Risen3D Changelog

What's new in Risen3D 2.2.34

Feb 8, 2019
  • Scripted map lines type 8113 when crossed by the player wake monsters up but previously
  • firing at them would do the same. This has now been suppressed.
  • No infighting has been extended with scripted maps to stop any infighting between enemy types
  • defined in a list.

New in Risen3D 2.2.33 (Aug 1, 2018)

  • Bug fixes and issues:
  • Texture offsets fixed (affected, in particular but not uniquely, hc20.wad).
  • Texture clamping with lores Doom textures extended to get rid of artefacts at the edges of textures
  • (e.g. the STOP signs in hc20 map02).
  • 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).
  • Textures in fake sectors that should not be drawn fixed.
  • Textures in fake sectors that should be drawn, but were not, fixed. (e.g. with the cages in Sunlust map31).
  • Fake sectors that have the the same floor and ceiling heights of tagged sectors are not ignored as
  • these may have been added to apply a filter (e.g. COD map03).
  • Rare cases where glow can cause ugly rendering problems (such as with PAR map06 Sector 900) are
  • now dealt with using an external definition.
  • Unwanted drawing of mid textures with a heightless backsector fixed.
  • Rare analysis bug that could cause an error tracked down and fixed.
  • Rare run time bug that could cause an error tracked down and fixed.
  • Issue where hires textures were being applied even though the no hires boxes were not ticked resolved.
  • Rendering issue when starting in a fake sector until moving fixed (e.g. Herian2 map27).
  • Dyn lights being turned off when loading a savegame fixed.
  • Lighting of player weapon models revised as these were not having any additional light added if the sector
  • lighting was over 140.
  • Bug in easy mode fixed where, if player could attain a health level of 1 then he/she became immortal!
  • 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.
  • Line of sight blocking with 3D swing/sliding doors was, previously, not sufficiently reliable.
  • Strange sprite joggling behaviour fixed where the viewing direction was at exactly 0 or 180 degrees.
  • Development error that caused an exit with cchest2 map29 fixed.
  • 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 rendering as'rain' in Elysion.wad meaning the player was blocked when it
  • should not have been.
  • 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.
  • 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:
  • 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. Note: to remove a key just press ENTER and
  • then press the same key that is already shown as bound. This will then delete it. If no key is shown against an
  • action then that action will never be called. 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. Alternatively the gameplay option remains essential if no binding is set.
  • 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 Risen3Dbin folder it now transpires that this can be used with
  • some Realtek sound chips.
  • UI Control Panel changes:
  • 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).
  • 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 graphics memory and are generally a first class nuisance.
  • One texture encountered had only 6 rows of visible pixels, all contiguous, in a texture comprising 128 rows.
  • Madness - one wonders how some of these texture 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
  • Glow can be turned off for blood, slime and water to satisfy purists who consider only nukage and lava should glow.
  • Turning an option OFF now masks any related sub-options.
  • Function updates:
  • 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.
  • Slope functionality has now been extended. This is described more in SlopesTest.txt which will be found in R3DTEST
  • along with the Slopes Test.wad where examples of the extended functionality can be seen.
  • 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).
  • Masked flats used with 3D floors can now be scaled and offset independently 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 provided (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.
  • 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:
  • DAMAGEFACTOR_TO_PLAYER - allows damage modification to player by an enemy based on its ID rather than its type.
  • JUMPKILL - allows a small enemy to be killed by jumping or stepping down onto it.
  • 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.
  • 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.
  • Miscellaneous:
  • Some R3D_xx files have been updated to deal with a few issues found in a handful of maps spread across various wads.
  • 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 Epic map02).
  • 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 Risen3DR3D_DocsEditingR3D_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 seehow 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 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.

New in Risen3D 2.2.32 (Mar 24, 2017)

  • Bug fixes:
  • If a fake sector's water floor was under a 3D floor then, when viewed from above with water translucency disabled.
  • Doors were not crushing monsters.
  • Changes:
  • 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.
  • R3D_xx files hav been ammended 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.

