v2.2.34 - update November 2018
This is just v33 with a couple of changes to satisfy the requirements of the
game map Last Warrior.
Changes over v220-33 ...
- 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.
v2.2.33 - update 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
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
- 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.
- v220-33 is backward savegame
compatible with v220-32 but any savegames made with v220-33
made with v220-33 cannot be run with previous versions.
- 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.
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.
Changes over v220-32 ...
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
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
previously fail (although an enemy's shot would be blocked). This has been
- 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 spawning a file on exit
then Risen3D previously remained active until the file was closed. This has
fixed. Despite this DeeP still thinks R3D is active if the file is not closed
and throws a wobbler. Be warned.
- 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.
- 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.
- Although reverb (3D sound)
could only be enabled if using a Creative soundcard from the Audigy2 on and
installing Creative's surrogate dsound.dll in the Risen3D\bin folder it now
transpires that this can be used with
some non-Creative sound chips. See;
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.
UI Control Panel changes;
- Frame cap rate that can be
selected increased to 333 fps. (User request). The values are what they are as
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
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
- Turning an option OFF now
masks any related sub-options.
- 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
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
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
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
- 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
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.
Further information for use can be found in
SCP_DEFN_Header.txt in the R3D_Docs\Editing\ folder.
- Some R3D_xx files have been
updated to deal with a few issues found in a handful of maps spread across
- Missing textures in fake water
sectors when translucency is applied that should be drawn but were not are now
(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
and are listed at the end of Risen3D\R3D_Docs\Editing\R3D_Types.txt.
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.
On installing the update the original test map
R3Ddemo184_06.wad will be updated to demo the new scale and offset feature used
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.
v2.2.32 - update March 2017
Changes over v220-31 ...
- If a fake sector's water floor
was under a 3D floor then, when viewed from above with water translucency
- Doors were not crushing
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.
- 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
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
v2.2.31 - update February 2017
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
stored will 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 delay when next run to be
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).
Changes over v220-30 ...
- If a fake sector's water floor
was under a 3D floor then, when viewed from above with water translucency
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
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
somewhere along the line.
- An issue with scripted maps
saved settings could lead, when starting another savegame with a different
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
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.
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
- If standing close to an R3D
blocking line when firing missiles then, previously, these would pass straight
- The automap now doesn't show
lines flagged 'invisible' with cheat levels less than 2.
- Vertical 'Caco' movement
smoothing has been improved.
- A Doom bug where the y-offset
of masked texture patches was added to the map y-offset is now emulated.
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.
- Gibbed SKULLS now don't
radiate head particles and the gibbed carcass is removed. This normally only
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.
- 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
- In a water sector dead models
were supposed to float to the surface but this did not work if corpse fade was
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. revenants, 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.
- 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.
- 3D lines and plats used for
lifts have been completely reworked. A demo map for these will be found in
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.
- Global external hi-res
textures were not being applied with 3D line textures or 3D alpha floor
- 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.
- 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.
- Previously the program could
fail to respond after alt-tabbing out from the Control Panel.
- Fixed bug that prevented doors
crushing dead enemies.
- Fixed bug that prevented
secret exits in Ultimate Doom working as intended.
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.
- 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
- 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
- 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
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 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.
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.
- 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).
dynamic light sources have been added using doom edit numbers 5500 to 5505.
- 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:
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
SETLINETRIGGERSOUND, SETLINESOUNDOFF, SETELEVSPEED, SETELEVSPEEDHEIGHT,
LIGHTSCHEME. See the SCP_DEFN_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
which are possible with the usual fake special 242.
The extensions also allow for some mapping features to be added without having
to use more formalised scripting.
- 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.The PSEUDOFAKE keyword, for example, allows a
floor to both remain unchanged and, if required,
to rise through a fake floor level neither of which are possible with the
usual fake special 242. The extensions also allow for some
mapping features to be added without having to use more formalised scripting.
- If using an NVidia GTX 1080
card then set Aggressive flush in the Control Panel (F4 - Graphics) to YES.
- 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.
- 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 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, 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 this is set automatically and
cannot be changed from a
menu. This does not, however,
affect default settings made for standard maps. It can also be overridden by a
scripted map definition.
files have been added or updated or amended;
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 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
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.
RELEASE v2.2.30 -
update December 2014
Changes over v220-29 ...
