Change Log Snapshot (Updated 27/09/16)

Come and see how things are progressing.

Moderator: >>GameHacKeR<<

Change Log Snapshot (Updated 27/09/16)

Postby >>GameHacKeR<< » Tue Jan 20, 2015 1:30 am

Change Log has now moved too

http://blueantsoftware.com/redmine/proj ... e/activity

/*
=====================================================================
Overall Log
=====================================================================
*/

20/01/2015 (>>GameHacKeR<<) - Fixed wolf textures in map31
===============================
Updated maps/map31.map (.cm .proc .aas48 .aas96)
Updated textures/drm_textures/zzwolf1_ed.tga (zzwolf1_ed.tga Too zzwolf12_ed.tga only the _ed)

16/01/2015 (>>GameHacKeR<<)
===============================
Updated maps/e2m2.map (.cm .proc)

09/01/2015 (>>GameHacKeR<<)
===============================
Updated materials/drm_textures.mtr
Updated maps/e2m2.map (.cm .proc)
Added textures/drm_textures/marble1.tga (_d _ed _local _s)

09/01/2015 (>>GameHacKeR<<)
===============================
Added maps/e2m2.map (.cm .proc)
Updated textures/drm_textures/tekgren3.tga (_d _ed _local _s)
Added textures/drm_textures (_d _ed _local _s)

cement1 to cement9
cempois
crate1flat
compute4
ICKWALL2
ICKWALL3
ICKWALL7

Updated materials/drm_textures.mtr

13/12/2014 (Brent)
===============================
Updated maps/e2m1.map -Included endmap paramter to make stats screen work correctly
Updated maps/map04.map
Updated guis/map/startmap.gui
Added guis/map/e2m1.gui - was missign from master copy
Added guis/map/map04.gui - was missign from master copy
Added sounds/music/e2m1.ogg - was missign from master copy
Updated guis/mainmenu.gui - updated version string
Updated guis/drm_stats.gui- added e1m2 and map04 names.
Updated guis/assets/level_shots/e2m1.tga - resized and added gradent
Updated guis/assets/level_shots/map04.tga - resized and added gradent

09/12/2014 (>>GameHacKeR<<) Updated Ending
===============================
UPDATED maps/e1m8.map (.cm .proc .aas48 .aas96)

07/12/2014 (>>GameHacKeR<<)
===============================
UPDATED maps/e1m5.map (.cm .proc .aas48 .aas96)
UPDATED maps/e1m6.map (.cm .proc .aas48 .aas96)
ADDED skins folder

02/12/2014 (>>GameHacKeR<<)
===============================
UPDATED maps/e1m9.map (.cm .proc .aas48 .aas96)
UPDATED maps/e1m5.map (.cm .proc .aas48 .aas96)
UPDATED maps/map04.map (.cm .proc .aas48 .aas96)
UPDATED textures/drm_textures/tekgreenblulight_add.tga (_d _ed _local _s)

16/11/14 (Brent) - I found I made an error naming the new variables in the player.def file.
The max limits of ammo types for when you have the backpack should now work correctly.
===============================
UPDATED - defs/Player.def

15/10/2014 (>>GameHacKeR<<) Added/Updated Textures and E2M1 and Map04
===============================
Added textures/drm_textures/tele2_d.tga (+_ed+_local+_s)
Added textures/drm_textures/tele3_d.tga (+_ed+_local+_S)
Added textures/drm_textures/tekgren3_d.tga (+_ed+_local+_s)
Added models/md5/characters/npcs/playmoves(folder)
Updated textures/drm_textures/gate3_d.tga (+_ed+_local+_s)
Updated materials/drm_textures.mtr
Updated materials/weapons.mtr
Updated maps/e2m1.map (aas48/96 +.proc +.cm)
Updated maps/map04.map (aas48/96 +.proc +.cm)
Updated def/monster_demon_hellknight.def (Increased Health from 900 to 1500 mite actually need to go higher)
Updated script/ai_monster_demon_hellknight.script (decreased time between idle,walk etc to attack)

