -------------------------------------------------------------------------- UPDATES for v220-31 over v220-30: Please note: when updating Risen3D any analysis files that were previously stored will be rebuilt. Bug fixes; 1) If a fake sector's water floor was under a 3D floor then, when viewed from above with water translucency disabled, it was still rendered as translucent. 2) If sloped sectors were beneath a faked sector's water floor and the view point was above the faked floor then the fake sector's light level was not being applied to the slopes when using translucency. 3) Things type 5000 should have spawned light on the ceiling if the spawn angle was set to East. This had got broken somewhere along the line. 4) An issue with scripted maps' saved settings could lead, when starting another savegame with a different map, to dynlights remaining off. To overcome this then any map with 5000 type Things now has dynlights turned on by default. 5) Line 0 was being ignored when setting the blockmap. This was previously missed since it is rare to have line 0 set with vtxs where one vertex alone sets one of the map's limits. 6) When firing a model rocket the drawing of it is delayed to prevent the player's view being inside the rocket. Previously the z-distance was not being taken into account meaning that when firing upwards then a brief flash, in the player's face, of the rocket's fins would be seen. 7) When running forward and firing a missile it is now spawned in front of the player not behind (as has always been the case with Doom). 8) If standing close to an R3D blocking line when firing missiles then, previously, these would pass straight through. 9) The automap now doesn't show lines flagged 'invisible' with cheat levels less than 2. Note that when selecting the drawing of floor textures that these will also not be drawn, unless cheating, where bordering lines flagged invisible. 10) Vertical 'Caco' movement smoothing has been improved. 11) A Doom bug where the y-offset of masked texture patches was added to the map y-offset is now emulated. Mainly benefits older megawads such as Eternall.wad dated 1997. Note: if downloading eternal.zip just extract ETERNALL.WAD and use it as is. Ignore the INSTALL.txt. Only the wad as it stands, unmodified, will be correctly supported by R3D. 12) Gibbed SKULLS now don't radiate head particles and the gibbed carcass is removed. This normally only happened when they were crushed by a lift. 13) A long standing bug with Things being crushed by a rising floor has been fixed where the carcass would be left hanging in space if the floor was then lowered. 14) When in fly mode but on the ground footsteps sounds had been suppressed but not the jump down sound. 15) Spurious splash sounds could previously occur when walking or jumping on lines that offset the player above water flats. 16) In a water sector dead models were supposed to float to the surface but this did not work if corpsefade was disabled. This has now been changed. It is now the case that gibbed Things are prevented from floating up and monsters with a height greater than 56 (e.g. reven- ants, fatsos, cyberdemons and so on) and if the depth of water is less than or equal to 64 map units. In all other cases Things will float up to the surface when killed and will not be faded out irrespective of any corpse fade value set. 17) Previously trying to warp during an infine script or update could cause an endless loop to be entered. Trying this now will just give a 'warp failed' message. 18) 3D lines and plats used for lifts have been completely reworked. A demo map for these will be found in R3DTEST named 3D_Lifts_Check.wad. The testmap R3Ddemo184_06.wad has been revised to accommodate a change to the method that, in cases other than the demo lift in this map which is otherwise unchanged, allows for more flexibility. 19) Global external hi-res textures were not being applied with 3D line textures or 3D alpha floor textures. 20) Display items with a scripted map in the hud were not being recorded with a savegame. This meant that although a key, for example, was owned by the player (and was useable) there may have been no indication of this in the hud. 21) Line special 218 support has been added. Somehow got missed back in the day. 22) A scripted MODELRESET bug (sort of) was found. 79xx Things with no 77xx info Thing could cause a crash where omitted even if having no specific function. A demo map has been added in the \R3DGames\R3DTEST\gwads\ folder named modelreset_demo.wad. This map would have crashed previous versions of R3D although it would have worked if types 7701 and 7702 were added despite not being required. As this demo shows they are now not needed. 23) Previously the program could fail to respond after alt-tabbing. NOTE: prior to the major update to Win10 in January 2016 then, when in FULLSCREEN mode, a Win10 bug prevented the window of a function alt-tabbed to from being displayed. It is best to either update Win10 if not having already done so or avoid using ALT-TAB when in fullscreen mode until doing so. Changes; 1) Dynlight 5000's are now always spawned irrespective of the game's difficulty settings. The settings are now used to set the colour. Since a 5000 type would previously have been set easy+normal+hard, given it would always have had to be spawned, then it will continue to render as white as before meaning the change is backward compatible. Changing the mix now changes the colour and as long as one is set it will be spawned (if none are set it will be ignored). See R3D_types.txt for all details for dynlights plus newly extended types 5500 to 5505 and the demo map R3D_dynlights_demo.wad in the Risen3D\R3DGames\R3DTEST\gwads\ folder. Note: for the extended functions to work a T15509 must be in the map. See Risen3D\R3D_Docs\Editing\R3D_Types.txt 2) If a 3D line has a lower, hi-res masked texture then it allows bullets to pass through. This behaviour can now be changed to block bullets. See the updated R3D_Structures.txt. Unmasked textures will always block everything as before. 3) Previously if the player was crushed by a 3D flat ceiling then its view point (unsurprisingly) would end up in the space between the ceiling and the floor above. As such a red screen is now rendered should the player expire under a 3D flats lift when the ceiling is at the floor's height. 4) Missiles spawned by enemies now have the z separation taken into account in order to ensure that their speed remains constant. Previously, as in the case of the Doom engine, high spawned missiles would move up/down far too quickly in the z direction relative to their target. This also led to Things' missiles hitting the floor they were standing on. 5) Self inflicted damage is not reduced in easy mode. This is because some maps use suicide to get to the next level and have assumed that the player is not using easy mode. In these cases, previously, it could be impossible to exit when using easy mode. 6) Monsters can now be spawned using 16xxx spots that act normally and are now unspawned if using the -nomonsters switch. Previously they would not only have always been spawned but also would have remained fixed to their spawn position (mainly because the intention was not to include enemies). As such this can now be used to spawn Things on 3D flats or at a specific height (e.g. Caco's) without having to use a referencing 3D line or using standard lines with missing textures. 7) Pipebombs or grenades were not being primed until hitting the floor so bouncing one off a wall and then hitting an enemy meant it would then not explode. This has been changed so that hitting a wall as well as the floor will now prime them. 8) Flats derived from wall textures that are not 64 square are now correctly drawn in the automap. 9) The degree of missile light applied to floor and walls whilst travelling has been increased. Rendering the light can now be optioned in Control Panel/Lighting where a new button 'Enable Missile Light' will be found. Note that plasma and spider bullets do not cast light when moving. 10) Three new buttons have been added that can be selected in Control Panel/Lighting; 'Torch light', 'Vertex distance' and 'Non-Linear' See R3D_Docs\Help\R3D_Brightness.txt for more information on how to best use these switches. An example would be when running Deadall's epic2 map26 where selecting 'Torch light' and 'Non-Linear' gives better results in the large opening area. Torch light can also be toggled on/off using the 't' key. Note that maps with 'tricks' may not work as expected when torchlight is en- abled as this function, although being made generally available, has really been incorporated for use with maps designed to use it. As such R3D maps (wads having an SCP_DEFN or SCP_ZOFF lump) will have already been optimised by the author and neither the buttons nor the 't' key will be active or selectable with these map types. 11) Where a game has custom.hires entries then these will be loaded irrespective of whether hires textures/patches or skyboxes have been ticked in the Launcher. Thus custom directories are treated in the same way as if the textures are embedded in the wad. 12) All joystick parms are now all in the default Doom setup i.e. ESC-OPTIONS-INPUT OPTIONS... If you have one fitted but use the mouse then it should be disabled in this menu (or deselected in the Launcher). Additions; 1) Along with torchlight (see changes above) flashing/strobing/coloured dynamic light sources have been added using doom edit numbers 5500 to 5505. See R3D_types.txt. 2) Things using map type numbers 17000 to 17099 can be used in conjunc- tion with an SCP_ZOFF script to change the speed of elevators. See the SCP_ZOFF_Header.txt in Risen3D\R3D_Docs\Editing. 3) To help explain how 3D floors can be created a wad has been added to the R3DTest\gwads\ folder: Nesting3DfloorsExample.wad. In the same folder is an accompanying text file. 4) To help explain how 3D lifts can be created a wad has been added to the R3DTest\gwads\ folder: 3D_Lifts_Check.wad. In the same folder is an accompanying text file. 5) Some new SCP_ZOFF keywords have been added that can be used outside of a scripted map. The new keywords are SETLINETRIGGERSOUND, SETLINESOUNDOFF, SETELEVSPEED, SETELEVSPEEDHEIGHT, SETPSEUDOFAKE and LIGHTSCHEME. See the SCP_ZOFF_Header.txt. The PSEUDOFAKE keyword, for example, allows a floor to both remain unchanged and, if required, to rise through a fake floor level neither of whch are possible with the usual fake special 242. The extensions also allow for some mapping features to be added with- out having to use more formalised scripting. 6) New types 1800x have been added for use with teleport trigger lines to allow light setting changes or making a trigger line exclude monsters. See the R3D_Types.txt. 7) If using an NVidia GTX 1080 card then set Aggressive flush in the Control Panel (F4 - Graphics) to YES. 8) Scripted maps always light models using the default sector light. If you want floorlight to light the models when using line special 213 then put the keyword USEFLOORSECTORLIGHT in the script. 9) A new file has been added - R3D_PresetVars - that is used for compatibility changes with pwads. This has extensive entries to allow better compatibility with Aaliens.wad dated 17 July 2016. Note that savegames made with this pwad prior to v220-31 may override corrections applied using this file. Note: R3D line maps expect a jump power of 9. This is so 3D ladders that start above the ground can be jumped onto, for example, whilst being high enough off the ground to be able to walk beneath without blocking movement. If a Thing 15504 exists in a map then jump power is set automat- ically and cannot be changed from a menu. This does not, however, affect the default settings made for standard maps. It can also be overridden by a scripted map definition. The following files have been added or updated or amended; R3D_Docs\Editing\ EDITING_ERRORS.txt R3D_Ambients.txt R3D_FakeSectors.txt R3D_ModelScript.txt R3D_MusInfo.txt R3D_Structures.txt R3D_Types.txt Reserved_names.txt SCP_DEFN_Header.txt SCP_ZOFF_Header.txt R3D_Docs\help\ R3D_Brightness.txt R3D_CmdLine.txt GPU notes; If using an ATI Radeon card its monitoring program can crash when ALT_TAB'ing out. Since this has no useful function as far as can be seen then just closing it in the crash window is all that is needed as following this everything then carries on as normal. Note also that you can get hesitations or severe slowdowns with models when using an ATI card (such as the HD4850 512M) which is strange given that none of these problems were encountered with a cheap Samsung laptop (EP300E5A) which uses an inexpensive Intel graphics chip. NVidia GTX 700 and higher cards. Nvidia's support for XP is on the wane because of XP's 32bit limit preventing memory access within the range needed. With the GTX 750ti 2MB card, for example, an entry level card at the time of writing, memory lockups have been encountered when running R3D requiring a hard reset. This does not happen with Win7 64bit and on. Please also not point 7) under 'additions' above. // -------------------------------------------------------------------------- UPDATE for v220-30 over v220-29: 1) Fixed bug introduced in v220-29 where a missing upper texture may not have had a flat texture substituted. UPDATES for v220-29 over v220-28: 1) Using the 'kill' command in the console now unfreezes the game. 2) Bug fixed that could cause the wrong lighting value to be applied to a sprite or model in a heightsec sector. 