- Fixed bug introduced in
v220-29 where a missing upper texture may not have had a flat texture
Note: Updating from v29 to v30 will not cause any analysis files or nodes
files built with v29 to be rebuilt.
RELEASE v2.2.29 -
update November 2014
Changes over v220-28 ...
- 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
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
- Dead Things now only float to
the surface of fake sectors that have water flats set. Note that this only
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
a valid lower texture could be drawn that takes the same position (vanishingly
- 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
RELEASE v2.2.28 -
update October 2014
Changes over v220-27 ...
- Following a forum request
dropping the console now suspends any game that may be in progress until
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)
- On rare occasions cacos could
'vibrate' up and down when stationary in certain circumstances. Although
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
by an analysis error that has now been fixed.
- Tested with btsx_e2_b2 with
support files updated to work with btsx_e2a.
- Scripted push objects bug
RELEASE v2.2.27 -
update September 2014
Changes over v220-26 ...
- Fixes bug that caused an error
code exit when saving a wad on exiting edit mode. The wad itself was
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.
- Weird Doom logic in sky
sectors that was not being emulated caused an offset error that has now been
example was with the lower textures on the lines in SiD map01 S391.
- Some minor analysis changes
made. For example L1391 in Didy's Beluga (the door blocking access to the
is now rendered correctly. This is a rare case of where an alpha tex is used
as an upper texture which should not be
- The DEHACKED reader has been
modified to tolerate embedded zeroes. An old game was found, hunt.wad, that
one of these in its 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
RELEASE v2.2.26 -
update July 2014
Changes over v220-25 ...
- 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
- 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.
- Some map analysis changes have
Note: Some savegames may be incompatible if made with a version prior to
RELEASE v2.2.25 -
update May 2014
Changes over v220-24 ...
- A change to the method of
nodes building has been made that helps to increase frame rates with Deadall's
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;
a) ADSP map03,
b) AV map16,
c) CCHEST3 map16,
d) INTERCEP map26 and
e) TV1998 map15.
- Issues with Didy's Dubai_up
and new mohu1 and mohu2 wads have been fixed. NOTE: mohu1 and mohu2 both use
(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.
RELEASE v2.2.24 -
update March 2014
Changes over v220-23 ...
- When using autoaim then a
Thing is rejected that cannot be seen due to it being below the player. This
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 armour
ADDED in Updated (17th March)
- 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
- LANGUAGE lump support extended
allowing, for example, the intended exittext messages for btsx_e1.wad to be
- 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.
RELEASE v2.2.23 -
update January 2014
Changes over v220-22 ...
- Scripted keywords CHECKU79LIST
and USED79LIST added. Gives ability to create a list of 79xx/69xx things that
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
- Fixes a bug that could lead to
R3D exiting with a PROGRAM ERROR REND message. This occurred, for example,
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).
Due to recent texture compression problems with more recent graphics cards the
option to enable text compression with the launcher
has been removed.
RELEASE v2.2.22 -
update December 2013
Changes over v220-21 ...
- Menu fixes for pwads with
changed graphics (whether high or low res.). This, previously, was only
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.
- When loading a savegame for
the current game then any music that is playing will continue to play without
and will not be restarted. This has been added following requests from users.
- 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
- 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.
- Ceiling light levels viewed
through a fake sector's ceiling when using translucency were not drawn using
the correct light level.
- HUD weapon lighting was not
being adjusted when under a fake floor.
- IWAD textures used with 3D
lines were not having hi-tex replacements assigned.
- Detail textures are no longer
applied to custom textures as they often do not suit. If map authors using
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.
- Wall texture scaling was being
rounded to an integer causing unwanted edge artifacts.
- An overflow fault existed in
the clipper (affected planisf2.wad).
- 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.
- 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
intermittently and never with a saved game after the switch
had been exposed the fault had previously slipped through the net.
- New scripted keyword
PLAYERVIEWHEIGHT added to allow the player's view height to be adjusted. (See
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).
- 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).
RELEASE v2.2.21 -
update April 2013
Changes over v220-20 ...
- 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
(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
adding to the the flags2 flag entry mf2_pushable. Also see PUSH_SOUND in the
- 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.
1) It has been found that the performance of some
ATI cards is compromised if Texture Compression is ticked under the Launcher's
Graphics tab. The revised Launcher now has this unticked by
default. It only needs to be ticked if using an old graphics card with
less than 256Mb of on-board memory.