10/10/2014 (>>GameHacKeR<<) Added Double Barrel Shotgun
===============================
Added dds/models/weapons folder
Added models/md5/weapons folder
Added script/doom_events.script
Added sound/weapons folder
Added sound/weapon_ssg.sndshd
Updated script/weapon_super_shotgun.script
Updated def/weapon_super_shotgun.def


10/10/2014 (>>GameHacKeR<<) Fixed Yellow Key (Now displays correct model)
===============================
UPDATED def/items.def


9/11/2014 (Brent) Fixed Backpack ammo counters (now work correctly)
===============================
UPDATED guis/drm_hud.gui
UPDATED defs/ammo.def
UPDATED defs/player.def
UPDATED defs/items.def
UPDATED doomreborn_game.pk4
UPDATED gamex86.dll

17/10/2014 (>>GameHacKeR<<)
===============================
Updated maps/E2M1.map (.proc .cm)
Added maps/texture_test.map (.proc .cm)
Added Extra Misc Dev Files/Texture Test Map/texture_test.map (.proc .cm)
Updated materials/drm_shaders.mtr
Updated materials/drm_textures.mtr
Added textures/drm_textures/shader_textures/lava_shader1_d.tga (_ed)
Added textures/drm_textures/gstone1_d.tga (_ed _local _s)
Added textures/drm_textures/redwall2_d.tga (_ed _local _s)

11/10/2014 (>>GameHacKeR<<)
===============================
Added maps/E2M1.map (.proc .cm)
Added maps/map04.map (.proc .aas48 .aas96 .cm)
Updated textures/drm_textures/crate2_d.tga (_ed_local_s)
Updated textures/drm_textures/cratewide1_d.tga (_ed_local_s)
Updated textures/drm_textures/cratewide2_d.tga (_ed_local_s)
Updated textures/drm_textures/cratewide1_d.tga (_ed_local_s)
Updated textures/drm_textures/stone4_d.tga (_d_ed)
Updated textures/drm_textures/logo_d.tga (_d_ed)
Updated textures/drm_textures/Comtallc_s.tga (_s)
Updated textures/drm_textures/teklite_s.tga (_s)

23/09/2014 (>>GameHacKeR<<)
===============================
Updated materials/drm_textures.mtr
Added textures/drm_textures/crate2_d.tga (_ed_local_s)
Added textures/drm_textures/cratewide1_d.tga (_ed_local_s)
Added textures/drm_textures/cratewide2_d.tga (_ed_local_s)
Added textures/drm_textures/cratewide1_d.tga (_ed_local_s)
Added textures/drm_textures/crategflat_d.tga (_ed_local_s)

22/09/2014 (>>GameHacKeR<<)
===============================
Updated materials/drm_textures.mtr
Added textures/drm_textures/crate1_d.tga (_ed_local_s)

18/09/2014 (>>GameHacKeR<<)
===============================
Updated materials/drm_textures.mtr
Added textures _d _ed _local _s.tga
Updated pipes_wall_1
Added pipes_wall_2
Added comtallc
Added liteblu4
Added teklite2
Added liteblu1
Added spcdoor3
Added spacew4
Added teklite


10/09/2014 (>>GameHacKeR<<)
===============================
Updated maps/e1m3.map etc
Updated maps/e1m4.map etc
Updated maps/e1m5.map etc
Updated maps/e1m7.map etc
Updated maps/map03.map etc
Updated autoexec.cfg

couple of missing teleporter sounds, Player clip needed, and teleporter spawn needed adjusted Trigger needed relay
to prevent double click glitch in e1m4

