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1.1.0harmattan29
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glKarin committed Apr 28, 2023
1 parent 7ea95be commit 261a1b8
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14 changes: 12 additions & 2 deletions CHANGES.md
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## Change logs
**1.1.0harmattan28(natasha)** - **2023-04-13**
**1.1.0harmattan29(natasha)** - **2023-05-01**

----------------------------------------------------------------------------------
### Update

> 1.1.0harmattan29 (2023-05-01)
* Fixup crash in game loading when change app to background.
* Fixup effects with noise and other effects in Quake 4.
* Optimize sky render in Quake 4.
* Remove cvar `harm_g_flashlightOn` in Quake 4.
* Fixup on-screen buttons layer render error on some devices.

----------------------------------------------------------------------------------
### History

> 1.1.0harmattan28 (2023-04-13)
* Add bool cvar `harm_g_mutePlayerFootStep` to control mute player footstep sound(default on) in Quake 4.
Expand All @@ -12,7 +23,6 @@
* (Bug)In Quake 4, if load some levels has noise with effects on, typed `bse_enabled` to 0, and then typed `bse_enabled` back to 1 in console, noise can resolved.

----------------------------------------------------------------------------------
### History

> 1.1.0harmattan27 (2023-04-05)
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14 changes: 12 additions & 2 deletions CHANGES.zh.md
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## 更新日志
**1.1.0harmattan28(natasha)** - **2023-04-13**
**1.1.0harmattan29(natasha)** - **2023-05-01**

----------------------------------------------------------------------------------
### 更新

> 1.1.0harmattan29 (2023-05-01)
* 修复游戏关卡载入时, 游戏切换到后台时崩溃.
* 修复雷神之锤4特效噪音和其他特效显示.
* 优化雷神之锤4天空盒渲染.
* 移除雷神之锤4cvar `harm_g_flashlightOn`.
* 修复部分设备上虚拟按键层与游戏层重叠渲染.

----------------------------------------------------------------------------------
### 历史

> 1.1.0harmattan28 (2023-04-13)
* 雷神之锤4新增布尔型cvar `harm_g_mutePlayerFootStep`去控制是否静音玩家脚步声(默认静音).
Expand All @@ -12,7 +23,6 @@
* (Bug)雷神之锤4中, 如果开启特效, 载入关卡后有杂音, 在控制台输入`bse_enabled`为0, 然后再输入`bse_enabled`变回1, 杂音将会消失.

----------------------------------------------------------------------------------
### 历史

> 1.1.0harmattan27 (2023-04-05)
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4 changes: 2 additions & 2 deletions DIII4A/idTech4Amm/build.gradle
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Expand Up @@ -29,8 +29,8 @@ android {
applicationId "com.karin.idTech4Amm"
minSdkVersion 14
targetSdkVersion 28
versionCode 11028
versionName '1.1.0harmattan28'
versionCode 11029
versionName '1.1.0harmattan29'
versionNameSuffix 'natasha'
}

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4 changes: 2 additions & 2 deletions DIII4A/idTech4Amm/src/main/AndroidManifest.xml
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@@ -1,8 +1,8 @@
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
package="com.karin.idTech4Amm"
android:versionCode="11028"
android:versionName="1.1.0harmattan28"
android:versionCode="11029"
android:versionName="1.1.0harmattan29"
android:installLocation="preferExternal"
>