3) False glow planes being generated with slopes when viewed underwater are now not drawn. 4) Bug fixed in teleport code that prevented an object placed directly on a teleport line in a scroll sector from being teleported to the line's tagged sector. This has only just been discovered as it is rare. 5) Very occasionally it was found that a line to line teleport could fail. No fault with the code could be found so the code responsible has now been marked not to be optimised by the compiler. Since doing this the fault cannot be replicated with v220-29. 6) Dead Things now only float to the surface of fake sectors that have water flats set. Note that this only happens when using a value of 1 to 9 with corpse fade. 7) Long standing bug with sky rendering that has only just come to light has been fixed. It is unlikely that any wad run to date would have been affected. 8) The rendering code has been modified to prevent a replacement missing texture being drawn where it is possible that a valid lower texture could be drawn that takes the same position (vanishingly rare). 9) An error in R3D_modify has been fixed with this release. This pre- viously meant that some files that should have had one type of nodes build used another, less compliant, type. For these files it may be found that savegames made with v220-28 no longer work as now, when re-run, the nodes will be built differently. The files that would have been adversely affected are: cchest4 map14, crudream map11, dubai_up map01, dv map05 HR map07, intercep map28, mm map15, mohu1 map01 mohu2 map01, ndcp map27, pl1024 map31, planisf2 map01 sacrament map13, sid map02, songs map01, sunder map10 sunder map14, urbanFR map01, vrack3 map01, youdig map01 9) A map fault where a line cannot be crossed preventing a walkover action has been removed as a hard-wired fix and is now defined externally. SUPPLEMENTARY There exists a total conversion for Doom and Doom2 called Freedoom. The idea is that this exploits a loophole in the original ID license that allows Freedoom to be run without having to have an ID IWAD. Since it is beyond comprehension that any Risen3D user would not already have the ID IWADS then this is somewhat academic. Our advice would be to run these with another port but since we do get users asking whether they can be run in Risen3D then the following applies; Support for freedoom1.wad and freedoom2.wad added. Note that R3D does not support these wads directly but converts them to a pwad which, given the original ID iwads will still have to be loaded, means that they can be run using R3D's Doom/Doom2 models. This allows compliance with ID's original licensing agreement. Should you want to run the freedoom iwads directly without also having to load an ID iwad then check the freedoom documentation for those ports that allow this. Note also that the information in the freedoom documentation about re- naming the freedoom wad names or running with the -iwad switch does not apply to Risen3D. Attempting this will just cause R3D to abort with an error message. UPDATES for v220-28 over v220-27: 1) Following a forum request dropping the console now suspends any game that may be in progress until raised again. If the previous behaviour is wanted then use SHIFT + the console key. If the warp command is used then the game is unfrozen automatically. 2) Smoothing with movement in the vertical axis (e.g. when enemies are walking up or down slopes in R3D maps) has been improved. 3) On rare occasions cacos could 'vibrate' up and down when stationary in certain circumstances. Although difficult to either emulate or track down it is believed that this has now been fixed. 4) A small rendering error was spotted with S540 in btsx_e1 map12 that had previously been missed. This was caused by an analysis error that has now been fixed. 5) Tested with btsx_e2_b2 with support files updated to work with btsx_e2a. 6) Scripted push objects bug fixed. UPDATES for v220-27 over v220-26: 1) fixes bug that caused an error code exit when saving a wad on exiting edit mode. The wad itself was unaffected and changes were stored OK. The problem was with an update being made to the nodes file to prevent the edit nodes having to be built again. 2) it was found that an analyser change for skies was not being stored to the analysis file. This was rare as in almost all maps that needed the change the analysis was fast enough to mean no file was created which in turn meant it was of no consequence. Nevertheless this has now been fixed. 3) weird Doom logic in sky sectors that was not being emulated caused an offset error that has now been fixed. An example was with the lower textures on the lines in SiD map01 S391. 4) Some minor analysis changes made. For example L1391 in Didy's Beluga (the door blocking access to the chainsaw) is now rendered correctly. This is a rare case of where an alpha tex is used as an upper texture which should not be vertically clamped. 5) The DEHACKED reader has been modified to tolerate embedded zeroes. An old game was found, hunt.wad, that had one of these in it's deh file that was stopping any of the characters following it from being read. This is vanishingly rare as the sort of simple text editor that would be used to create a deh file does not normally allow such a character to be inserted. UPDATES for v220-26 over v220-25: 1) fixes a bug with the midi player that could previously cause a crash when changing the midi file being played for another (e.g. when restarting or ending a game or loading a savegame). This bug was first introduced in v220-13 but through being rare and difficult to reproduce has not been tracked down until now. 2) fixes a bug in the automap when using reveal 3 where the locked door lines could be drawn using the wrong line number. 3) Some map analysis changes have been made. NOTES: Some savegames may be incompatible if made with a version prior to v220-25. Due to recent texture compression problems with more recent graphics cards the option to enable text compression with the launcher has been removed (v220-23 on). See RELEASE HISTORY at end for previous changes. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ============================================================================= *********************** ****************************** *********************** CRITICAL NOTES ****************************** *********************** ****************************** ============================================================================= If you have an issue installing/running a game then please first look in the CustomPWADS.txt in the help folder. This can easily be accessed using the'?' button near the top right hand corner of the Launcher's window. SOUND IN GENERAL: To get reverb effects then ensure that 3D Sound is ticked in the Launcher. (Also see SOUND and 3D SOUND with VISTA further down). VIDEO IN GENERAL: If running scripted model maps then you ideally should be using a graphics card with a minimum of 256Mb of on board graphics RAM. Using a card with less than this can cause rendering delays as the card has to dump textures already loaded to make space for any needed. At least ensure with such cards that texture compression is enabled in the Launcher under the Graphics tab. LCD FLAT PANEL DISPLAYS: If using a flat panel (LCD) screen do not assume that the highest FPS settings are the best. In some cases these are not true values but simulated and are only useful when dealing with static image applications. If tearing is seen despite the FPS counter showing that the rate is being supported with VSync enabled then try an alternative option showing a lower FPS setting. E.g. If the list in control panel shows all having a rate of 60 with a few only stating 75 then it is almost certain that the panel will only run at 60fps and a resolution using this value should be selected. If the panel has sharpening set then turn it off. All attempts by a panel's manufacturer to add improvements in software beyond the panel's physical capabilities have been found to degrade the image or cause ghosting when running games. If Risen3D reports a max resolution of 1920 x 1080 but the image looks distorted then it usually means that the true resolution is less than this. This can happen where an inferior display system has been frigged to try to display HD images. If this is the case then the true width and height can be forced by using the user_ds switch on the Launcher's command line. E.g.; -user_ds 1680 1050 AMD/ATI RADEON: A number of problems have been reported with AMD/ATI Radeon cards. This is not limited to Risen3D. Should you have problems with "texture fighting" affecting dynamic lighting then it would seem that the only solution is to use an NVidia card or update to a later Radeon card (HD 46xx or later have tested out OK). The reason is probably because the card has only got a 16bit z-buffer even where a 24bit z-buffer is reported. It would seem, in these cases, that although ATI's GPU chip will support a 24 bit depth that the card's manufacturer has skimped on fitting the required memory in order to cut costs. It is recommended that the ATI Catalyst Control Centre settings are not touched and if you have done so then open it and reset everything to factory defaults. Touching anything in the Catalyst Control Centre was found, on the author's system Version 2009.0702.1239.20840, to cause problems. In particular monitor settings can get badly screwed up by this utility replacing the monitor manufacturer's own recommended settings with values that were inappropriate for the monitor in use. --------------------------- XP: ensure you have updated to at least service pack 3. VISTA/WINDOWS7: VIDEO: With Vista, selecting the optimum video drivers can be something of a lottery although things are now settling down. (NOTE: this was the case when this was first written, shortly after the release of Vista, so, by now, there are unlikely to be any issues. This was not a fault with the OS but was caused by peripheral equipment manufacturers being behind the curve with their drivers as MS rushed Vista out prematurely through feeling the need to compete with the MAC). The NVidia Vista Forceware driver v175.16 runs OK whereas frame rates can be considerably lower using some previous versions. So just be prepared to experiment with drivers for optimum performance. Whether it be NVidia or ATI never fiddle with the gamma, brightness or colour values outside of Risen3D. In fact making any adjustments in R3D should only be done as a last resort. Shifting these away from the defaults does no more than compress the dynamic range available which will prevent getting the best picture quality. If you have not set up your monitor correctly then no amount of adjustment made in software can correct this. If your monitor's contrast ratio is limited you may find that dark areas of a map are too dark. To help with this Risen3D has a light compression function which, when applied, only alters the possible range of brightness in a way that's more compatible with the Doom game than the brightness slider itself. (See Light Compress in the LIGHTING section of CONTROL PANEL which can be brought up, when running Risen3D, with either the F4 or F11 key). Try first with a value of 40 and then adjust around this value to get the best compromise with your monitor. SOUND and 3D SOUND: 3D sound With Vista/Windows7 requires a Creative Audigy (2 or 4 series) or X-Fi sound card and you will need to use the Creative Alchemy modification to get reverb to work. The limitation is that this is only possible with the Audigy2/4 or X-Fi cards. This has been caused by Microsoft removing some key software that was present up to and including XP from Vista/Windows7 (the Hardware Abstraction Layer) for reasons of security. Note that Windows7 XP emulation does not fix the omission of the HAL layer. Fixes are available for both Vista and Windows7. Installing the mod is straightforward. Go to; http://connect.creativelabs.com/alchemy to download the mod. When run select 'add unspecified game' and tell it to install files to the Risen3D\bin folder. This will add two files - dsound.dll and dsound.ini. Alternatively see our website for full details of how to download and install Creative's Alchemy mod. Following this sound and 3D sound effects should play correctly. NOTE: if using a dual-boot setup running XP and Vista that both access the same Risen3D directory then implementing the Alchemy mod with Vista will mean Risen3D will not work in XP. If deciding to use XP to run Risen3D after installing the Alchemy changes with Vista then move the dsound.dll and dsound.ini files (which are installed by the Alchemy patch) from Risen3D\bin to a backup folder. This way they can be moved back again if needed. At the time of writing (23rd June 2014) we have been informed that new Creative cards now ship with all the files required. --------------------------- ============================================================================= DOOM IWADS ============================================================================= Risen3D expects that a valid iD commercial iwad is used. Since all ports are based on the original iD code then it is incumbent upon port authors to ensure that the original iD checking code remains active. Commercial iwads are available at a nominal charge. Ensure the latest