09/09/2014 (>>GameHacKeR<<)
===============================
Added master dev files/autoexec.cfg

the autoexec.cfg only has the g_gunx y z settings and i've tested deleteing the Doomconfig.cfg with the autoexec.cfg sitting there
everything else is added correctly for the default doomconfig.cfg and the autoexec.cfg settings don't show up in it but the weapons moved to the correct place now

I tested a clean install a few times without it and it never worked, I grabbed a new gamex86.dll from the ftp and it still didn't.
But this should work fine for us for this release :)

09/09/2014 (>>GameHacKeR<<)
===============================
Updated maps/e1m7.map etc -.script
Updated guis/drm_assets/drm_menu/drm_logo.tga
Updated guis/drm_assets/drm_splash/launch.tga
Updated maps/e1m9.map etc
Added maps/e1m9.script
Added guis/drm_switchs/secret_switchs/e1m9_1.gui
Added guis/drm_switchs/secret_switchs/e1m9_1.gui
Updated maps/e1m3.map etc -script
Updated maps/e1m1.map etc -script
Updated maps/e1m2.map etc -script
Updated maps/e1m4.map etc -script
Updated maps/e1m5.map etc -script
Updated maps/e1m6.map etc -script
Updated maps/e1m7.map etc -script
Updated maps/e1m8.map etc -script


.psd templates can be found in extra dev files
Note logo\splash screen is to be updated and tidyed up much more at a later time

08/09/2014 (>>GameHacKeR<<)
===============================
Resync all textures, I provided a complete copy of my textures on my end which i've touched up, Tomorrow when I get up i've a couple of still want to clean up a bit more,
But they'll be listed seperately,
I've created a water shader with a colour swap of the nukeage shader,
Updated materials/drm_shaders.mtr
Updated materials/drm_textures.mtr
Updated maps/map01.map etc -.script
Updated maps/map02.map etc -.script
Updated maps/map03.map etc -.script
Updated DoomConfig.cfg with g_gunz -1.0 and set Usecompression 0, Compression breaks lights for some people as seen very clearly in e1m2 in NancyRburns in hell video and gxgaming
rasied cachemink and megs, GREATLY improves peoples performance when not playing in ultra quality since cache is not available using ultra,
back in 2004 i had Doom 3 running on High on 2 friends computers that didn't meet the requirements and could barely play on low quality with the settings i've set
512 and 768

08/09/2014 (>>GameHacKeR<<)
===============================
Updated textures/drm_textures/step5_d.tga
Updated textures/drm_textures/step5_local.tga
Updated textures/drm_textures/step5_s.tga

07/09/2014 (>>GameHacKeR<<)
===============================
Updated def/weapon_super_shotgun.def
Updated script/weapon_super_shotgun.script
Added script/weapon_bfg.def

Removed reload for super shotgun
Made bfg use 50cells on full charge

05/09/2014 (>>GameHacKeR<<)
===============================
Updated def/weapon_pistol.def
Updated def/weapon_chaingun.def
Added def/weapon_chainsaw.def
Turned off gib with pistol and chainsaw, Tweaked damage of chainsaw and chaingun bullet speed.

01/09/2014 (>>GameHacKeR<<)
===============================
Updated def/weapon_bfg.def (Fixed how much ammo is used in a shot set to 50 going off the top of my head but will check later in Doom to see if im right)
Updated def/weapon_super_shotgun.def (Same again but now using to shells instead of 1)
Notes in .def files :)

31/08/2014 (>>GameHacKeR<<)
===============================
Added Extra Misc Dev Files\Doom Reborn Menu Concept Video.rar
Early Video I'm going to put sounds to the menu interaction and add the update and credits buttons which will take no time at all
then im looking to put it on moddb with a clear message that this is not work in progress and wont be till closer to beta\standalone

30/08/2014 (>>GameHacKeR<<)
===============================
Updated guis\drm_assets\drm_menu\drm_logo.tga (The psd photoshop file is in extra misc files)
I wanted to give the custom logo tkaza made for the Moddb homepage for version 0.82 a try