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Expand Up @@ -177,10 +177,9 @@ public static CharSequence GetHelpText()
" (a). Quake 3 bot files(If you want to add bots in Multiplayer-Game, using command `addbot <bot_file>` or `fillbots` after enter map in console, or set `harm_si_autoFillBots` to 1 for automatic fill bots).",
" (b). `SABot` MP game map aas files(for bots in MP game).",
" 3. Then start game directly or choose map level, all levels is working.",
" *. Player's gun-lighting default is opened(can using bool cvar `harm_g_flashlightOn` to control).",
" *. If running crash on arm32 or low-memory device, trying to check `Use ETC1 compression` or `Disable lighting` for decreasing memory usage.",
" *. Exists bugs: e.g. some GUIs interface, script error on some levels",
" *. Effect system: Quake4 using new advanced `BSE` particle system, it not open-source(`jmarshall` has realized and added by decompiling `ETQW`'s BSE binary file, also see `" + GenLinkText("https://github.com/jmarshall23/Quake4BSE", "jmarshall23/Quake4BSE") + "`, but it not work yet.). Now implementing a OpenBSE with DOOM3 original FX/Particle system, some effects can played, but has incorrect render(If load some levels has noise with effects on, typed `bse_enable` to 0, and then typed `bse_enable` back to 1 in console, noise can resolved.).",
" *. Effect system: Quake4 using new advanced `BSE` particle system, it not open-source(`jmarshall` has realized and added by decompiling `ETQW`'s BSE binary file, also see `" + GenLinkText("https://github.com/jmarshall23/Quake4BSE", "jmarshall23/Quake4BSE") + "`, but it not work yet.). Now implementing a OpenBSE with DOOM3 original FX/Particle system, some effects can played, but has incorrect render.",
" *. Multiplayer-Game: It is working well with bots(`jmarshall` added Q3-bot engine, but need bots decl file and Multiplayer-Game map AAS file, now set cvar `harm_g_autoGenAASFileInMPGame` to 1 for generating a bad AAS file when loading map in Multiplayer-Game and not valid AAS file in current map, you can also put your MP map's AAS file to `maps/mp` folder).",
null,
"Multi-threading and some GLSL shader using `" + GenLinkText("https://github.com/emileb/d3es-multithread", "emileb/d3es-multithread") + "`.",
Expand Down Expand Up @@ -297,6 +296,13 @@ public static CharSequence GetChangesText()
final ChangeLog[] CHANGES = {
ChangeLog.Create(Constants.CONST_RELEASE, Constants.CONST_UPDATE_RELEASE, Constants.CONST_CHANGES),

ChangeLog.Create("2023-04-13", 28,
"Add bool cvar `harm_g_mutePlayerFootStep` to control mute player footstep sound(default on) in Quake 4.",
"Fix some light's brightness depend on sound amplitude in Quake 4. e.g. in most levels like `airdefense2`, at some dark passages, it should has a repeat-flashing lighting.",
"Remove Quake 4 helper dialog when start Quake 4, if want to extract resource files, open `Other` -> `Extract resource` in menu.",
"(Bug)In Quake 4, if load some levels has noise with effects on, typed `bse_enable` to 0, and then typed `bse_enable` back to 1 in console, noise can resolved."
),

ChangeLog.Create("2023-04-05", 27,
"Fixup some line effects in Quake 4. e.g. monster body disappear effect, lines net.",
"Fixup radio icon in player HUD right-top corner in Quake 4.",
Expand Down Expand Up @@ -335,8 +341,8 @@ public static CharSequence GetChangesText()

ChangeLog.Create("2023-01-10", 22,
"Support screen top edges with fullscreen.",
"Add bad skybox render in Prey(2006)(Fixed in version 23).",
"Add bad portal render in Prey(2006)(Fixed in version 23).",
"Add bad skybox render in Prey(2006).",
"Add bad portal render in Prey(2006).",
"Add `deathwalk` map append support in Prey(2006)."
),

Expand Down Expand Up @@ -365,7 +371,7 @@ public static CharSequence GetChangesText()

ChangeLog.Create("2022-10-29", 17,
"Support Quake 4 format fonts. Other language patches will work. D3-format fonts do not need to extract no longer.",
"Solution of some GUIs can not interactive in Quake 4, you can try `quicksave`, and then `quickload`, the GUI can interactive. E.g. 1. A door's control GUI on bridge of level `game/tram1`, 2. A elevator's control GUI with a monster of `game/process2`(Fixed in version 19)."
"Solution of some GUIs can not interactive in Quake 4, you can try `quicksave`, and then `quickload`, the GUI can interactive. E.g. 1. A door's control GUI on bridge of level `game/tram1`, 2. A elevator's control GUI with a monster of `game/process2`."
),