versions are employed (final updates were made in 1995). If you have an earlier version then it can be updated free of charge. See the Risen3D site for a link to the updates. Risen3D will work with the shareware iwad which has the first episode of Doom. If you are new to Doom and do not have an iwad then you can down- load the shareware version (doom1.wad) from our website. This will allow you to get a flavour of what Doom is all about. Note that to run wads authored for Doom (such as those linked to under Games on our website) you will need the registered version of Doom (Doom.wad) and/or the commercial version of Doom2. Scripted maps require Doom2 for example. The Doom iwads are available for a nominal charge from either of; www.idsoftware.com or www.steampowered.com Most packs available contain the Doom.wad, Doom2.wad, TNT.wad and Plutonia.wad. This represents the complete iwad set needed to run all of the original iwads released to run with the Doom engine. Note that a player wad that has been authored independently (pwad) depend on a specific iwad being present. So one authored for use with the doom.wad will require that this is present. It will not run with the doom2.wad and so on. Most pwads, however, are authored for use with the Doom2.wad although there are several that require the doom.wad, plutonia.wad or tnt.wad instead. IMPORTANT: In 2012 Zenimax (formerly Bethesda Codeworks) bought iD Software and have released a free version of the Doom2 game. Note the word 'version'. It has had one type of enemy removed which is often required with pwads. As such this is not supported by Risen3D as it would cause more trouble than it's worth. Please just buy the original iwads as stated above. ============================================================================= AUTHOR's NOTE ============================================================================= The Risen3D team comprises ------------------------------- Abbs - Risen3D Site Maintenance and Launcher. - Core model design and model maintenance. - Map design. G.M. Jackson - Risen3D code modifications. E.g. adding mbf extensions, slopes, model scripting etc. Sitters - Graphics, map and model design. The team neither makes any charge nor receives or requires any remuneration for the use of the software. It is done by all members as a hobby. The Risen3D code uses Doomsday v1.7.8, by Jaakko Keränen, as its base. DoomsDay has always been developed independently of Risen3D and Risen3D, other than using DoomsDay v1.7.8 as its base which was released in 2006, has been developed entirely independently since then. DoomsDay was originally chosen as the base because in 2001 it was the outstanding OpenGL port and, latterly, was the first to add workable, externally im- portable, replacement hi-res texture support and model and particle support. It was DoomsDay that spurred many into developing models and hi-res texture replacements. Had DoomsDay not provided a platform for these much of this stuff would probably not exist today. The greatest regret for me is that JK's extremely powerful XG extensions were not taken up by the Doom comm- unity. This was largely due to no-one wanting to develop a map editor that supported them. As such I dropped the XG support from R3D some years ago. Risen3D also incorporates MBF extensions contained in the BOOM v2.01 source. The MBF extensions mainly allow for extended platform and door support and were pretty trivial to add. The fake sector stuff posed the main problem. The exemplary problem, however, is in supporting the more complex maps as rendering in OGL is incompatible with software rendering for which Doom was designed. This means that maps designed for use with Doom will never be OGL compatible when released and R3D has to do a good deal of work making it so prior to rendering. This also requires a special nodes builder which, thankfully, others had already designed (i.e. glbsp and zdbsp). The nodes are now built internally on a per map basis using a slightly modified earlier version of glbsp v205 by Andrew Apted. Support for special fx and gNd4 nodes was initially added by both myself and Jack Vermeulen. The version of glbsp shipped does not support gnd5 nodes which are needed by very large maps. gNd5 is supported by Risen3D but is only built by a modified version of zdbsp which is substituted automatically as required. The version of zdbsp used was 1.17 and was written by Randy Heit. The modified versions of glbsp and zdbsp are embedded and do not need to (and should not) be built externally. The nodes shipped with pwads are normally rebuilt with any gl nodes being ignored as these are always built by Risen3D. Pwads remain unchanged in all cases unless using edit mode. R3D also has partial support for MAPINFO extensions, ANIMDEF and SNDINFO lumps based on the ZDoom123beta33-src Note that in the zdoom.txt accom- panying the source it is stated as being ZDOOM v1.22 December 12, 1999 so you can tell they've been around for some time! These represent useful extensions, added by Randy Heit, which became popular with authors and are, therefore, often found in pwads. As such thanks must go to RH for devising these useful extensions. Specific features proprietary to Risen3D are; a) map analysis and error reporting, b) 3D line and floor types, c) slope types (note: not ZDoom compatible), d) model scripting and associated functions. The code I have added to R3D is based entirely on the Doom engine and, apart from Doom ports I have credited as providing code or ideas, any R3D specific extensions are entirely of my own making using code that has been created from scratch. ============================================================================= INSTALLATION ============================================================================= Following installation the Risen3D Launcher will be activated which has been specifically designed as a front end and comes bundled as part of the distribution. ************************************************************************** * Updating Risen3D is only possible if the latest previous version * * is installed and working correctly. * * * * If this is not the case then a new, clean install must be made. * * A file has been written (see website for details) explaining how * * to migrate existing games (from your renamed c:\Risen3D_old to the * * new c:\Risen3D) once the latest version has been installed. * * * ************************************************************************** --------------------------- A complete distribution is available from the Risen3D site. If this was downloaded then install by running the relevant .exe and following the instructions. A highly featured Launcher for R3D v220 has been written by Abbs which will both install and launch files. If you wish to use batch files/short cuts then these can be created using the Launcher. ------------------------------------ For notes on pwad compatibility see the CustomWADS.txt in the R3D_Docs folder. ============================================================================= COMPLIANT IWADS LOCATION ============================================================================= Detecting IWADS and setting up locations is taken care of by the Launcher but the following gives an additional overview which may be of help should you experience problems with loading an iwad (e.g. doom.wad, doom2.wad). It's worth putting your IWADs (i.e. doom.wad, doom2.wad, plutonia.wad etc.) in one of the following locations as this makes for easy command line settings. The directories are referred to as being COMPLIANT directories. Let us assume you are using c:\Risen3D for the game directory then; c:\Risen3D c:\Risen3D\iwads c:\Risen3D\data c:\Risen3D\data\r3d are all compliant directories. Risen3D will also look for ..\iwads directory, i.e. one above the Risen3D directory. In the above example this would be c:\iwads If you have put everything in a games directory, say on drive d:, then the following would all be compliant directories; d:\games\Risen3D d:\games\Risen3D\iwads d:\games\Risen3D\data d:\games\Risen3D\data\r3d d:\games\iwads Risen3D can access your Iwads directories automatically if you have setup the environment DOOMWADDIR variable. This means you can put your iwads into whatever directory you like. Let's say you have put your iwads in e:\gamesStuff\DoomIwads\. To allow Risen3D to automatically access them then; For Win2K and XP .... Open My Computer/Properties/Advanced/Environment Variables and add, for example, the following: Variable DOOMWADDIR Value e:\gamesStuff\DoomIwads For Win98 and ME .... Put the following in c:\autoexec.bat: SET DOOMWADDIR=e:\gamesStuff\DoomIwads If your path has a name with a space then enclose the whole path in double quotes. If the path is d:\odd stuff\iwads then use; SET DOOMWADDIR="d:\odd stuff\iwads" Having set the DOOMWADDIR variable then reboot for it to take effect. NOTE: $DOOMWADDIR is also recognised. If both exist this takes precedence. ============================================================================= HI-RES TEXTURES ============================================================================= The hi-res texture packs placed on our server contain high resolution replacement textures for the lower resolution originals. Using these will give the benefit of seeing much more detail on walls and floors. Note that custom textures in a pwad will not be replaced. These are purely re- placements for the original doom, doom2, plutonia and tnt textures. These packs are occasionally updated. If you have downloaded these in the past then check to see if more recent versions are available. ============================================================================= ANALYSIS FILES ============================================================================= Analysis files are stored at map load time if the analysis time takes longer than 3 seconds. This means that when next loading the map the stored file will be read for speed. Any existing analyser files will be rebuilt, when running a map where one was previously built, following upgrading. Running in edit mode will cause any existing analysis file to be deleted. Whilst in this mode no analysis files are created. ============================================================================= DEMO WADS ============================================================================= A demo wad, R3Ddemo184_06.wad, is included with the distribution. This demonstrates the use of 3D lines, Slopes, Alpha Flats and map music changes. Its main purpose is to demo 3D lines. To climb ladders then some have to be jumped at to get on them. Ensure jumping is enabled in ESC/OPTIONS/GAMEPLAY. To get on the ladder just run towards it and, whilst doing so, use the jump key. As of v220-33 a further two wads are provided; R3DLadderTest.wad to demo ladders and R3DSlopesTest.wad to demo slopes. NOTE: the last two wads do not have an exit as they are not designed to be game maps. They are designed purely to demo R3D extensions. To run any of these wads use the Launcher and look for the Folder R3DTest. Note: the old version - SlopesTest.wad - should be deleted. ============================================================================= USER GAME DIRECTORIES UDIR ============================================================================= NOTE: the Launcher normally deals with installing files from zips but for those who want to do it manually then the following describes how to set up user directories which can be read by the Launcher. User directories work with games placed in their own directories created in the Risen3D/R3DGames. This takes two forms; ============================================================= a) USING THE GWADS FOLDER NAME ============================================================= Put a mix of pwads in a directory in R3DGames called, say, mypwads\gwads. To do this create the directory mypwads in the R3DGames directory. Then create R3DGames\mypwads\gwads. Any one of the pwads (in \gwads) can then be individually called using the Launcher. This will only work if all the resources are included in the pwad. It will not work if a game needs several files loaded at the same time (deh, bex or patch wads for example). For these a pwads folder should be used. ============================================================= b) USING THE PWADS FOLDER NAME ============================================================= For a single game put all the required files (wad and deh) in their own directory. Take, as an example, AllHell. Create a directory, say, called AllHell in R3DGames. Create the folder R3DGames\Allhell\pwads. Put Allhell.wad, ahflats.wad, Ahlevels.wad, Ahmus.wad and allhell.deh in the pwads directory. Note: All the other files can be ignored but you might want to include the readme.txt for reference. Now, using the Launcher, select the Allhell directory in the left hand pane. The Ahlevels.wad should be shown in the middle pane. Click on this and maps should be shown in the right hand pane. Note that selecting the other wads will mean no maps are shown. This is because they are just resource wads. Always select the wad where maps are shown. All the required wads will be automatically loaded when the Launcher's PLAY button is pressed meaning the user does not have to worry about these. For games having patch wads, like AV, Risen3D automatically loads the wads in the correct order. Patch wads are those that contain a level (so will display a map) but have to be loaded after the main wad. ============================================================================= RELEASE HISTORY ============================================================================= ßV1.0.5 (Revision 01) first released - Oct 14 2003 ßV1.5.17 (Numbering scheme changed) - Nov 15 2003 ßV1.6.00 (Revision 00) first released - May 21 2004 ßV1.7.00 (Revision 00) first released - Aug 2005 ßV1.8.01 (Revision 00) first released - Dec 2005 ßV2.0.00 (Revision 00) first released - Feb 2006 ßV2.1.00 (build 60) first released - Jun 2006 ßV2.1.00 (build 62) first released - Oct 2006 V2.2.00 - Pre-release test version 20/May/2008 v220 represents 18 months work and the number of changes that have been made over ßV2.1.00 are too great to list. Suffice it to say that v220 now has more comprehensive map analysis, extended scripting support and better sound. It has also been judged to be extremely stable by testers over many months of testing during development and as a result it has been moved out of beta status. V2.2.01 - Official release 14/Jun/2008 changes over V2.2.00 in order of importance; 1) Music volume adjustment fixed for Vista 2) Bug with replacement pwad textures not having a hi-res substitution suppressed fixed. 