2) A minimum of 512Mb of on-board graphic's
memory may be required for some of the later Risen3D maps such as Cruel Death
and the newly released Temple of the Doomed.
RELEASE v2.2.20 -
update April 2013
Changes over v220-19 ...
- A user reported on the forum
that changing the midi volume affected the sfx volume. This fault is rare and
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
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
RELEASE v2.2.19 -
update January 2013
Changes over v220-18 ...
- New script reverb keyword
added plus revisions to script reader. For all scripting declarations see
- 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
- Memory overwrite bug fixed
with error strings.
RELEASE v2.2.18 -
update January 2013
Changes over v220-17 ...
- Analysis code revised to
support btsx_e1.wad (ver f) available from http://essel.spork-chan.net/wasd/btsx_e1_099f.zip
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 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.
- 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.
- 2048 wide sky textures are now
- 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.
RELEASE v2.2.17 -
update October 2012
Changes over v220-16 ...
- 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.
savegames will just cause any markpoints set to be cleared. Note that in
v220-15 markpoints were not being cleared (which was a bug
ixed 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.
RELEASE v2.2.16 -
update September 2012
Changes over v220-15 ...
- Analysis changes made to
accommodate various issues.Risen3D is now Cchest4.wad friendly! Especially
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
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
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
- 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
- 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
- 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.
RELEASE v2.2.15 -
update June 2012
Changes over v220-14 ...
- 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.
- 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.
- Problem with light not being
rendered on adopted sector fixed (e.g. Herian2 map28 from pickups T303. T304)
- LOOKSPRING setting ignored if
mouse look is permanently set. Previously setting both led to jerky movement.
having to set LOOKSPRING to NO if setting MOUSELOOK to YES. Note that autoaim
is permanently disabled if using mouselook.
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.
- Previously When autoaim was
active (see 4) the BFG was not working as expected.
- Scripted map LINKPICKUP
inconsistency with a savegame fixed.
- New scripted keyword added
PICKUPDEFAULTS to allow eight additional Things to be defined (doomednum in
range 7692 to 7699)
as pickups (4 armour, health).
- DED entry error fixed that
caused the wrong skin to be drawn for the Spectre when killed.
- Spectre fade out fixed at 1
second on death to prevent rendering anomalies.
- Where a map exit is forced by
teleport stomping a boss then a delay of 60 tics is applied before exiting.
- 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
- Some map analysis changes have
been made to cope with invalid map constructions that looked OK (but weren't)
rendering and low screen resolutions (e.g. Icarus map14 S23, S25, S28, S32,
S186 and S201).
- 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.
RELEASE v2.2.14 - update
Changes over v220-13 ...
- MUS to midi conversion error
- Problem with player jump code
- Problem with bullet collision
under 3D flats fixed.
- Problem with range overflow
with bullet hitscan fixed.
RELEASE v2.2.13 -
update March 2012
Changes over v220-12 ...
- Sound updated to use the latest FMOD,
view the Risen3D_Readme.txt for additional information.
- Support for inter music in
playlists added. The launcher playlist creation tool now adopts a new format
to include inter music
for the different map types, the user will be given the option to convert any
previously created playlists to the new format.
- The launcher now has the
capability of creating an auto-playlist group, basically this is a simple set
and forget method by
a user can link any available iwad to a preferred playlist.
- If not wanting to use Vsync,
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 to avoid screen tearing and excessive power
usage (In game go to Control Panel/Video).
- Fixed a launcher bug
that prevented a wad being selected on startup if more than one wad was
present in the game list.
Note: this was only an issue if a shortcut was created with no 'start in'
- The -ogp switch has been
removed. All external music is now defined using playlists selectable in the
Note: playlists are now automatically created for all soundtrack replacements
hosted on the Risen3D website.
- Analysis code extended, will
now run the following new maps without rendering errors ...
- Joshy : surge.wad
- Lainos : o34s.wad (Object "34": Sonar)
- valkiriforce: etrnyour.wad (Eternally Yours)
- Dehacked support extended,
will now run Deadall's VG.wad (Voodoo Guns).
- Several bugs in Risen3D fixed.
- Some changes have been made
for savegames. Rather than prevent the loading of previous savegames these are
In some cases spectres may not be drawn correctly. This will have to be
accepted as a trade off for allowing old savegame support.
RELEASE v2.2.12 -
update October 2011
Changes over v220-10 ...