28/08/2014 (>>GameHacKeR<<)
===============================
Added script/ai_monster_flying_lostsoul.script
Fixed death sound loop

28/08/2014 (>>GameHacKeR<<)
===============================
Updated maps/e1m8.map cm aas48 aas96 proc
created path to map01 not completely finished, Just need properly set up the trigger, just working off a random trigger once for testing
But im ready for the 2 week play test polish now


25/08/2014 (>>GameHacKeR<<)
===============================
Added def/monster_demon_archvile.def
Added def/monster_demon_hellknight.def
Added def/monster_demon_pinky.def
Added def/monster_demon_cacodemon.def
Added materials/aaduffyTest.mtr
Added materials/decals.mtr

All monsters that burn away shouldn't now and blood and buttlet marks stay (blood and bullets are faked on a 90000second timer) bodies are not
Can't get gibs to stay


24/08/14 (>>GameHacKeR<<)
===============================
Added script/ai_monster_base.script (commented out remove(); which causes bodies to stay)
Updated maps/e1m1, e1m2, e1m3, e1m7, e1m8, map01 map02, map03, map31 (map02 03 31 all have visportals\updated vis portals)
Updated guis/drm_assests/drm_splash/console_bg.tga + launch.tga
Updated def/monster_demon_imp.def (Changed burnaway settings to make body stay, This also stops gibs since there isn't one only burnaway)
Added Extra Misc Dev Files/Splash screen photoshop templates/ New Template.psd + New Template2.psd

05/08/14 (>>GameHacKeR<<)
===============================
Updated: maps/e1m8.map (.cm, .ass48, .ass96, .proc) e1m8.Script unchanged

04/08/14 (>>GameHacKeR<<)
===============================
Updated: def/monster_demon_imp.def (Adjusted shake after being hit)
Added: def/monster_demon_pinky.def (Adjusted shake after being hit)
Updated: def/weapon_fists.def (Adjusted Range)
Updated: def/weapon_rocketlauncher.def (Adjusted damage radius Adjusted particle speed)
Updated: def/weapon_plasmagun.def (Adjusted particle speed)
Updated: def/weapon_super_shotgun.def (Increased spread slightly)
Updated: all weapon defs
Updated: DoomCondig.cfg (tweaked g_gunx, added g_guny)

04/08/14 (>>GameHacKeR<<)
===============================
Updated: Specular maps textures/drm_textures (Replaced Folder)
Updated: All Map files have been replaced due to small fixes\changes
Added: def/weapon_fists.def
Updated: def/weapon_super_shotun.def (removed recoil and tweaked spread and more)
Updated: def/weapon_chaingun.def (removed recoil and tweaked spread and more)
Updated: Doomconfig.cfg (added g_gunx)

30/07/14 (>>GameHacKeR<<)
===============================
UPDATED maps/map31.map,cm,proc,aas96,aas48
UPDATED maps/e1m9.map,cm,proc,aas96,aas48
Added sound/drm_world/wolf/ D_CLOSE.wav
Added sound/drm_world/wolf/ D_OPEN.wav
Added sound/drm_world/wolf/ D_SOPEN.wav
Added sound/drm_music/doom1/ e1m9.ogg
Added sound/drm_music/doom2/ map31.ogg
Added Extra Misc Dev Files/Master Copy Textures(Needs Reviewed).zip (Use these for a full play through and let me know what you think)

30/07/14 (Brent)
===============================
UPDATED - guis/maps/*.gui - All map guis updated for new version.
UPDATED - guis/drm_assets/level_shots/*.tga - All maps updated level shots for new release.