3) Fix for thing getting stuck in wall adjoining slope. 4) Now works with the NVidia driver 'threaded optimisation' whether set to Auto, OFF or ON. This means this setting does not now need to be changed. 5) Some analyser tweaks. 6) 'Banding' with older graphics cards (e.g. GeForce4) fixed. 7) MBF scroll carry bug fixed. The old method can still be invoked by putting -c_carryfix_off on the global command line. V2.2.02 - Update 17/Jun/2008 changes over V2.2.01 in order of importance; 1) Scroll carry mod did not work as required in some instances. This has now been sorted out. 2) Stepping up into a hanging sprite could trap the player in rare circumstances. Now fixed. 3) A barrel blocking another barrel being teleported will now be stomped whether a boss exists or not. 4) Spawned ceiling height in fake sector changed to owner. V2.2.03 - Update 08/Dec/2008 Changes over v2.2.02 1) Wide screen monitor support has been added. As part of the changes the windows resolution list is now used to give a list of options for the user to select. As such when first run the default will use the user's current desktop settings. This can be changed by going into the Risen3D Control Panel and selecting the Video tab. To get a CUSTOM window setting then first set a windowed mode and then ALT-TAB out. The window can now be moved or the borders dragged to set a preferred custom window. These changes will then be seen under the CUSTOM option allowing it to be set as the default. 2) Field of View (FOV) As part of the changes in 1) the FOV is now automatically set depending on the width height ratio selected for a a window mode or depending on the user's monitor resolution when setting a fullscreen mode. The default seed FOV is 95 degrees but this can be changed if required (select Control Panel Video). The actual FOV is then calculated from the seed FOV depending on the type of screen set. 3) Setting gamma, brightness and contrast are now all done using the graphic card's functions. This means the old method of setting gamma has been scrapped and it is now not necessary to wait for textures to be reloaded when changing gamma. The F11 key will now take the user directly to the Control Panel Video options. NOTE: to get the best image then the contrast, gamma and brightness should be left at the default values. If using a CRT monitor then directly changing the monitor settings is the best course of action. The settings available in Risen3D should only be changed from their optimum values as a last resort. 4) False water floors in faked sectors can be rendered translucent. Introduced for scripted maps it will also work with the majority of standard maps. As such it can be optioned in Control Panel for use with standard maps including setting the preferred degree of translucency. 5) Outside fog. Risen3D has been able to render fog over the entire map for some time but has not supported fog where it is only to be rendered in sky sectors. Examples are Herian2 maps 07 and 19. The need for outside fog rendering is set as a MAPINFO option. In addition any map can have outside fog enabled by using the console command when running a map; fog set outside This is also useful in judging whether fog will work sensibly with certain map constructions if wanting to design a map using outside fog. 6) Support for sky boxes has been added. 7) Falling damage for the player has been included. To set/unset use ESC/OPTIONS/GAMEPLAY. 8) Underwater damage has been included. To enable you must be in model mode and waterdynamics must be ON. In this state underwater damage is always active. 9) Order of line rendering with masked or translucent types has been improved. 10) Support for halos has been removed. This was done only after a good deal of soul searching. The reason was down to the amount of processing required to determine whether a halo should be occluded or not. This was just too great to justify the overhead. Although it could be tolerated in simple maps, with complex maps the overhead could easily reduce the framerate by up to 40%. 11) In v220-2 a doom bug that caused the extra punch power gained after picking up a berserk pack was never reset. Some pwads, however, relied on this bug. For this reason the bug can be re-enabled in ESC/OPTIONS/GAMEPLAY. 12) Various bugs have been fixed. v2.2.04 - Official release 23/Jul/2009 SAVEGAMES : Unfortunately some changes have had to be made which make previous savegames incompatible. New features; ------------- 1) Footstep sounds added. This can be enabled/disabled from the console (F4 brings up the Audio console page). 2) Blood now rendered on 3D floors and slopes. 3) Scrolling floors/ceilings/walls now smoothed. 4) TGA sky texture sets can be used (See help\skytga.txt) 5) Rocket smoke now aligned if trajectory is tilted. 6) Cyberdemon rockets fired at the correct height. 7) Berzerk pack now fades whilst in use rather than being at a constant level. 8) falling damage, underwater damage and berzerk bug now all optioned from OPTIONS-GAMEPLAY 9) Water resistance added when wading through shallow water. 10) Walkover generalised crushing ceilings are now supported. These (for reasons unknown) are not supported in the MBF code. 11) Attack lighting revised and support for litskins added. Litskins are offset by 4 from the skin index for the current frame. The state is identified where a litskin shift is required by setting the flag st_litskin in the ded. E.g. Flags = "st_litskin". Note this applies only to models - the flag is ignored with sprites. 12) Pickup flash suppressed when underwater. 13) The true type Arial font is now used to print messages dis- played by scripted maps to the centre of the screen to ensure quality and correct sizing for any window dimension used. 14) Analysis changes. Helps, for example, with pwads; nightomb.wad, ctrl-cen.wad, uac-op11 15) Particle code optimisation. 16) When in pause mode sprites, models and particles are now rendered. 17) MAPINFO R3D specific keywords added (used with identifier R3Dtype) carrystatsover, newmapfog 18) Risen3D now halts if too many patches are missing and requests whether the user wants to continue. 19) New script keywords added (See SCP_DEFN_Header.txt); SETFLATSREVERB_FAKE, CUSTOMPUNCHVARS, ACTIVATE, TRANSFERTRIGGER, BERSERKBUG, FALLINGDAMAGE, TGASKYTEXTURE, LINKKEY 20) Sound code reworked. Sounds are now played at their true rate plus memory usage is improved through not resampling 11025Hz sound files up to 44100. This also means all options to do with rates and bits have been removed and no longer need to be set from the Launcher. Note that (very) old sound cards which cannot handle rates of 44100Hz are no longer supported. DSound now also works better in Vista (plus see under VISTA: further down) 21) Control Panel has been revised. 22) Scripted model maps now only run with models - no sprites are allowed. Trying to load sprites with an R3D scripted map will cause Risen3D to exit with an error message. 23) give c console cheat added. Gives ammo, armour, weapons and backpack ammo amounts. 24) 3D line teleportation has been further extended so that Actors that do not overlap vertically will now be tele- ported. 25) Player deceleration slider added (range 0 to 10). A setting of 8 is more in keeping with modern games, giving the perception of far less input lag for users more used to playing with this type of response. The slider has a range of settings allowing the user to select behaviour they find most acceptable. This slider can be found at the top of the Control Panel Input page (F4 or F11 goes direct to the Control Panel or use ESC/OPTIONS/CONTROL PANEL and then select the "Input" button). Note: standard Doom deceleration (the minimum slider setting) is set by default when first run. Any changed setting will be used when next starting Risen3D. Bug fixes; ---------- 1) Two spurious but rare problems have been separately tracked down that could lead to Risen3D reporting an access violation error and then exiting. 2) In certain cases Things could not be killed using bullets if standing on a ledge above the player if the player was near to the ledge. 3) Wall and floor particle and light textures not rendering correctly in combination. 4) Sprite viewalign error. 5) Water splashes with translucent water rendered at the wrong height. 6) Particles not being seen when viewed through translucent water. 7) Drawing of unwanted water walls in translucent water. 8) Fly mode problem in fake sectors when in edit mode. 9) Window resolution can now be changed when ALT-TAB'ing (and then dragging) from the titlepage, console, stats or menu. 10) The FOV (Field Of View) should have changed immediately when adjusting the base fov in Control Panel but previously the game had to be restarted for it to take effect. 11) script reader problem with 0xa 0xd line feed sequence. 12) an Under/over teleport thing operational inconsistency. 13) Incorrect floor speeds were being applied when using specials; 129, 130, 131, 132 raiseFloorTurbo and 36, 70, 71, 98 turboLower 14) A general ceiling special was not working correctly. This bug goes way back but had never been spotted as the special in question is rarely employed and the bug is also in the original MBF code. 15) Various issues with exittext etc. when a map ended. NOTE: if not wanting the Risen3D end stats screen when playing a pwad put -c_noR3Dstats in the Launcher's Global Custom Options box. This command is ignored with a scripted map, however. 16) An OGL problem when using a map with skywalls and slopes and/or fog. 17) Problems preventing the loading of plutonia2 (pl2.wad) and lostepis.wad. 18) Movement code revised and extended. This fixes actors getting stuck in other actors or Things and prevents small, fast moving projectiles from passing through walls (e.g. in mapgame.wad when using the dehacked chaingun). 19) Invalid switch operation through blocking walls. An example was in Eternall map28 where switches behind glass panels could be operated before the panels were shot out. Other ----- 1) R3D now works with pk_doom_sfx.wad. To make it easy then copy it to Risen3D\Data and then place the following on the global command line; -data pk_doom_sfx.wad This ensures it is loaded at the correct point to prevent custom sounds being replaced. The wad is available from; http://www.perkristian.net/game_doom-sfx.shtml Note that if the name is changed, should the author provide updates, then it is only necessary to use the name of any down- loaded wad (i.e. it does not have to be pk_doom_sfx.wad). v2.2.05 - Official release 20/Dec/2009 Note that accompanying the release of v220-5 you can now download from our site completely new, detailed replacement model sets designed by Sitters and Abbs. NOTE: Updating to Risen3D V2.2.05 is only possible if v2.2.04 is installed and working correctly. If you have yet to update to v2.2.04 then you should carry out a completely new install of v220-5. If you have an ATI Radeon Graphics card then see AMD/ATI RADEON further on in the CRITICAL NOTES section. UPDATES/CHANGES for v220-5 over 220-4: *********** MBF/TEXTURE SUPPORT; 1) Vertically scrolling sky support added. E.g. as used in map05 and map06 of hg.wad (Hell Ground) newly released, at the time of writing, by Deadall. 2) Skies are now drawn flipped left right where required. 3) True scaling used for rendering png sky textures. This means three scaling types are used; true (for pngs), adjusted for Doom textures or stretched which is applied automatically with sky textures sized 240h x 512w or 256h x 1024w. In line with this, support for the -sky240 switch has been removed along with the stretch sky option in the Control Panel. 4) Skycap support added for png sky textures. 5) Hi-res textures stored in a pwad between HI_START and HI_END markers are now recognised. 6) Support added for the TRANSLUCENT bit mnemonic used in DEHACKED. 7) Checks added to allow textures to be loaded even where they fail to meet the doom specs. This has had to be added as ZDoom allows this. In order that a map author knows a mistake has been made non-compliant wad entries are printed to Risen3D.out *********** SCRIPTED MAP SUPPORT; 1) Water floor modulation. See the SETWATERVARS keyword in SCP_DEFN_Header.txt which has been extended to take further parameters. Updated versions of Genetic Disaster, CruelDeath and Hell on Egypt are also available using this feature from our server. 