- 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.
- New switch has been added
-user_ds max_width max_height
This switch is useful 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 Risen3D was reporting that
it was 1920 x 1080. This throws the internal Risen3D code which sets up the
screen parameters. 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.
- Ded desync flag added for
scripted maps; st_desync.
- Omission of operation of
Linedef special type 10 fixed.
- The Launcher can now remember
selected savegames if optioned, however this feature is still being tested for
( NOTE v220-11 was not released )
Changes over v220-10 ...
- Fixes problem with WoS.wad
map05 and savegame issue with the R3D scripted map Return to Lost City.
- Skull state error fixed.
- Map pre-analysis both amended
and further extended.
RELEASE v2.2.10 -
update May 2011
Changes over v220-9 ...
- Code changes introduced
in v220-9 meant that some analysis requirements were not being met. E.g infill
flats on bridge near
start of Requiem map13 but this is just one example amongst many that have now
- The analysis code has been
further extended to deal with previously ignored map tricks such as
scrchhet.wad. Issues with
recently released pwads have also been addressed.
- Rendering of doom alpha
textures (walls and sprites) modified to get rid of fuzzy edges. In the case
of sprites this can be changed
in the in-game control panel under Textures (as some may prefer the previous
way these were drawn).
- Rendering problems with
recently released pwads have been addressed.
- Distortion in the automap
fixed. This mainly occurred in fullscreen mode when the monitor's max
resolution was not being selected.
- The in game console switch
'game -fastmonsters' has been removed as no-one seemed to know it was
available. Instead this has
now been optioned in the launcher under Options/Games.
- Lighting specials now applied
with infill flats.
- The player weapon is now lit
using the floor light level.
- 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.
- Various bugs fixed including
some that could cause, in rare circumstances, the Risen3D error handler to
force an exit.
- Resolved problem, when not
using fullscreen, with screen save images or the image shown in control panel
video with an ATI card.
RELEASE v2.2.09 -
update December 2010
Changes over v220-8 ...
- Lower level of detail models
are used if the distance exceeds 1000, this helps speed up demanding maps when using models.
A new set of model packs will need to be installed to take advantage of this feature.
- Some issues with maps using
missing textures to force the drawing of infill flats has been addressed. This
allows the latest
Deadall pwad, Epic2, to be run with R3D.
- Texture blending has been
changed which improves rendering of masked textures and also prevents alpha
occlusion with models.
- BFG shot is now projected in
front of the player when fired and plasma explosions are now displayed if
fired directly against a wall.
- Some speed-up code has been
added that helps with certain types of map (depends on design). Helps in
Sunder map10. It can also help with maps where a lot of unoccluded subsectors can be
in view at any one time such as SoD map28.
- Analysis has been speeded up.
Loads Sunder map05 much faster for example. (It actually took a ridiculously
long time previously).
- Lighting has been revised.
- Entries in music lists which do not start with a drive letter are now assumed to be relative to the ..\Risen3D\ folder in
playlists to be portable if migrated to different drives.
- Various other minor issues
have been addressed.
- A problem has been identified
that, in rare circumstances, could cause Risen3D to exit with an error.
Things can now have their orientations modified by the use of lists
which if present are
read at start up, this is useful for correctly
aligning certain models. The lists are located in the Data\THD folder. Special thanks go to Prophet for compiling the
RELEASE v2.2.08 - update
Changes over v220-7 ...
- Jerkiness in windows mode
fixed. Mainly affected ATI Radeon cards.
- Fixes problem with punch and
chainsaw. Previously something lower than the player's viewheight could be
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.
- Fixes some issues with the way
- Fixes rendered position of
commander keen sprite (model was OK).
- Fixes a couple of texture
- Fixes failure of S20 and S35
to fall in Doom E1M5 when monsters were enabled.
- Analyser changes to fix
problems recently introduced;
a) Lines in AV map19 S188.
b) Cchest2 map05 S159.
c) Slopes in Chiller Castle's graveyard.
- 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.
- Blood splat errors fixed.
- Doom finale changes;
a) text can now be shortcut with the use key (in line with the
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).
- Fixes simple shadows.
RELEASE v2.2.07 -
update July 2010
NOTE: some changes have been made to verify nodes
builds which will mean previous savegames may be rejected.
files will be
rebuilt. 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 ...