17/07/14 (>>GameHacKeR<<) - Edit 23/07/14 - // Brent - No worries, I have removed the wolf map file from the master copy aswell.
===============================
maps\map31.map (orignal wolf.* map files removed from ./maps)
maps\map31.cm
maps\map31.proc
maps\map31.aas96
maps\map31.aas48

I've changed the map name to "map31" since it's the correct name, You can delete "wolf" related map files
after you get your own copy to test if you want

The layout, Items, and Monsters are now complete

16/07/14(>>GameHacKeR<<)
===============================
maps\wolf.map
maps\wolf.cm
maps\wolf.proc
maps\wolf.aas96

Layout nearly complete, I will be making the models for the level possibly
tomorrow after I finish the layout and lights. Name will need to be changed to
map31, forgot to change that after i was testing textures before making the layout


10/07/14 (>>GameHacKeR<<)
===============================
Updated Maps\e1m9.map
Updated Maps\e1m9.cm
Updated Maps\e1m9.proc
Updated Maps\e1m9.aas48
Updated Maps\e1m9.aas96
E1M9 100% Complete
Added Textures zzwolf1 - zzwolf12 All zzwolf_d zzwolf_ed zzwolf_local zzwolf_s
"Textures\drm_textures"
Updated Materials\drm_textures.mtr - Added all zzwolf textures (I will be Tweaking these still)

09/07/14 (>>GameHacKeR<<)
===============================
Updated Maps\e1m9.map
Updated Maps\e1m9.cm
Updated Maps\e1m9.proc
Updated Maps\e1m9.aas48
Updated Maps\e1m9.aas96
All Monsters Added, All Items Added, Performance Tweaks Completed

08/07/14 (>>GameHacKeR<<)
===============================
Updated Maps\e1m9.map
Updated Maps\e1m9.cm
Updated Maps\e1m9.proc
Added Maps\e1m9.aas48
Added Maps\e1m9.aas96
Nearly All Monsters Added, All Items Added,

07/07/14 (>>GameHacKeR<<)
===============================
Updated Maps\e1m9.map
Updated Maps\e1m9.cm
Updated Maps\e1m9.proc
Major triggers completed

06/07/14 (>>GameHacKeR<<)
===============================
Updated Maps\e1m9.map
Updated Maps\e1m9.cm
Updated Maps\e1m9.proc
Layout has been completed
All doors lifts have been triggered,
Lights,items,monsters etc still to be completed

2/07/14 (Brent)
===============================
guis\drm_assets\drm_hud\faces\face_godmode.tga - UPDATED - Fixed aplha chanel looking ugly
doomreborn.exe - UPDATED - added our own cursor
guis\drm_assets\drm_menudr_cursor.tga - ADDED - Our own cursor
guis\maps\e1m1.gui - UPDATED - NEw loading screen gui
guis\maps\e1m2.gui - UPDATED - NEw loading screen gui
guis\drm_assets\drm_level_shots\e1m1.tga - UPDATED - NEw loading screen gui
guis\drm_assets\drm_level_shots\e1m2.tga - UPDATED - NEw loading screen gui
restart.gui - UPDATED - Slight tweaks.

2/07/14 (Brent)
===============================
guis\assests\drm_menu\loadingbarbg.tga - ADDED - New loading screen bar tga
guis\map\e1m1.gui - UPDATED - New loading screen gui (new bg still needed)
gamex86.dll - UPDATED - Now in cludes the cvar ui_disablewind
/sound/drm_gui_sounds.sndshd - UPDATED - Added doom 2 stats music shader
sound\drm_music\misc\stats_screen_musicd2.wac - ADDED - New doom 2 stats music

1/07/14 (Brent)
===============================
mainmenu.gui - UPDATED - Made the fonts for the skill and quit questions look much nicer.
doom2bg.tga - UPDATED - A new high res version.
gamex86.dll - UPDATED - New rewritten gamex86.dll
doom_game.pk4 - UPDATED - New rewritten gamex86.dll repacked into the pk4
/sound/drm_gui_sounds.sndshd - UPDATED - Slight change for new stats code

30/06/14 (Brent)
===============================
drm_assets\drm_menu\buttonbg.tga - ADDED - Added button BG for restart.gui
gui\restart.gui - UPDATED - Added Button BG

29/06/14 (Brent)
===============================
/maps/e1m5,e1m6,e1m7,map02,map03 - UPDATED - Added "s_must = 1" to the music speaker so menu music volume works.