2) Things can be made to rotate in the vertical plane using a new script keyword ROTATEM. Full x, y, z rotation was not added because dynamic lighting requires a good deal of calculation to be done for each frame outside of the GPU. If it wasn't for this then supporting rotation in any axis in any combination would have been trivial. Examples have been put in an updated version of Genetic Disaster (available from our website). Note that because this is not set in the model def that where using different rotations for the same model only one original model is required, not one for each type of rotation. The model's standard orientation still applies as set in a map editor. 3) Dummy floors covering sunken sectors can be set using the new DUMMYHIGHFLOORSEC keyword. This will also work when the sector references a fake sector. *********** CHANGES IN GENERAL; +smoothing 1) The chainsaw now swings smoothly when the player is running. 2) Missiles in flight are now drawn smoothly. 3) Things are now rendered smoothly on scrolling floors. A good example is with PAR-LUTZ E1M4. 4) Things on moving sloped plats are now z-smoothed. +dehacked/bex/mapinfo/interpic; 5) If a custom interpic is present then this is used in place of the titlepic when displaying end stats. 6) If finishing a custom Doom2/Plutonia/TNT pwad then the cast list is run. If a MAPINFO script exists then this means that the EndGameC command is now supported. The EndGame command just causes the end stats to be drawn. 7) Background flats in bex dehacked files are now applied. 8) R3D stats are now only used with scripted maps. A pwad will still terminate on its end map, however. If the user wants to progress to the next iwad map then -c_nextmap should be added to the Launcher's Global Custom Options. 9) DEHACKED scripts authored using wordpad which adds an 0xd 0xa line feed sequence as opposed to notepad's 0xa sequence now supported. +user options; 10) Intensity of player pickup and damage flash can now be separately adjusted by the user to their own preference (CONTROL PANEL/ LIGHTING). 11) The automap can now be zoomed out one further level. The keys used for options (displayed by pressing h when the automap is active) have been changed so as to not grab map move keys in the range a,c,d,s,w,x used by keyboard players. 12) FPS ON-OFF setting is now saved in line with other control panel options (CONTROL PANEL/VIDEO). 13) The degree of doppler shift can be reduced with 3D sounds using the command audio-doppler n where n is a floating point number between 0 (no shift) and 1 (default shift). The value is saved. 14) Sounds flagged to indicate that a random frequency shift should be applied can be overridden using the command audio-pitch n where n = 0 (no shift) or 1 (use shift). The state is saved. +pre-cacheing additions (prevents stalling); 15) Model cacheing now includes death phase. 16) Hi-res masked animated textures used in TNT are now pre-cached. +engine changes; 17) The berzerk red filter now flashes when time left gets low. 18) Missiles now fly between sky sectors with differently adjusted sky heights without being blocked. Sky sectors are often author- ed as inverted steps to limit a floating Thing's upper movement. To the viewer, however, it looks as if the sky is of uniform height and that floating monsters are 'suspended'. Missiles were removed, previously, when hitting the sky ceiling they were in although, in the case mentioned, it looked as if they were lower than the visible ceiling. They will now pass through the low ceiling if heading towards an adjacent sector with a higher ceiling. 19) Support for stairs build where an untagged trigger line is used backing the first tagged step has been added. 20) Move code revised to prevent Things getting stuck in other Things when rising or falling or where falling from a great height onto another Thing. 21) Things killed now do not slide along lines. 22) It is now possible for the player to climb out of water onto a Thing. Previously only walls would cause auto swim up when pressing against them. 23) Eliminating 'Stickiness' with line sliding (or wall walking as it's also called) has been improved. This is where the player is pressed against a wall while movement is still being applied and is made to slide along it rather than staying immobile. +appearance; 24) Plasma now drawn being emitted from the plasma gun's muzzle. 25) Model flames near to walls are now rendered upright to prevent clipping. They are normally canted so that they can be seen from above. 26) The candelabra and arms outstretched models (both the blocking and non-blocking types) are now auto-aligned if next to a line so they are not partly buried in a wall. This was done because a corresponding sprite for these types, which is rendered like a cardboard cut-out, is always turned to face the player making its starting angle in the map irrelevant. A model, however, does not rotate to face the viewer so the map angle, if not set to take models into account, has to be determined. 27) Certain texture types are now clamped to their edge to improve appearance when rendered. 28) Where a monitor has a ratio of greater than 4:3 or one of 5:4 and where the maximum resolution is being used then an option to switch to 4:3 has been added (CONTROL PANEL/VIDEO). If applied the image is centred and borders are drawn black, (left-right with a widescreen monitor or top-bottom with a 5:4 monitor). When setting a 4:3 aspect ratio with a widescreen monitor the FOV (Field of View) is automatically adjusted. As such less will be seen to the left and right as one would expect. 29) In general the FOV is automatically adjusted to the monitor in use. To understand this imagine a monitor where you could adjust the sides. As they are pulled apart or pushed together the image aspect ratio would not appear to be changed, only what can be seen left to right. Thus if changing to a widescreen monitor then more would be seen to the left and right with the same FOV setting rather than the image being expanded to fit. NOTE: it may be better to set the default to 90 degrees with a wide screen monitor (CONTROL PANEL/VIDEO). Any change to this setting is saved. +misc; 30) Doom sound files that have had their length truncated by poor conversion tools are now handled. 31) Some users have reported a small mouse lag when VSync is enabled. This can be fixed by turning VSync off. It is normally best to enable VSync as it prevents vertical tearing (by synching the monitor with the video card's frame buffer) and, most importantly, helps prevents over-stressing the CPU and GPU. To help strike a balance Risen3D v220-5 now caps the frame rate at around 200fps if VSync is turned off. *********** BUG FIXES; 1) Several bugs that could cause v220-4 to exit with an error message have been tracked down and squashed. One related to savegames. If a savegame made with v220-4 is loaded with v220-5 and Risen3D exits with the message; Incompatible savegame tc_door: bad line number then this meant that previously the savegame could have crashed the engine. 2) Fixed fault that prevented the yellow skull key from teleporting in Didy's Sinedie map01. 3) Fixed anomaly that could cause the boss brain to take too much damage with exploding barrels. 4) Fixed fault that allowed unlinked Things to move. 5) Sloped hi wall textures, where the line is split by a gl node, are now aligned correctly. 6) Fixed fault that prevented DEHACKED strings from being set in some instances. 7) Fixed problem where rendered sizes were unchanged following changing the screen size when not running the game. 8) Fixed error with General stair build when the ignore texture change flag was set. Somewhat bizarrely this only happened when Basic Doom Mode was unticked in the Launcher. 9) Fixed bug that prevented a red flash showing when the player's hit. 10) Fixed bug that prevented multi-sector phased lighting from working. 11) Boss cube bug fixed that prevented cubes being spawned in some cases. 12) Unclipped Boss cubes now travel directly in 3D from the source to the destination. 13) Fixed a rendering error that could prevent a texture being rendered under certain (rare) circumstances. 14) Fixed a rendering error that could cause a lower texture to bleed into a midtexture should the side have a lower texture set that was not needed. For this reason the fault was rare. 15) Some analysis anomalies have been fixed and the analysis functionality has been extended. 16) Task switching in window mode (using ALT-TAB or ALT-ESC) now works reliably. 17) Splash now works with an elevated trick water floor based on missing lower side textures. 18) Problem with floating monsters getting stuck in walls fixed. 19) Discovered that the random number generation was not working which, most notably amongst other things, meant that an enemy always turned in the same direction when alerted. 20) Errant behaviour of pickups that span sectors other than those they are in has been fixed. The rule is that where a pickup is spawned and has not been moved that it will stay 'glued' to its starting sector. 21) Corpses now drop off ledges rather than sliding along the edge or just staying suspended in mid air. 22) Enemy missiles are now aimed at the player's chest and the problem where an elevated CyberDemon's missiles (for example) pass over the player's head has been fixed. 23) 3D blocking fences height has been extended to prevent Things on 3D steps from being able to step up onto an adjacent lower line. 24) When the player closed a door that had not timed out the door open sound rather than the door close sound was played. 25) If a plat used the sfx_stnmov sound but was later retriggered as a type that did not use this sound then, previously, the sfx_stnmov sound was still played. 26) The torch count was not being cleared when a map was loaded which could eventually lead to torch dyn-light being disabled when progressing through maps. 27) Sector specials 10 and 14 were only being drawn in their starting positions. 28) One frame delay before Things being drawn when starting a new map has been fixed. 29) One second delay before scrolling textures were smoothed has been has been fixed. 30) Problem that could cause a Thing to be resurrected inside of its resurrector or another Thing nearby has been fixed. The problem would previously occur with Nightmare respawn or the Archvile. 31) Fixed bug that would cause R3D to exit with an error if the skytga command was used without a following tga texture reference. 32) The teleport landing check code has been revised as this could fail in certain cases. 33) The light level code has been revised as the floor flat lighting was being used with actors instead of the sector lighting. v2.2.06 Official release 20/Apr/2010 This has been released to fix some issues flagged following the release of 220-5. NOTE: due to changes savegames made with v220-5 cannot be used. Users with Audigy2 or X-Fi sound cards should install the Alchemy fix from Creative labs if using Vista or Win7. See our website for more details. 1) It was found that the tc_door error had not been fixed as claimed for v220-5. This prevented save games, created whilst a door was still active, from reloading. 2) In response to comments made regarding Risen3D v220-5, v220-6 has been designed to work closely with the R3DLauncher. The Launcher itself has been completely rewritten to allow ease of use even for those with no previous experience of running Doom. As part of this process nodes are now built on a per map basis to remove any necessity for the Launcher or the user to have to intervene. Note that if any build takes longer than one second then it will be stored to allow faster launching when next run. This has had the further advantage that maps that previously had node build errors (e.g. Doom2 map29 or hg map01) now render correctly. In addition the original pwad itself is not modified making the use of r3dbak files redundant. XXX.bak files are now only created if editing a map (see point 7 below). r3dbak files and redundant gwa files created with v220-5 are dealt with automatically by the Launcher, so do not worry about having to manually restore r3dbak files or the deletion of gwa files. 3) Following the release of v220-5 it was reported that if a user had a crt monitor and had manually set a frequency higher than any registered that Risen3D could not be started. Since Risen3D attempts to ensure that hardware is not sent parameters beyond its registered specification then it now finds the highest registered frequency below any unregistered value the user has manually set and uses that instead. Note: This only applies to older CRT monitors where the user has both failed to install the manufacturer's original inf file and then subsequently lost it. If you are sufficiently expert then you can create your own monitor.inf with the necessary specifications. The better option is to see if the correct inf file is available from the manufacturer's web site and install that. 4) Following changes to the berserk timing it was pointed out that the Doom bug that prevents reversion back to the normal punch power, once the effect has timed out, has been used by many map authors, especially where designed with minimal ammo. Although it was previously possible to enable the default Doom behaviour it seems this was not clear. As such allowing the punch power to revert back to normal has been removed where using standard wads. It can, however, be scripted with a Risen3D scripted map. In line with this the berserk "red-mist" effect now fades out as in Doom. 5) Time to corpse fade can now only be set using the Launcher, the internal command to do this has been removed. Fading a corpse out is standard behaviour when using models as it lessens rendering load but it is also liked by many users with sprites as it removes the clutter of corpses. NOTE: If the timeout is set to 0 then no fade will take place. 