- A code review found three
logical errors that have now been fixed that could have caused an access
because this was highly unlikely to occur in practice these errors were never invoked.
- A bug that would have caused a
crash with a single subsector map has been dealt with (highly unlikely to
happen in practice).
- An analysis error introduced
in v220-6 had not been found during testing. An example was found after
Cchest3 map31 that prevented being able to run it.
- 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.
- 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.
- 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.
- Further errors with dehacked
strings have been addressed.
- Pass-thru trigger error fixed.
E.g Eternal III map28 L4764 and L4768 could previously be activated without
the necessary keys.
- 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.
- An error which has gone
unspotted since v220-3 adversely affected Doom2 Map05 Sector 107.
- The analysis code has
been partly revised. Examples of maps which have benefited are as follows ...
- Herian2 map29 - elevated walkway.
- Roger Ritenour's Phobos map04 sector 179 and 180
- Three rendering issues in Icarus.wad map01; S322,S344
; S154,S156,S158 ; skywall issue.
- ballsr3d.wad - skywall not being drawn at end.
- mapgame.wad map01 sector 7 and 57
- substituting unwanted missing textures with certain
line types (e.g. lines in sector 361 etc. in PL2.wad map12)
- Dripfeed.wad map01 sector 295 and sector 456.
- COD map06 sector 124.
- Beluga.wad map01 sectors 168, 169 and 739.
- 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.
- Requiem map06 sector 130.
- Rendering issue and logical door issue in talosl.wad
- 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.
- Strain10 map07 exit gate error introduced in v220-6.
- Elysion sliding door rendering glitch when open.
- 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 as follows ...
- Line 5126 in Cchest2 map06 is a gun triggered line that
could not be activated because it should be tagged. R3D fixes this by
a new tag at load time.
- 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.
RELEASE v2.2.06 -
update April 2010
Note: A more detailed description of the v2.2.06
changes can be found in the Risen3D_readme.txt.
- 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.
- The launcher itself has been 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.
- If a CRT monitor's frequency is set higher than what
is registered, the highest registered frequency will be initially used instead.
- The berserk pack has reverted back to lasting for
the entire level, the "red-mist" effect now fades out as before.
- Risen3D no longer returns an error message if
starting a new installation without model packs installed.
- If using Risen3D in 'edit mode' then any offset
changes will be stored directly to the pwad if possible (See
- The 'corpse fade' internal command has been removed,
the values for this option are now exclusively set from within the launcher or
alternatively can be set using a command line switch. (See
- Usual analysis tweaks plus
some other esoteric fixes.
The 'Quick Launch' launcher is no longer
compatible with v2.2.06 due to the new node building changes, however the
has been modified to work in much the same way by default.
RELEASE v2.2.05 -
update Dec 2009
MBF and texture support ...
- 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.
- Skies are now drawn flipped left right where
- 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
removed along with the stretch sky option in the Control Panel.
- Skycap support added for png sky textures.
- Hi-res textures stored in a pwad between HI_START
and HI_END markers are now recognised.
- Support added for the TRANSLUCENT bit mnemonic used
- 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
Changes in general ...
The chainsaw now swings smoothly when the player is running.
Missiles in flight are now drawn smoothly.
Things are now rendered smoothly on scrolling floors. A good example is with
Things on moving sloped plats are
a custom interpic is present then this is used in place of the titlepic
when displaying end stats.
finishing a custom Doom2/Plutonia/TNT pwad then the cast list is run. If a
MAPINFO script exists then it is only run if the EndGameC command is present.
An EndGame command just causes the end stats to
flats in bex dehacked files are now applied.
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
should be added to the Launcher's Global Custom Options.
DEHACKED scripts authored using wordpad which adds an 0xd 0xa line feed
sequence as opposed to notepad's 0xa sequence now supported.
Intensity of player pickup and damage flash can now
be separately adjusted by the user to their own preference (CONTROL
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.
FPS ON-OFF setting now saved in line with other control
panel options. (CONTROL PANEL/VIDEO)
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 stored.
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 stored.
Model cacheing now includes death phase to prevent stalling when killing a
Specific alpha animated textures
used in TNT now precached to prevent stalling when using hi-res textures.
Berzerk red filter now flashes just before power runs out.
Missiles now fly between sky
sectors with differently adjusted sky heights without being blocked. Sky sectors
are often authored 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.
Support for stairs build where an
untagged trigger line is used backing the first tagged step has been added.