New in Risen3D 2.2.31 (May 18, 2016)

  • Bug fixes:
  • 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.
  • 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. This was only a problem if using translucency.
  • 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.
  • 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.
  • Line 0 was being ignored when setting the blockmap. This was previously missed since it is rare to have line 0 set
  • with a slope in a map and rarer still that one vertex sets the map's limit in isolation. In fact only one map has been
  • found (a small test map) where this is the case. Thus, in general, the blockmap was previously correctly constructed in
  • all but this one known case that has come to light.
  • 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.
  • When running forward and firing a missile it is now spawned in front of the player; not behind as before. This is a common
  • Doom 'issue'.
  • The automap now doesn't show lines flagged 'invisible' with cheat levels less than 2.
  • 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.
  • 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.
  • 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.
  • In a water sector dead models were supposed to float to the surface but this did not work if corpse fade was disabled.
  • Note that gibbed Things are prevented from floating up and monsters with a height greater than 56 e.g. revenants, fatsos,
  • cyberdemons and so on. If corpse fade is set then on reaching the surface the Thing will sink before fading. It will not
  • fade before reaching the surface however.
  • When in fly mode but on the ground footsteps sounds had been suppressed but not the jump down sound.
  • Spurious splash sounds could previously occur when walking or jumping on lines that offset the player above water flats.
  • If standing close to an R3D blocking line when firing missiles then, previously, these would pass straight through.
  • Global external hi-res textures were not being applied with 3D line textures or 3D alpha floor textures.
  • 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.
  • 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 using 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.
  • 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.
  • Previously the program could fail to respond after alt-tabbing out from the Control Panel.
  • When running in fullscreen mode the R3D window is now minimised when using ALT-TAB unless the Control Panel is active
  • (in order to help facilitate external sound adjustment with music files).
  • NOTE: prior to the major update to Win10 in January 2016 then, when in FULLSCREEN mode, a Win10 bug prevented the
  • window of a tabbed function from being displayed. It is best to either update Win10 or avoid using ALT_TAB when in fullscreen
  • mode until doing so.
  • If using an ATI Radeon card its monitoring program can crash when ALT_TAB'ing out. Since this program has no useful function
  • as far as can be seen then just closing it in the crash window is all that s needed as following this everything then carries
  • on as normal.
  • Changes:
  • 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
  • If a 3D line has a lower hi-res alpha texture then it allows bullets to pass through. This behaviour can now be changed to block
  • bullets. See the updated R3D_Structures.txt.
  • Previously if the player was crushed by a 3D flat ceiling then it ended up in the space between the ceiling and 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.
  • 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.
  • 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.
  • Note: it is not my job to be judgemental but it is my job to prevent users thinking the engine is at fault through being unable to
  • complete a level.
  • 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 some bodge up involving the use of missing textures).
  • 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.
  • Flats derived from wall textures that are not 64 square are now correctly drawn in the automap.
  • 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.
  • 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 tobest 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.
  • Note that scripted maps have already been optimised and the buttons will not be displayed with this map type.
  • 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.
  • Additions:
  • Flashing/strobing/coloured dynamic light sources have been added using doom edit numbers 5500 to 5505. See R3D_types.txt.
  • Things using map type numbers 17000 to 17099 can be used in conjunction with an SCP_ZOFF script to change the speed of
  • elevators. See the SCP_ZOFF_Header.txt in Risen3D\R3D_Docs\Editing.
  • 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.
  • 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.
  • 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_DEFN_Header.txt.
  • 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.
  • NOTE: R3D line maps expect a jump power of 9. This can be viewed or set using the command: player-jump-power. This is
  • so 3D ladders that start above the ground can be jumped onto for example. With the R3DTEST R3Ddemo184_06.wad then
  • with a power of less than 9 the megasphere on the structure above the 3D lift could not be acquired as the player was expected
  • to jump on the fence then the top bar and then the box. For these reasons 3D line maps now have the jump power set to 9
  • automatically, This may, however, 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_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

New in Risen3D 2.2.30 (Dec 8, 2014)

  • Fixed bug introduced in v220-29 where a missing upper texture may not have had a flat texture substituted.
  • Note: Updating from v29 to v30 will not cause any analysis files or nodes files built with v29 to be rebuilt.

New in Risen3D 2.2.29 (Nov 17, 2014)

  • Using the 'kill' command in the console now unfreezes the game.
  • Bug fixed that could cause the wrong lighting value to be applied to a sprite or model in a heightsec sector.
  • False glow planes being generated with slopes when viewed underwater are now not drawn.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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).
  • An error in R3D_modify has been fixed with this release. This previously 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: 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
  • 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.

New in Risen3D 2.2.28 (Oct 2, 2014)

  • 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.
  • Smoothing with movement in the vertical axis (e.g. when enemies are walking up or down slopes in R3D maps) has
  • been improved.
  • 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.
  • 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.
  • Scripted push objects bug fixed.