6) If models are not installed then "models must be loaded" messages which terminate Risen3D should now not occur. This could happen with v220-5 but was unintended. Unfortunately it got missed in testing. Risen3D supports models but it should not insist (nor ever should have insisted) they are used unless loading a Risen3D scripted model map (for obvious reasons). If you want to retain all sprites following the installation of models but wish to retain weapon particle effects then untick 'Basic Doom Mode' and, with 'Advanced options' ticked, select Models and tick the 'All models' box in the Disable models section. Alternatively you can just select the model groups where sprites are preferred. Note: Ticking Basic Doom mode turns off all models, lighting effects, particle generation etc. and if this is used or if models are not installed then the relevant boxes are greyed out in the Launcher. If loading a Risen3D scripted model map then it's not necessary to change any Launcher settings as the Launcher sends the correct switches automatically. These maps are available from our site. Models must be installed of course. If you want to see Abb's famous exploding imps (thanks to YouTube) then these can be found in Genetic Disaster. 7) If using edit mode then changes will be stored directly to the pwad if possible (See R3D_TexOffsetEdit.txt). If not possible (either with an iwad or a map with packed sides) then the changes made will still be printed to 'edit.out' as before. Note that when in edit mode no pruning is done to ensure that sector and line numbers remain unchanged. This may mean that rendering errors occur that are not present when running in normal mode. This is because the analysis code expects all vertexes to be merged and this is only done when nodes are built for normal use. The type of nodes built is completely automated so the user does not need to intervene. If following editing edit mode is turned off then the correct type of nodes build will be built even if the edit mode nodes were stored. 8) Usual analysis tweaks plus some other esoteric fixes. v2.2.07 Official release 30/Jun/2010 UPDATES for v220-7 over 220-6: NOTE: some changes have been made to verify nodes builds which will mean previous savegames may be rejected. Some nodes builds and all analysis files will be rebuilt. In the Launcher, under options, are two buttons marked 'Delete all previous built nodes' and 'Delete all saved games'. If updating these can be used to clear out nodes and savegames made with v220-6. If keeping savegames then also note that some errors that have been fixed may still re-appear with a previous savegame. Changes over v220-6; 1) A code review found three logical errors that have now been fixed that could have caused an access violation. Because this was highly unlikely to occur in practice these errors were never invoked. 2) A bug that would have caused a crash with a single subsector map has been dealt with (this was highly unlikely to happen in practice of course). 3) An analysis error introduced in v220-6 had not been found during testing. An example was found after release with Cchest3 map31 that prevented being able to run it. 4) Although texture offsets were saved they were not being applied with scrollers. This previously meant that textures used with scrollers would not be correctly positioned following loading a savegame. 5) There could have been a save game issue caused following a map being edited. Savegames are now rejected if their time stamp precedes the map's. In order to fix this, together with other changes, previous savegames may not be compatible with v220-7. 6) Fixed problem where a wad with a DD_DEFN lump with modified text strings would cause a crash if also loading a DEHACKED lump with string modifiers. 7) Further errors with dehacked strings have been addressed. 8) Pass-thru trigger error fixed. E.g Eternal III map28 L4764 and L4768 could previously be activated without the necessary keys. 9) A change has been made to differentiate gun trigger lines between standard doom and R3D scripted maps. See NOTE at the end of R3D_ModelScript.txt for an explanation of the change made. 10) An error which has gone unspotted since v220-3 adversely affected Doom2 Map05 Sector 107. 11) The analysis code has been partly revised. Some examples of maps which have benefited are; a) Herian2 map29 - elevated walkway. b) Roger Ritenour's Phobos map04 sector 179 and 180 c) Three rendering issues in Icarus.wad map01; i - S322,S344 ii - S154,S156,S158 iii- skywall issue. d) ballsr3d.wad - skywall not being drawn at end. e) mapgame.wad map01 sector 7 and 57 f) substituting unwanted missing textures with certain line types (e.g. lines in sector 361 etc. in PL2.wad map12) g) Dripfeed.wad map01 sector 295 and sector 456. h) COD map06 sector 124. i) Beluga.wad map01 sectors 168, 169 and 739. j) Blocking error with L4242 in AV map11, trigger problem in AV map15, blocking error in AV map23 and rendering error in AV map27 sector 690. k) Requiem map06 sector 130. l) Rendering issue and logical door issue in talosl.wad map03. m) An exit line to secret sector if crossed in map32 where no map33 exists restarts map32 to emulate Doom2 behaviour. This is extremely rare and the only known example is in talosl.wad map32. n) Strain10 map07 exit gate error introduced in v220-6. o) Elysion sliding door rendering glitch when open. p) Espi's SiD.wad can now be run with Risen3D with all doom2 rendering tricks now fully supported. Map errors detected and fixed (these are reported to Risen3D.out and the console as an aid to map authors). Examples are; 1) Line 5126 in Cchest2 map06 is a gun triggered line that could not be activated because it should be tagged. R3D fixes this by assigning a new tag at load time. 2) hc20.wad map03 sector 192. Line specials of 114 are invalid with a MBF specific port (they may be valid in ZDoom) and R3D fixes this by changing them to type 117. v2.2.08 Official release 14/Aug/2010 UPDATES for v220-8 over 220-7: v220-8 is a service release that addresses the following; 1) Jerkiness in windows mode fixed. Mainly affected ATI Radeon cards. 2) Fixes problem with punch and chainsaw. Previously something lower than the player's viewheight could be punched. This is now only possible if looking down. Similarly for targets that are higher; in this case the player will need to look up. Where targets are out of reach then no punch sound is played. The prevailing text also applies for the chainsaw. 3) Fixes some issues with the way Caco's behaved. 4) Fixes rendered position of commander keen sprite (model was OK). 5) Fixes a couple of texture clamping issues. 6) Fixes failure of S20 and S35 to fall in Doom E1M5 when monsters were enabled. 7) Analyser changes to fix problems recently introduced. Some examples; a) Lines in AV map19 S188. b) Cchest2 map05 S159. c) Slopes in ChillerCastle's graveyard. 8) Bullet puff errors fixed; a) jumping to top of a wall. b) failure to be drawn with some 3D lines. c) bullet puff on 3D floors improved plus ricochet added. d) Ricochets now only spawned with pistol and chaingun. 9) Blood splat errors fixed. 10) Doom finale changes; a) text can now be shortcut with the use key (in line with the Doom2 finale). b) Black lines with Doom patches on mapxx backgrounds removed (i.e. if running in 'basic Doom mode' or where not using hi-res patches). v2.2.09 Official release 18/Dec/2010 NOTE: There is an unresolved fault when using the HD48xx range of cards from ATI. This affects screen shots or the image shown in Control Panel/Video when in windows mode. The HD58xx cards, when tested, worked without any problems and no problems have been reported with NVidia cards. UPDATES for v220-9 over 220-8: 1) When using models simplified versions are substituted if the distance exceeds 1000. This helps speed up demanding maps when using models. The default models (standard and/or Sitters) will need to be re-installed to take advantage of this (available from our site). 2) Some issues with maps using missing textures to force the drawing of infill flats has been addressed. This allows, for example, the latest Deadall pwad, Epic2, to be run without (any known) rendering errors. It also fixes some issues with other pwads that have not been addressed in the past. 3) Texture blending has been changed which improves the rendering of masked textures and also prevents alpha occlusion with models. 4) BFG missiles are now projected in front of the player when first fired and plasma missile explosions are now displayed if fired directly against a wall. 5) Some speed-up code has been added that helps with certain types of map (depends on design). Helps in particular with Sunder map10. It can also help with maps where subsector occlusion can be quickly determined. 6) Analysis has been speeded up. In a few cases the speedup can be quite dramatic (e.g. Sunder map05). Note that all files are rebuilt in any event when installing an updated version of R3D. In all cases analysis files are stored if analysis takes longer than 3 seconds. 7) Lighting has been revised. 8) Entries in music lists which do no start with a drive letter are now assumed to be relative to the ..\Risen3D\ folder in use and will have this path prepended. This allows the Risen3D folder to be migrated to another drive without requiring having to redo music lists that reference files stored in a Risen3D child directory. 9) Things can now have their orientations modified by the use of lists which, if present, are read at start up. This is useful to set the correct angle for models that replace sprites that normally only yaw. (These type of sprites only have a single rotation and are always turned to face the viewer, unlike models, making their spawn angle irrelevant). Special thanks go to Prophet for both suggesting the idea and doing the work compiling the three thd iwad lists currently included in the distro. (The plutonia list is still being compiled but will be made available for download when completed). Prophet's thd's are located in the Data\thd\iwad\ folder. The same can be done for pwads but will need to be put in a separate pwad folder (Data\thd\pwad\). 10) A problem has been identified that, in rare circumstances, could cause Risen3D to exit with an error. 11) Various other minor issues have been addressed. v2.2.0-10 Official release 19/May/2011 Please note: when updating Risen3D any analysis files that were previously stored will be rebuilt. Nodes files built with v220-9 will remain unaffected. Savegames previously made for ctrl-cen.wad and AV.wad map11 will not be useable due to changes made with building nodes for these maps. UPDATES for v220-10 over 220-9: 1) Code changes introduced in v220-9 meant that some analysis require- ments were not being met. E.g infill flats on bridge near start of Requiem map13 - but this is just one example amongst many. This has now been fixed. 2) The analysis code has been further extended to deal with previously ignored map tricks. E.g. as used in scrchhet.wad. 3) Rendering of doom alpha textures (walls and sprites) modified to get rid of fuzzy edges. In the case of sprites this is optioned in the in-game control panel under Textures (as some may prefer the previous way these were drawn). 4) Rendering problems with some recently released pwads have been addressed. 5) Distortion in the automap fixed. This mainly occurred in fullscreen mode when the monitor's max resolution was not being selected. 6) The in game console switch 'game-fastmonsters' has been removed as no-one seemed to know it was available. Instead putting -fast on the Launcher's global command line is used instead. 7) Lighting specials now applied with infill flats. 8) Player weapon lighting has been revised. 9) Dating errors with pwads can now be fixed in R3D. Beluga, for example, is dated, inside its zip, as January 2012. This meant that saved games could not be used as they would pre-date the pwad. The user is now given the option of changing an incorrect pwad's date, where in advance of the current date, back to the current date. 10) Various bugs fixed including some that could cause, in rare circum- stances, the Risen3D error handler to force an exit. 11) Resolved problem, when not using fullscreen, with screen save images or the image shown in Control panel Video being garbled when using an ATI HD48xx card. UPDATES for v220-12 over 220-10 (please also see updates for v220-11 that follows): 1) Doom bug emulated that prevents fall through into a lower sector defined with parallel horizontal/vertical lines 32 map units apart. This could theoretically happen in Doom and this remains true in Risen3D but the chance of it happening is extremely remote which is why it never appeared to be a problem in Doom and why map authors were unaware that it could happen. 