ChangeLog.Create("2022-10-22", 16,
Expand Down Expand Up @@ -395,16 +401,16 @@ public static CharSequence GetChangesText()
ChangeLog.Create("2022-10-29", 13,
"Fixup Strogg health station GUI interactive in `Quake 4`.",
"Fixup skip cinematic in `Quake 4`.",
"If `harm_g_alwaysRun` is 1, hold `Walk` key to walk in `Quake 4`(Removed in version 26, using original `in_alwaysRun`).",
"If `harm_g_alwaysRun` is 1, hold `Walk` key to walk in `Quake 4`.",
"Fixup level map script fatal error or bug in `Quake 4`(All maps have not fatal errors no longer, but have some bugs yet.).",
" `game/mcc_landing`: Player collision error on last elevator. You can jump before elevator ending or using `noclip`(Fixed in version 18).",
" `game/mcc_1`: Loading crash after last level ending. Using `map game/mcc_1` to reload(Fixed in version 16).",
" `game/convoy1`: State error is not care no longer and ignore. But sometimes has player collision error when jumping form vehicle, using `noclip`(Fixed in version 18).",
" `game/putra`: Script fatal error has fixed. But can not down on broken floor, using `noclip`(Fixed in version 15).",
" `game/mcc_landing`: Player collision error on last elevator. You can jump before elevator ending or using `noclip`.",
" `game/mcc_1`: Loading crash after last level ending. Using `map game/mcc_1` to reload.",
" `game/convoy1`: State error is not care no longer and ignore. But sometimes has player collision error when jumping form vehicle, using `noclip`.",
" `game/putra`: Script fatal error has fixed. But can not down on broken floor, using `noclip`.",
" `game/waste`: Script fatal error has fixed.",
" `game/process1 first`: Last elevator has ins collision cause killing player. Using `god`(Fixed in version 18). If tower's elevator GUI not work, using `teleport tgr_endlevel` to next level directly.",
" `game/process1 second`: Second elevator has incorrect collision cause killing player(same as `game/process1 first` level). Using `god`(Fixed in version 18).",
" `game/tram_1b`: Loading crash after last level ending. Using `map game/tram_1b` to reload(Fixed in version 16).",
" `game/process1 first`: Last elevator has ins collision cause killing player. Using `god`. If tower's elevator GUI not work, using `teleport tgr_endlevel` to next level directly.",
" `game/process1 second`: Second elevator has incorrect collision cause killing player(same as `game/process1 first` level). Using `god`.",
" `game/tram_1b`: Loading crash after last level ending. Using `map game/tram_1b` to reload.",
" `game/core1`: Fixup first elevator platform not go up.",
" `game/core2`: Fixup entity rotation."
),
Expand Down Expand Up @@ -672,7 +678,6 @@ public static CharSequence GetCvarText()
};
final Cvar[] QUAKE4_CVARS = {
Cvar.Create("harm_g_autoGenAASFileInMPGame", "bool", "1", "For bot in Multiplayer-Game, if AAS file load fail and not exists, server can generate AAS file for Multiplayer-Game map automatic."),
Cvar.Create("harm_g_flashlightOn", "bool", "1", "Automatic make flash light on initial."),
Cvar.Create("harm_g_vehicleWalkerMoveNormalize", "bool", "1", "Re-normalize vehicle walker movement."),
Cvar.Create("harm_gui_defaultFont", "string", "chain", "Default font name.",
"chain", "fonts/chain",
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Original file line number Diff line number Diff line change
Expand Up @@ -12,8 +12,8 @@ public final class Constants
public static final String CONST_PREFERENCE_APP_CRASH_INFO = "_APP_CRASH_INFO";
public static final String CONST_PREFERENCE_EXCEPTION_DEBUG = "_EXCEPTION_DEBUG";

public static final int CONST_UPDATE_RELEASE = 28;
public static final String CONST_RELEASE = "2023-04-13";
public static final int CONST_UPDATE_RELEASE = 29;
public static final String CONST_RELEASE = "2023-05-01";
public static final String CONST_EMAIL = "beyondk2000@gmail.com";
public static final String CONST_DEV = "Karin";
public static final String CONST_CODE = "Harmattan";
Expand All @@ -25,10 +25,11 @@ public final class Constants
public static final String CONST_DEVELOPER_XDA = "https://forum.xda-developers.com/member.php?u=10584229";
public static final String CONST_CHECK_FOR_UPDATE_URL = "https://raw.githubusercontent.com/glKarin/com.n0n3m4.diii4a/package/CHECK_FOR_UPDATE.json";
public static final String[] CONST_CHANGES = {
"Add bool cvar `harm_g_mutePlayerFootStep` to control mute player footstep sound(default on) in Quake 4.",
"Fix some light's brightness depend on sound amplitude in Quake 4. e.g. in most levels like `airdefense2`, at some dark passages, it should has a repeat-flashing lighting.",
"Remove Quake 4 helper dialog when start Quake 4, if want to extract resource files, open `Other` -> `Extract resource` in menu.",
"(Bug)In Quake 4, if load some levels has noise with effects on, typed `bse_enable` to 0, and then typed `bse_enable` back to 1 in console, noise can resolved.",
"Fixup crash in game loading when change app to background.",
"Fixup effects with noise in Quake 4.",
"Optimize sky render in Quake 4.",
"Remove cvar `harm_g_flashlightOn` in Quake 4.",
"Fixup on-screen buttons layer render error on some devices.",
};
public static final String CONST_PACKAGE = "com.karin.idTech4Amm";

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