ChangeLog for EDGE 1.23Type: Internal version, never released.
Date: APRIL 28th 2000
Bugs fixed: - problem with finding IWADs under Win32 fixed. - the -lang option now works again. - the not-playing-OOF-sound bug has been fixed. - fixed some problems with singular sounds cutting out. - projectile attacks no longer crash if there's no target. - fixed bugs with the RSCRIPT lump (loaded too early, etc). - TrueBSP and GL now ignore missing textures on one-sided walls.
Changes: - the VFI span and column drawers were improved.
New features: - new option in the standard control menu: `Toggle Autorun', defaulting to the capslock key. - new option in the main menu: `Language'. The language can be changed on-the-fly, though not everything has been LDF-ified yet. - scrolling flats. The following entries in sectors.ddf do the trick: FLOOR.SCROLL_ANGLE=[num]; // 0 is east, 90 is north, etc.. FLOOR.SCROLL_SPEED=[num]; // 32 is one pixel per tic CEILING.SCROLL_ANGLE=[num]; CEILING.SCROLL_SPEED=[num]; Note that they also work for extrafloors (when used in the dummy sector). - pushing sectors. Looks like this in sectors.ddf: PUSH_ANGLE=[num]; // 0 is east, 90 is north, etc.. PUSH_SPEED=[num]; // 0 is none, 50 is quite fast PUSH_ZSPEED=[num]; // 0 is normal, positive is upwards only objects inside the sector are affected. The following sector specials come into play (the last two are new) : WHOLE_REGION - the push occurs no matter where you are. When absent, the push only occurs when you are touching the floor. PUSH_CONSTANT - the push is a constant amount. Good for conveyor belts. When absent, the push is like a force and things with more MASS will move slower. PUSH_ALL - all things are pushed. When absent, certain things are not affected, in particular ones with the NOGRAVITY tag (though the exact criteria is subject to change). - A new sounds.ddf entry "MAX_DISTANCE=###", which means that this sound will never be played if the listener is further away than the given distance. Note that this entry doesn't affect the normal attenuation of the sound. - Another new sounds.ddf entry "PRECIOUS=TRUE", which means that instead of chopping off this sound with a new sound with the same singularity (or same priority, if all the channels are full), this sound should keep playing and the new sound is ignored. Not terribly useful, but provided for completeness.