Move code revised to prevent Things getting stuck in other Things when rising or
Things killed now do not slide
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.
Model flames near to walls are
now rendered upright to prevent clipping.
Certain texture types are now
clamped to their edge to improve appearance when rendered.
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 their
starting angle in the map redundant. A model, however, does not rotate to face the viewer so
its starting angle is important.
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.
If applied the image is centered
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 is automatically adjusted. As such less will be
seen to the left and right as one would expect.
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.
Doom sound files that have had
their length truncated by poor conversion tools are now handled.
Some users have reported a small mouse lag when VSync is enabled which 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 frame buffer) and, most importantly helps prevent the CPU
from being driven hard. To help strike a
Risen3D v220-5 now caps the frame rate at around 200fps if VSync is turned off.
New scripted map features ...
- Added water modulation. See the SETWATERVARS keyword in SCP_DEFN_Header.txt
which has been extended to take further parameters.
An example can be seen in the SITTERS MODELS map revised for use with v220-5.
Updated versions of Genetic Disaster, Doomdragon, CruelDeath and Hell on Egypt
are also available using this feature from our website.
- 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
The model's standard orientation still applies as set in a map
floors covering sunken sectors can be set using the new DUMMYHIGHFLOORSEC keyword. This also works when the sector references a fake
Bug fixes ...
- 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.
- Fixed fault that prevented
the yellow skull key from teleporting in Sinedie map01.
- Fixed anomaly that could
cause the boss brain to take too much damage with exploding barrels.
- Fixed fault that allowed
unlinked Things to move.
- Things on moving sloped plats
are now z-smoothed.
- Sloped hi wall textures,
where the line is split by a gl node, are
now aligned correctly.
- Fixed fault that prevented DEHACKED strings from being set in some
- Fixed problem where rendered
sizes were unchanged following
changing the screen size when not running the game.
- Fixed error with General
stair build when the ignore texture change
flag was set. Somewhat bizarrely this only happened when 'Basic Doom' mode was
unchecked in the Launcher.
- Fixed bug that prevented a
red flash showing when the player's hit.
- Fixed bug that prevented
multi-sector phased lighting from working.
- Boss cube bug fixed that
prevented cubes being spawned in some cases.
- Boss cubes now travel
directly in 3D from the source to the destination.
- Fixed an rendering error that
could prevent a texture being rendered
under certain (rare) circumstances.
- Fixed a rare rendering error
that could cause a lower texture to bleed into a mid texture should the side
have a lower texture set that was not needed.
- Some analysis anomalies have
been fixed and the analysis functionality has been extended.
- Task switching in window mode
(using ALT-TAB or ALT-ESC) now works reliably.
- Splash now works with an
elevated trick water floor based on missing
lower side textures.
- Problem with floating
monsters getting stuck in walls fixed.
- 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.
- 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 it's starting sector.
- Corpses now drop off ledges
rather than sliding along the edge or just
staying suspended in mid air.
- Enemy missiles are now aimed
at the player's face and the problem
where an elevated CyberDemon's missiles pass over the
player's head has been fixed.
- 3D blocking fences height has
been extended to prevent Things on
3D steps from being able to step up onto an adjacent lower line.
- When the player closed a door
that had not timed out the door open sound rather than the door close sound
- If a plat used the sfx_stnmov
sound but was later retriggered as a type that did not use this sound the
sound was still played.
- 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.
- Sector specials 10 and 14
were being drawn only in their starting positions.
- One frame delay before Things
being drawn when starting a new map has been fixed.
- Bugs that coud cause v220-4
to exit with an error message have been tracked down and squashed.
- Problem that could cause a
Thing to be resurrected by an Archvile inside of it or another Thing nearby
has been fixed.
- The teleport landing check
code has been revised as this could fail in certain cases.
- The light level code has been
revised as the floor flat lighting was being used with actors instead of the
Other issues ...
The Perkristian hires sound pack no longer requires the global command line
) if using the R3Dlauncher as a launcher option has been added.