2) -user_ds max_width max_height New switch added for users with laptops that have a display that is smaller than the maximum reported by the inbuilt inf file. This happens where the manufacturer is trying to allow the display of 1920 x 1080 when the display's max true resolution is less than this. An example has been reported on a system where the max res was 1680 x 1050 but R3D was reporting that it was 1920 x 1080. This throws the internal Risen3D code which sets up the screen para- meters. Where this is the case then using the switch on the Launcher's Command Line will fix the problem. E.g. with the case given; -user_ds 1680 1050 R3D expects that the values sent are the monitor's true max display pel dimensions but no check is made on this other than comparing them with a list entry. The acceptance or rejection of the values set can be checked by inspecting Risen3D.out. To view this click the top right hand button in the Launcher next to the query button. 3) Ded desync flag added for scripted maps; st_desync. 4) Omission of operation of Linedef special type 10 fixed. v2.2.0-12 Official release 01/Oct/2011 UPDATES for v220-11 over 220-10: (NOTE v220-11 was not released) 1) Fixes problem with WoS.wad map05 and savegame issue with the R3D scripted map Return to Lost City. 2) Skull state error fixed. 3) Map pre-analysis both amended and further extended. v2.2.0-13 15/Mar/2012 UPDATES for v220-13 over v220-12: 1) Sound updated to use latest FMOD. Support for inter music in sound lists added. NOTE: FMOD is used to play ogg, mp3, s3m, it and xm music. Risen3D uses it's own sound effects code and midi player. The columns are separately adjustable for fmod/midi but only the relevant one is shown in Control Panel/Audio at any one time. In XP/Vista the current volume/speaker volume is taken as the max volume. As such these must be adjusted to suit. To help with this then music will continue to play when ALT-TAB'ing out of Risen3D whilst in the Control Panel. Support for playing CDROM's has been removed. If wanting to do this then use Window's Media Player (or any other CDROM player) and turn music off in R3D's Launcher. You can ALT-TAB or ALT-ESC out to get access to the player if needed whilst in game. NOTE: when in game F4 will bring up the Control Panel. The focus will be the Audio panel. Please also read the R3D_MIDI.txt file in R3D_Docs/Help 2) The -ogp switch has been removed. All external music is now defined using play lists selectable in the Launcher which has also been extensively revised. The main ones are now generated automatically. See the Launcher's help for explanation on how to set up music lists. 3) Analysis code extended. Will now run new maps without rendering errors e.g.; Joshy : surge.wad Lainos : o34s.wad (Object "34": Sonar) valkiriforce: etrnyour.wad (Eternally Yours) 4) Dehacked support extended. Will now run Deadall's latest game - VG.wad (Voodoo Guns). 5) If not wanting to use Vsync in order to improve mouse response, frame rates can now be capped by the user in the range 100 to 200 fps. Note: it is always best to set this as low as possible. (In game go to Control Panel/Video). NOTE: when in game SHIFT-ESC will bring up the Control Panel. The focus will be the last panel selected. 6) Several bugs fixed. 7) Some changes have been made for savegames. Rather than prevent the loading of previous savegames these are still allowed. In some cases spectres may not be drawn correctly. This will have to be accepted as a trade off for allowing old savegame support. V220-14 01/May/2012 UPDATES for v220-14 over v220-13: 1) MUS to midi conversion error fixed. 2) Problem with player jump code fixed. 3) Problem with bullet collision under 3D flats fixed. 4) Problem with range overflow with bullet hitscan fixed. V220-15 08/Jun/2012 UPDATES for v220-15 over v220-14: 1) Default now uses desktop resolution as the fullscreen value. This is to overcome some driver issues where they like to interfere with the monitor.inf providing oversize (and therefore invalid) settings. This assumes that most users will be using their monitor's true max resolution for their desktop. It is important that Risen3D knows a monitor's true resolution else field of view calculations cannot be determined. 2) Automap revised as various inconsistencies had crept in with the way lines were displayed. Floor textures can now, optionally, also be displayed. In the automap (use the TAB key to bring it up) F1 toggles floor texture drawing. Press 'H' in the automap to see all the options. 3) Problem with light not being rendered on adopted sector fixed (e.g. Herian2 map28 from pickups T303. T304) 4) LOOKSPRING setting ignored if mouse look is permanently set. Previously setting both led to jerky movement. This prevents having to set LOOKSPRING to NO if setting MOUSELOOK to YES. Note that autoaim is permanently disabled if using mouse look. The only time autoaim is active is if the player is looking straight ahead with MOUSELOOK OFF. Thus if a key has been set to mouselook only whilst depressed (rather than having it permanently enabled) then if autoaim is wanted when released (at which point it stays looking at the last angle set) it is best to set LOOKSPRING to ON as this guarantees the player will be set to look straight ahead as soon as the player is moved. 5) Previously When autoaim was active (see 4) the BFG was not working as expected. 6) Scripted map LINKPICKUP inconsistency with a savegame fixed. 7) New scripted keyword added PICKUPDEFAULTS to allow eight additional Things to be defined (doomednum in range 7692 to 7699) as pickups (4 armour, 4 health). 8) DED entry error fixed that caused the wrong skin to be drawn for the Spectre when killed. 9) Spectre fade out fixed at 1 se on death to prevent rendering anomalies. 10) Where a map exit is forced by teleport stomping a boss then a delay of 60 tics is applied before exiting. 11) Freedoom ultimate now supported but only, in the case of Risen3D, if the user possesses the retail doom.wad. Problem installing Freedoom-IWAD has also been fixed. To install either then look in the CustomPWADS.txt in the help folder. This can easily be accessed using the'?' button near the top right hand corner of the Launcher's window. 12) Some map analysis changes have been made to cope with invalid map constructions that looked OK (but weren't) with software rendering and low screen resolutions (e.g. Icarus map14 S23, S25, S28, S32, S186 and S201). 13) Fixed problem playing midi in Didy's beluga.wad. This was caused by some lower channels being allocated for text only preventing channels higher than 16 being played and is the only known case. Previously channels were limited to 16 as some midi's use 1-16 and then 17-32 to allow for more than one midi instrument to be used with external midi ports. To filter out secondary instrument tracks the number supported had been limited to 16 which caused the beluga problem. Since all midi players are equally affected (including the Windows media player) then this is not a Risen3D issue. It only means that referencing any such midi in a playlist is not a good idea unless the user has multiple midi instruments, external midi ports and knows how to configure them. v2.2.0-16 12/Oct/2012 UPDATES for v220-16 over v220-15: 1) Analysis changes made to accommodate various issues. Risen3D is now Cchest4.wad friendly! Especially with rendering issues with map14, map21 and the exit problem with map31. Sacrament.wad maps 7, 8 and 10 are also now rendered correctly. If on starting Sacrament map10 you are informed that 4 textures are missing then either update to the latest version of the wad (where this has been fixed) or just press 'Yes' to continue as the issue is fairly benign (especially if you want to be able to continue to use any existing savegames). 2) Doom bug re-instated that allows, for example, the player to hit enemies in Requiem map31 S23 whilst in the area bounded by S31. 3) Falling damage had got broken and has now been fixed. If unwanted check this has not been accidentally switched on (ESC/OPTIONS/GAMEPLAY) as the player can now receive damage or even be killed on falling. 4) In a few cases occlusion was occuring when not wanted. Several maps from different wads were affected by this. E.g. ZoF.wad "Zones of Fear" map32 (S347 to S349). 5) Problem with alternating WIMAP# and patches WIA##### between custom and hi-res textures fixed. E.g. DTWID.wad "DOOM The Way Id Did". 6) Support added for "resetinventory" in the ZDOOM MAPINFO compatibility code. 7) If using the old doom style status bar then both keys are now drawn, if owned, in their respective key boxes. The use of hi-res patches is recommended as the standard doom textures look even worse when both are rendered together. 8) Long standing error with strobe effect fixed. Sector specials 12 and 13 were reversed. 9) Bullets fired upwards to fake ceiling now spawn a bullet puff on the true ceiling; not the fake ceiling. 10) New code added to block pickups that are totally occluded behind closed doors or walls. This aids with map construction such as with the blue armour in NDCP2 map04 or the wall blocking the red keycard in hc20 map02. A map author would reasonably expect this behaviour, especially in the two examples mentioned, but the Doom engine ignores walls between the pickup and the player for the sake of expediency. Note that normal behaviour is maintained such as being able to get a pickup if obscured by a midtexture or through a line set to block. 11) Hacked to overcome problem with Deadall's "VooDoo Guns" where picking up the dehacked BFG played the "Good, bad, I'm the guy with the gun" sound but failed to give the player the gun. The fix is backward savegame compatible as long as the gun in the savegame has not been picked up. 12) The console command 'map-cheat-counter' revamped. Setting this to 1 will cause secrets/pickups/kills with number found and number that exist to be displayed in the automap's right top hand panel. 13) Size of mark spots on automap increased. 14) Automap background key changed from 'i' to 'u'. This is to prevent the background type changing if using the iddt cheat whilst in the automap. An additional selection has been added when cycling with the 'u' key which is a solid light fawn background. A full description of automap colours used with lines etc. can be found in R3D_Docs\Help\ 15) Modified to allow loading of the new Freedoom ultimate release. Note that the installation rules set out in freedoomInstall.txt MUST be followed. This file is located in the R3D_Docs\Help\ folder. Note: all R3D_Doc files are accessible using the Launcher. 16) Player can now start with bubbles being generated if in a sector with its own fake sector without water flats, but where using WATERMAP, (e.g. configured to look like a tunnel filled with water) and where attached to a fake sector using both WATERMAP and fake water flats from which it inherits the normal water dynamics effect. 17) Ability to add splash sound effect but with no splash rendered added for 'black' animated flats. 18) On rare occasions R3D could hang when initialising the sound code. It is believed that this has now been fixed. 19) Rare problem that led to incorrect hi-res scaling fixed caused by an author replacing one IWAD patch textures with another. 20) Risen3D prevented loading of a map that exceeded the block limits on which aspects of the code depend (hitscan and clipping). This is now allowed but only if the user agrees, through a nag screen being spawned, to accept the possibility of problems. What is not understood is that although a map can theoretically have a width and/or height of 512 blocks that the actual limits should not exceed 256 in either the x or y direction. The map can be placed within the area available for editing at any point because the offsets used in the code are made relative to the lower x,y mapunit values. v2.2.0-17 24/Oct/2012 (v16 service release) UPDATES for v220-17 over v220-16: 1) GL message window used to overcome problem with Vista/Win7 where the MS function MessageBox() ignores the uppermost flag if a fullscreen GL window is being used. 2) User reported rendering error with nerve.wad map04 S714 fixed. 3) As requested by users automap markpoints are now stored to a savegame. This is backward savegame compatible. Any previous savegames will just cause any markpoints set to be cleared. Note that in v220-15 markpoints were not being cleared (which was a bug fixed in v220-16 as a new map would have them set to the positions of a previous map which is of no use) but it gave the impression that they were being saved should the user have loaded a savegame for the same map. In fact Risen3D, until now, has never saved markpoints. 4) User can now run a wad with an oversize block map (e.g. planisf2.wad) but a warning window is first shown pointing out that hitscan or rendering errors could occur. 5) Some analysis errors fixed that slipped through the net. UPDATES for v220-18 over v220-17: 1) Analysis code revised to support btsx_e1.wad (ver f) available from http://essel.spork-chan.net/wasd/btsx_e1_099f.zip NOTE: wasd is not a typo! If you already have ver e and want to continue using this for savegame reasons then v220-18 also supports this version. 