in Engine, FPS

Raze 1.9.1 released

From ZDoom: link to original post

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  • account for resorted directories when accessing the local file path array in file_directory.cpp
  • fixed autoaiming. The WW2GI pistol check was completely wrong. :(
  • perform music volume lookup by lump number instead of name. This way any setting will work for both short and long file names.
  • do music volume adjustment by modifying the raw waveform data to get around the clamping of AL_GAIN.
  • fixed: The generic sound loader for SNDINFO must use S_LookupSound to match the feature set of the game specific code.
  • added missing null check in clipmove. This only very rarely triggered for Blood's projectiles, no other things use this code path.
  • Duke: Fixed statnum for the geisha statues.
  • RR: fixed bad destination name for one Route66 sound
  • Blood: fixed cutscene sound not playing when starting a map from the console.
  • RR: Set Route66's Gator's size explicitly. The CON code for this sets its correct size with 'sizeto' which is an animating instruction so it is clearly visible when they shrink to their proper size.
  • internal FileSystem rewrite.
  • RR: fixed typo in spawn list.
  • RR: fixed secret trigger reporting.
  • fixed: Resource IDs for sounds must be unique. If an ID gets used it must be taken off any other sound that has it.
  • SW: fix vertical spread for the Uzi
  • fixed case mapping for Georgian script.
  • Duke: fixed keycard colors on alt. HUD.
  • Exhumed: fix crash on bad player animation sequence.
  • Duke: remove setting the xflip flag for sprites rendered in a mirror. The new renderer handles this internally so this flag will just un-flip the sprite again.
  • fix ChangeLevel when called for ending the game.
  • reverted some unstable changes from 1.8.x.

Statistics: Posted by Graf Zahl — Mon Jan 01, 2024 2:11 am — Replies 3 — Views 101