This mod can now be downloaded
directly from the Risen3D website and will install to the correct location -
RELEASE HISTORY AND CHANGE LOG
OF PREVIOUS RELEASES
V1.0.5 (Revision 01) first released - Oct 14 2003
V1.5.17 (Numbering scheme changed) - Nov 15 2003
V1.6.00 (Revision 00) first released - May 21 2004
V1.7.00 (Revision 00) first released - Aug 2005
V1.8.01 (Revision 00) first released - Dec 2005
V2.0.00 (Revision 00) first released - Feb 2006
V2.1.00 (build 60) first released - Jun 2006
V2.1.00 (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 V2.1.00 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 ...
volume adjustment fixed for Vista
with replacement pwad textures not having a hi-res substitution suppressed
- Fix for
thing getting stuck in wall adjoining slope.
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.
'Banding' with older graphics cards (e.g. GeForce4) fixed.
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
Changes over V2.2.01 in order of
Scroll carry mod did not work as
required in some instances.
Stepping up into a hanging sprite could trap the player in rare circumstances.
barrel blocking another barrel being teleported will now be stomped whether a
boss exists or not.
ceiling height in fake sector changed to owner.
V2.2.03 - Update
Changes over v2.2.02 ...
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 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.
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.
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
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
be optioned in Control Panel for use with standard maps including setting the
preferred degree of translucency.
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
if wanting to design a map using outside fog.
for sky boxes has been added.
damage for the player has been included. To set/unset use ESC/OPTIONS/GAMEPLAY.
Underwater damage has been included. To enable you must be in model mode and
water dynamics must be ON. In this state underwater damage is always active.
of line rendering with masked or translucent types has been improved.
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
maps the overhead could easily reduce the frame rate by up to 40%.
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.
bugs have been fixed.
V2.2.04 - Update
Changes over v2.2.03 ...
Footstep sounds added. This can be enabled/disabled from the console (F4
brings up the Audio console page).
now rendered on 3D floors and slopes.
Scrolling floors/ceilings/walls now smoothed.
- TGA sky
texture sets can be used (See help\skytga.txt)
smoke now aligned if trajectory is tilted.
Cyberdemon rockets fired at the correct height.
pack now fades whilst in use rather than being at a constant level.
damage, underwater damage and berzerk bug now all optioned from OPTIONS-GAMEPLAY
resistance added when wading through shallow water.
Walkover generalised crushing ceilings are now supported. These (for reasons
unknown) are not supported in the MBF code.
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.
flash suppressed when underwater.
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.
Analysis changes. Helps, for example, with pwads; nightomb.wad, ctrl-cen.wad,
Particle code optimisation.
- When in
pause mode sprites, models and particles are now rendered.
R3D specific keywords added (used with identifier R3Dtype) carrystatsover,
now halts if too many patches are missing and requests whether the user wants
script keywords added (See SCP_DEFN_Header.txt); SETFLATSREVERB_FAKE,
CUSTOMPUNCHVARS, ACTIVATE, TRANSFERTRIGGER,
BERSERKBUG, FALLINGDAMAGE, TGASKYTEXTURE and LINKKEY
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.
Panel has been revised to exclude options depending on whether they have
relevance with the current options set.
Scripted model maps now only run with models, trying to load sprites with an
R3D scripted map will cause Risen3D to exit with an error message.
- A new
'give c' console cheat has been added which gives ammo, armour, weapons and
backpack ammo amounts.
- 3D line
teleportation has been further extended so that Actors that do not overlap
vertically will now be teleported.
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 behavior 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
Bug Fixes in V2.2.04 ...
Two spurious but rare problems
have been tracked down that could lead to Risen3D aborting with an access
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.
and floor particle and light textures not rendering correctly in combination.
view align error.
splashes with translucent water rendered at the wrong height.
Particles not being seen when viewed through translucent water.
of unwanted water walls in translucent water.
mode problem in fake sectors when in edit mode.
resolution can now be changed when ALT-TAB'ing (and then dragging) from the
titlepage, console, stats or menu.
- The FOV
(Field Of View) should have changed when adjusting the base fov in Control
Panel but previously the game had to be restarted for it to take effect.
reader problem with 0xa 0xd line feed sequence.
Under/over teleport thing operational inconsistency.
Incorrect floor speeds were being applied when using specials; 129, 130, 131,
132 raiseFloorTurbo and 36, 70, 71, 98 turboLower.
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.
issues with exit text 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. However this command is ignored with a
- An OGL
problem when using a map with skywalls and slopes and/or fog.
Problems preventing the loading of plutonia2 (pl2.wad) and iostepis.wad.
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).
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 issues ...
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 ...
This ensures it is loaded at the correct point to prevent custom sounds being