New in Risen3D 2.2.27 (Sep 6, 2014)

  • 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.
  • 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.
  • An offset error has been fixed that was previously missed through not being obvious. An example was with the lower textures on the lines in SiD map01 S391 (where it was obvious).
  • 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.

New in Risen3D 2.2.26 (07.07.2014) (Jul 7, 2014)

  • No longer reports switch textures that are not included in the TEXTURE1 lump as missing.
  • Prevents repatched textures from having an external hi-res texture substituted.

New in Risen3D 2.2.26 (Jun 30, 2014)

  • 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.
  • Fixes a bug in the automap when using reveal 3 where the locked door lines could be drawn using the wrong line number.
  • Some map analysis changes have been made.
  • Note: Some savegames may be incompatible if made with a version prior to v220-25.

New in Risen3D 2.2.25 (May 19, 2014)

  • 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 downside 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.
  • Bug preventing doom maps numbered above 89 from loading, recently introduced, has been fixed. Maps using such high numbers is, however, vanishingly rare.
  • An offset code error has been fixed and an offset error with Eternall map25 L2236 has been fixed.
  • Some rendering issues have also been addressed with;
  • ADSP map03,
  • AV map16,
  • CCHEST3 map16,
  • INTERCEP map26 and
  • TV1998 map15.
  • 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.

New in Risen3D 2.2.24 (17032014) (Mar 20, 2014)

  • 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.
  • 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.
  • 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.
  • LANGUAGE lump support extended allowing, for example, the intended exittext messages for btsx_e1.wad to be shown.
  • 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.
  • Unindexed hud images greater than 32x32 pixels are now not drawn.

New in Risen3D 2.2.24 (Mar 3, 2014)

  • 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.
  • 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.
  • Hi-res game specific custom textures stored in custom.hires were not being loaded in basic doom mode.
  • Various analysis fixes including ones for ur_final.wad maps 16 and 17.
  • Problems could occur when using hi-res patches with the rendering in game of one of the two armor sprites frames.

New in Risen3D 2.2.23 (Feb 27, 2014)

  • 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
  • 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
  • only necessary to put -dtex name, where "name" is the name of the ded can be placed. It is then new folder on the launcher's
  • command line. The existing detail.wad and ded will then be ignored and only those in "name" loaded.
  • 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.
  • Fixes a bug when in S176 area of Doom E1M2 (when switch was hit then the whole area was enveloped by a falling floor).
  • Fixes a bug that could lead to R3D exiting with a PROGRAM ERROR REND message. This occurred, for example, with
  • Memento Mori map06 if near S69. The bug was present in more recent versions but has only now come to light.
  • Deals with issue in uacjail.wad (pickup is now allowed through a textureless blocking wall).

New in Risen3D 2.2.21 (Jul 26, 2013)

  • Now accepts hi-res png or jpg textures not placed between markers. Example would be Hedrox2.wad.
  • Note that best practice is to include these types of textures between either TX_START and TX_END or HI_START and HI_END markers.
  • 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.
  • Note that if using models etc. with a wad of this type that 'Force Model Override' should not be ticked in the Launcher.
  • 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.
  • Bug fix where wrong floor light was being used for a sprite/model.
  • 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.
  • Added THINGOFFSET keyword for scripted maps. See SCP_DEFN_Header.txt.
  • Some analysis fixes made.
  • Code changes made to facilitate the new Risen3D map - Temple of the Doomed.
  • Bug fixed in Launcher that would allow selection ( in the map list ) of an item without a map number.

New in Risen3D 2.2.20 (Apr 6, 2013)

  • 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, non featured 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 non featured soundcards 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.
  • 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).
  • Bug fixed when changing fullscreen window sizes from a lower to a higher resolution.
  • Analysis error in the v220-19 service release that affected heDRoX, as reported on the forum, fixed. This bug also affected Cruel Death.
  • Various general analysis updates added.

New in Risen3D 2.2.19 (Jan 21, 2013)

  • New script reverb keyword added plus revisions to script reader. For all scripting declarations see SCP_DEFN_Header.txt in Risen3D\Docs\Editing.
  • Some analysis revisions added.
  • 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.
  • Memory overwrite bug fixed with error strings.