2) Doom episodes limit increased to allow support for DTWID-LE.wad available from http://ionline.vectec.net/doom/DTWID-LE.zip. The wad has six episodes. This wad can now be played when starting from new. To enable this the following additional changes were made; a) now supports ExMy where y equals 0 if x > 1. Hence E5M0, for example, is allowed. b) Limited support for Eternity EMAPINFO script lump added. This was used in DTWID-LE to define boss death exits. 3) Distance darkening now uses a clamped sine type function which gives results closer to that seen when using the original Doom engine. The previous linear function is still applied with R3D scripted maps as this would be what they were originally authored to use and, as such, remains the case. Distance darkening with sky sectors is, however, no longer applied to flats. 4) 2048 wide sky textures are now supported. 5) GL message window could fail in rare circumstances. An example would be when asked to load a corrupt texture included in a wad which would cause an exit with an error report. 6) Memory leak fixed when changing between maps. UPDATES for v220-19 over v220-18: 1) New script reverb keyword added plus revisions to script reader. For all scripting declarations see SCP_DEFN_Header.txt in Risen3D\Docs\Editing. Note that all Docs\ files can be directly accessed using the Launcher (top right hand button marked '?'). 2) Some analysis revisions added. 3) Actually in v220-18 but omitted from list: bug fixed that affected dropped pickups in game but which worked when restoring a savegame. Previously the pickup was only accessible if walking directly over it. 4) Memory overwrite bug fixed with error strings. NOTE: v220-17 can be directly updated to v220-19 without first having to update to v220-18 UPDATES for v220-20 over v220-19: 1) A user reported on the forum that changing the midi volume affected the sfx volume. This fault is rare and despite Risen3D having been tested with many types of sound chips and cards this fault has never been encountered (and therefore cannot be diagnosed). It appears to be caused when using a low cost, defeatured sound card. There are two things that can be tried; a) Put -useFMODs on the Launcher's command line to force fmod to use a software mixer specifically for use with defeatured sound cards or, if this does not correct the problem, b) put -FMODmidi on the Launcher's command line to force fmod to play midi files instead of Risen3D's internal midi sequencer. Note that fmod's midi player (versions up to 00044403 have been tried) does not always give the best results. Compare between the two using Doom E1M5's mus file to hear the difference. This has nothing to do with Risen3D and is solely an fmod problem. Note that no midi device selection will be shown in Risen3D's Control Panel AUDIO when using fmod to play midis. 2) Now does not prevent list being displayed to select a midi device in the control panel if a bad device is selected (such as Creative's SoundFont). This previously prevented a valid device being selected (unless using a more obscure global command line option). 3) Bug fixed when changing fullscreen window sizes from a lower to a higher resolution. 4) Analysis error in the v220-19 service release that affected HeDRoX, as reported on the forum, fixed. This bug also affected CruelDeath. 5) Various general analysis updates added. UPDATES for v220-21 over v220-20: 1) Now accepts hi-res png or jpg textures not placed between markers. E.g. Hedrox2.wad. Note that best practice is to include these types of tex- tures between either TX_START and TX_END or HI_START and HI_END markers. 2) Palette changes now taken into account to suppress hi-res texture or model replacement. In the main it is recommended that Basic Doom Mode is used with wads having significant palette changes (such as stardate20x6.wad by Ribbicks). Note that if using models etc. with a wad of this type that Force Model Override should not be ticked in the Launcher on the Models page. 3) Some early wads duplicated all the iwad sprites in their pwad. This would normally prevent any models being used (as models are normally inhibited if sprites have been changed). This can be overridden by placing -nodup on the Launcher's command line. 4) Bug fix where wrong floor light was being used for a sprite/model. 5) Added ability to push objects using the USE key. Things must be defined as pushable in the relevant def entry by adding to the the flags2 flag entry mf2_pushable. Also see PUSH_SOUND in the SCP_DEFN_Header.txt 6) Added THINGOFFSET keyword for scripted maps. See SCP_DEFN_Header.txt. 7) Some analysis fixes made. UPDATES for v220-22 over v220-21: 1) Menu fixes for pwads with changed graphics (whether high or low res.). This, previously, was only partially supported. In addition a 'READ THIS!' option was wrongly included which messed up alignment where backing graphics were used. Some examples of pwads where menu graphics are now correctly displayed are hr2final, Icarus, vg and btsx_e1. Note that individual custom graphic characters are not supported with LOAD and SAVE slots, for example, to allow the continued use of the standard, default hi-res replacements. 2) When loading a savegame for the current game then any music that is playing will continue to play without interruption and will not be restarted. This has been added following requests from users. 3) Floor carry with very small scroll values is now applied. Although an MBF/Boom revision this originally left the default Doom code unmodified which kills any slow movement. This, for example, affected the rate of progress at the start of maps like Deadall's hg.wad map06 meaning it could take an age to 'fall through the sky'. 4) Automap revisions include the ability to see single key doors and all keys (in line with some other ports) and also a new cheat to show all subsectors and to jump to the automap cursor, which can help with map development and design issues. (see R3D_docs/help/R3D_AutoMap.txt) 5) Ceiling light levels viewed through a fake sector's ceiling when using translucency were not drawn using the correct light level. 6) HUD weapon lighting was not being adjusted when under a fake floor. 7) IWAD textures used with 3D lines were not having hi-tex replacements assigned. 8) Detail textures are no longer applied to custom textures as they often do not suit. If map authors using custom textures wanted to also provide custom detail textures to work with them, then, although not currently supported, this could be accommodated. One detail texture can be used with several textures which means that each custom texture does not require its own specific detail texture, so the overhead of providing a set to work with a group of custom textures is not as onerous as it might at first seem. An author may want to consider this as one of the set of detail textures already provided could already suit a new custom texture. This would mean, in the main, only having to create a definition file to link a detail texture to a custom texture. Detail textures can provide an effective and efficient way of adding to the overall look when using lo-res custom textures that have no hi-res replacement. If an author was minded to do this then he/she should contact us so that R3D can be modified to add the necessary support. It currently only supports the existing def file for use with iwad textures. 9) Wall texture scaling was being rounded to an integer causing unwanted edge artefacts. 10) An overflow fault existed in the clipper (affected planisf2.wad). 11) A teleport issue caused when a tpman's centre is placed on a line with different front and back sectors addressed. This can cause the wrong subsector to be returned by P_PointInSubsector(). Although now dealt with it remains bad map design practice to do this which un- doubtedly explains why cases of this are vanishingly rare. It would only have worked originally through Doom's node builder causing the 50:50 chance of selection to serendipitously return the ssec needed. 12) Rendering bug fixed that could cause a texture to be wrongly sized. This was rare and the only known example was the switch with the SW1EXIT texture in 10sector map 25. Since the error happened inter- mittently and never with a saved game after the switch had been exposed the fault had previously slipped through the net. 13) New scripted keyword PLAYERVIEWHEIGHT added to allow the player's view height to be adjusted. (See revised SCP_DEFN_Header.txt). This has not been made available for use with standard doom maps as it never seems to be required with these. If anyone knows any different then please let us know (maybe a dehacked map we've not seen or one where we are unaware that the viewheight has been changed). 14) Some major changes have been made to the analysis code. This both addresses some previously minor issues that, until now, were left 'as is' and some major issues found with pwads currently in development (i.e. yet to be released). UPDATES for v220-23 over v220-22: 1) Scripted keywords CHECKU79LIST and USED79LIST added. Gives ability to create a list of 79xx/69xx things that must be activated or killed before another can be operated. See R3D_Docs\Editing\SCP_DEFN_Header.txt 2) Support for custom detail.wad. Where a user has created his own detail.wad and detail.ded but does not want these to be suppressed with pwad textures a new folder in Data\Dtex can be created into which the replacement custom detail wad and ded can be placed. It is then only necessary to put -dtex name, where "name" is the name of the new folder on the launcher's command line. The existing detail.wad and ded will then be ignored and only those in "name" loaded. 3) All tex compression removed as this was causing problems with some cards and/or their drivers. It seems this is now "old hat" and it would appear that this is not being properly tested by graphic cards' software designers for backward compatibility. If only an old card is being used with less than 256Mb of memory then it is best that hi-res textures/patches are not used. 4) Fixes a bug when in S176 area of Doom E1M2 (when switch was hit then the whole area was enveloped by a falling floor). 5) Fixes a bug that could lead to R3D exiting with a PROGRAM ERROR REND message. This occurred, for example, with MementoMori map06 if near S69. The bug was present in more recent versions but has only now come to light. 6) Deals with issue in uacjail.wad (pickup is now allowed through a textureless blocking wall). UPDATES for v220-24 (28th February) over v220-23: 1) When using autoaim then a Thing is rejected that cannot be seen due to it being below the player. This prevents rockets, for example, apparently exploding in the player's face when it has actually hit the floor due to something below (or above) being near a vertical drop-off. Note that if the top of the Thing is visible then ordinance could hit the floor if its diameter causes it to catch the lip of an edge. Player beware. 2) Problem with hud lighting in sectors with light levels over 150 fixed. Previously there was no further model brightening above 59% of the maximum possible. 3) Hi-res game specific custom textures stored in custom.hires were not being loaded in basic doom mode. 4) Various analysis fixes including ones for ur_final.wad maps 16 and 17. 5) Problems could occur when using hi-res patches with the rendering in game of one of the two armour sprites frames (green and/or blue). ADDED in Updated (20th March) 6) Synced strobe was unsynced. Bug's been there forever but has not been spotted until now. Note: saved games made prior to this release will still have the bug. 7) When rendering sprites some decoration types that have a true radius significantly greater than the blocking radius would, previously, not have been drawn when the blocking radius was occluded. 8) Player friction was ignored if on a floor carry surface even if the floor was not being scrolled. In this case normal friction is now restored. 9) LANGUAGE lump support extended allowing, for example, the intended exittext messages for btsx_e1.wad to be shown. 10) Lower unpegged line offsets in a fake sector revised. This does not affect any currently known map but will be needed for a map that is yet to be released. 11) Unindexed hud images greater than 32x32 pixels are now not drawn. UPDATES for v220-25 over v220-24: 1) A change to the method of nodes building has been made that helps to increase frame rates with Deadall's FrozenT wad. This has the down- side that any savegames made prior to v220-25 cannot be run. It was felt that this was acceptable given the degree of speed up achieved. Note that Basic Doom Mode should always be used for comparative testing as any overhead introduced when a system is heavily loaded (i.e. with models, particles etc.) will impact frame rates to a greater extent than when capacity is still available. 2) Bug preventing doom maps numbered above 89 from loading, recently introduced, has been fixed. Maps using such high numbers is, however, vanishingly rare. 3) An offset code error has been fixed and an offset error with Eternall map25 L2236 has been fixed. 4) Some rendering issues have also been addressed with; a) ADSP map03, b) AV map16, c) CCHEST3 map16, d) INTERCEP map26 and e) TV1998 map15. 5) Issues with Didy's Dubai_up and new mohu1 and mohu2 wads have been fixed. NOTE: mohu1 and mohu2 both use map01 (see Didy's txt files for the reason he has done this). As such if wanting them to be placed in a common UDIR directory they should be placed in a gwads child directory NOT a pwads directory. GMJ July 2018