28/06/14 (Brent)
===============================
\maps\startmap.map - FIXED - Fixed the laugh.wav file not playing.
sound\drm_world\laugh.wav - ADDED - Made file local to fix it not playing in starmap.map
guis\drm_assets\drm_menu\drm_bg.tga - UPDATED - Added a shadow border.
restart.gui - UPDATED - Made a new restart GUI.
Session_menu.cpp (DoomReborn.exe) - FIXED - Crash that happens when selecting restart in restart.gui fixed.

27/06/14 (Brent)
===============================
guis\drm_stats.gui - UPDATED - Almost complete rewrite, Doom 2 now has stats working and 98% of the bugs for Doom 1 stats fixed fixed (special case for e1m9 needed still).
guis\drm_assets\drm_stats\doom2bg.tga - ADDED - Classic background image for Doom 2 stats.
maps\*.map (all maps excluding E1M9) - UPDATED - Tweaks for stats system and new end level targets.
maps\e1m9.map - ADDED - A WIP checked it compiled for GameHacker.
defs\targets.def - UPDATED - End level target def tweaks.
\Shanks - DELETED - Removed for now to keep tidy please upload your best copy of the music to the appropriate folder.

24/06/14 (Brent) - Start of Changelog!
===============================
guis\mainmenu.gui - UPDATED - The website adddress on the footer changed to "www.doomreborngame.com".
guis\mainmenu.gui - FIXED - Now when using the back button in options it removes default question Window.
guis\startmap.map - UPDATED - Portal wall texture now looks correct.
sound\drm_music\doom1\e1m5.ogg - MOVED - e1m5.ogg extracted and moved to correct directory Cristiano/E1M5.pk4 deleted.
\E1M6 Choices & E1m6.pk4 - DELETED - Removed for now to keep tidy please upload your best copy of E1M6 to the maps folder.

/*
=====================================================================
Gamex86.dll
=====================================================================
*/

30/12/14
============================
UPDATED - Keep the backpack between levels, plus allowed to get ammo from more
than one backpack pickup while keeping max backpack ammo limit.

19/11/14
=============================
ADDED - Backpack code - Changes max ammo amount and hud ammo counters

2/07/14
=============================
ADDED - Create disable wind shake CVar (ui_disablewind)

30/06/14 - Complete rewrite of old game dll
=============================
ADDED - Hud background show/hide
ADDED - Health vial 1+ after 100hp but not over 200hp
ADDED - Autorun option in menu
ADDED - Music Volume control
ADDED - God mode hud events
ADDED - Key pickup hud event
ADDED - Hud Ammo Counters
ADDED - Stats screen code

29/06/14
=============================
ADDED - Code to removed fall damage


/*
=====================================================================
DoomReborn.exe
=====================================================================
*/

15/07/14
========================
ADDED - Custom cursor image
ADDED - Cursor.tga to guis/assets

02/07/14
========================
REMOVED - Email ID error handler

01/07/14
========================
UPDATED - Auto saving disabled - can still save/load manually

29/06/14 - Log started
========================
FIXED - Fixed the code thats causes restarting the map to crash.
FIXED - Editor now works without probs
UPDATED - All "Doom 3" and "ID" window def strings changed to our info

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>>GameHacKeR<<
 
Posts: 249
Joined: Sat May 10, 2014 11:47 am

Re: Change Log Snapshot (Updated 27/09/16)

Postby >>GameHacKeR<< » Tue Sep 27, 2016 1:05 am

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>>GameHacKeR<<
 
Posts: 249
Joined: Sat May 10, 2014 11:47 am


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