New in Risen3D 2.2.18 (Jan 7, 2013)

  • Analysis code revised to support btsx_e1.wad (ver f)
  • If you already have ver e and want to continue using this for savegame reasons then v220-18 also supports this version.
  • Doom episodes limit increased to allow support for DTWID-LE.wad
  • The wad has six episodes. This wad can now be played when starting from new.
  • Distance darkening now uses a clamped sine type function which gives results closer to that seen in 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. The issue with a gl port is in calculating the distance as only the vertexes are available to do this. If standing somewhere in the middle of a large area then all vertexes are some distance away causing darkening when not wanted. This problem can also lead to streaking. GZDoom uses gl black fog which works well with floor flats but has issues with blacking out distant lit areas since the gl driver applies it to all surfaces. glBoom+, for its part, makes no attempt to apply darkening.
  • Unfortunately glFog cannot be used in Risen3D (as one solution would be just to apply black fog to flats leaving the wall vertex distances darkening as it stands) as it cannot be combined with dyn lighting without rewriting the whole rendering code to use vertex shaders (and even then it is doubtful that it would work as required given modern games don't apply doom style darkening doubtless for very good reasons). Since the author does this for a hobby and develops the code unaided then this would be expecting too much.
  • The method used in Risen3D is not perfect by any means but, in the author's opinion, is better than not applying darkening at all. In the main it works well enough in non-sky areas as these are generally not large resulting in enough map vertexes being around to calculate a meaningful distance. If it is a problem then authors need only add more lines in the sector of interest (so just textureless same sector sided lines) to provide the requisite vertexes. Note that lines where joining other lines must not have just the vertex overlaid on the other line. The other line must be split and vertexes merged else the subsectors created by the nodes builder may remain large through any such lines being ignored which will not work.
  • It appears that the 3rd party texture app used by ZDoom and glBoom+ defaults to treating black png pixels, in the absence of an alpha layer, as transparent. In Deadall's frozent map the short blue torch uses four textures to make up the animated group of which two have an alpha channel and two do not. There does not seem to be any general rule for whether, in the absence of an alpha layer, black pixels should be drawn black or transparent. GIMP shows the black area of a texture from this group with no alpha layer as a chequer-board whereas Paint Shop Pro draws it as black suggesting the manner of handling the texture is optional.
  • It would be preferable if png's with an alpha layer were used to avoid confusion. For the moment, however, Risen3D now treats totally black pixels in png single layer paletted sprite textures as transparent.
  • 2048 wide sky textures are now supported.
  • 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.
  • Memory leak fixed when changing between maps.
  • A range of fonts can now be selected for use with the Risen3D launcher.

New in Risen3D 2.2.17 (Oct 25, 2012)

  • 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.
  • User reported rendering error with nerve map04 S714 fixed.
  • 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.
  • 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.
  • Some analysis errors fixed that slipped through the net.

New in Risen3D 2.2.16 (Oct 22, 2012)

  • Analysis changes made to accommodate various issues.Risen3D is now Cchest4.wad friendly! Especially with map14.
  • Sacrament.wad maps 7, 8 and 10 are also now rendered correctly. If on starting Sacrament map10 you are informed that four
  • 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).
  • Doom bug re-instated that allows, for example, the player to hit enemies in Requiem map31 S23 whilst in the area bounded by S31.
  • Falling damage was broken and has now been fixed. Check this has not been accidentally switched on (ESC/OPTIONS/GAMEPLAY)
  • if unwanted as the player can now receive damage or be killed by falling.
  • In a few cases occlusion was occurring when not wanted. Several maps from different wads were affected by this.
  • E.g. ZoF.wad "Zones of Fear" map32 (S347 to S349).
  • Problem with alternating WIMAP# and patches WIA##### between custom and hi-res textures fixed.
  • 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.
  • Long standing error with strobe effect fixed. Sector specials 12 and 13 were reversed.
  • Bullets fired upwards to fake ceiling now spawn a bullet puff on the true ceiling; not the fake ceiling.
  • 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 midtextures or setting a line to block does not prevent getting a pickup.
  • 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.
  • 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.
  • Support added for "resetinventory" in the ZDOOM MAPINFO compatibility code.
  • Size of mark spots on automap increased.
  • 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\ folder.
  • 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.
  • 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.
  • Ability to add splash sound effect but with no splash rendered added for 'black' animated flats.
  • On rare occasions R3D could partially hang after initialising FMOD, partial because focus could still be changed using ALT-TAB. It is
  • believed that this has now been fixed. In addition FMOD dll version 4.42.01 is now used.
  • Rare problem that led to incorrect hi-res scaling fixed caused by an author replacing one IWAD patch textures with another.
  • 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.