This lists changes made in each release. For a description of all current features, see the Reference.
Table of Contents
2.2
Released 13th November 2017.
Core program changes
UI Look and Feel changes
As a side effect of other changes, the UI will possibly look and feel quite different, depending on what platform you are using. On OS X, the menu is now integrated with the OS menu at the top. Several extra keyboard shortcuts have been added.
On Linux, the new UI system (Swing) seemed to have terrible font rendering by default,
so WadC will try to enable font smoothing unless you explicitly configure the font
settings yourself by defining a _JAVA_OPTIONS
environment variable containing a
definition of useSystemAAFontSettings
, e.g. useSystemAAFontSettings=off
.
No more configuration file
WadC no longer uses a wadc.cfg
file to store preferences. The various language
built-ins for configuration are deprecated and will be removed in the next release.
Preferences are now stored using the Java Preferences API. What this means depends on what platform you are using; if you want to inspect the preferences outside of WadC please consult the Java documentation for more information.
If you want to read in the settings from an old wadc.cfg
file, open it in WadC and
run it. The resulting preferences will be saved in the new system. You can then delete
the wadc.cfg
file if you wish.
GUI preferences additions
WadC now features a Preferences GUI window that can be used to browse for and set the Doom engine, BSP tool, etc.
You can also toggle the rendering of things or vertices and enable or disable a new experimental fill-sectors feature from a new View menu. Sectors can be filled using their floor height, ceiling height or light level values.
command-line interface
The command-line tool now reads in WadC’s preferences. This means you can now
use it to build WADs that need iwad
set correctly, such as those that compose
custom textures.
new example programs
-
birds.wl
: a complete map for Heretic, developed from scratch for Doomworld’s "Heretic Upstart Mappers Project". -
laby.wl
: a large, machine-generated script that generates a Labyrinth. Thanks to Yoruk for the contribution!
Several existing examples have been promoted out of examples/old
into the
examples/
folder.
Language features
is_hexenformat
-
returns 1 if the map format is Hexen, 0 otherwise.
simplex(x,y)
-
A simplex noise feature. Returns a random value between 0 and 1,000,000 from the X,Y coordinate into a 2D simplex "field".
The behaviour of renderthings
and renderverts
has changed slightly: they
now work with a global preference, rather than being something that is specific
to the current program. The language commands are also both deprecated and will
be removed in the next release (the preferences will remain)
Library additions/deletions
-
lineflags.h
has been renamedlines.h
and some line type definitions have been added. -
basic.h
addition:cluster
- cluster 9 things together -
heretic/things.h
- various thing definitions have been added or renamed. -
math.h
has gainedeven
andodd
. -
standard.h
has gainedifelse
andif
: wrappers around the ternary operator which are possibly friendlier to use;pradd
which behaves like a combination ofadd
andprint
; useful when refactoring a program. -
thingflag.h
has gainedeasyonly
andmediumonly
. -
sectors.h
added with the beginnings of sector type definitions
Removed stuff
A whole load of deprecated (and undocumented) built-ins have been removed.
Bug fixes
-
The generalised sector helper in
boom.h
now correctly bit-shifts when the map is in Hexen (ZDoom) format. -
the CLI tool now honours WadC preferences (in particular
iwad
).
2.1
Released 22nd September 2016.
Version 2.1 of WadC is dedicated to the memory of Professor Seymour Papert (1928-2016), co-inventor of the LOGO programming language.
Core program changes
-
Internationalisation support.
-
Partial french translation adapted from @nekrofage. Thanks!
-
The random seed is printed when you first execute a script. This means if something cool happens, you can make a note of the seed and reproduce it.
-
Stack traces are now divided by newlines rather than space characters.
-
It is now much more convenient to generate maps for the original Doom, Heretic, Hexen and Strife, in addition to Doom II.
-
The GUI now has basic undo/redo support for text editing.
-
The GUI’s default size is now twice as large.
-
You can now write numbers in hexidecimal by prefixing them with '0x'. Only positive numbers are supported at the moment (use
mul(-1,0xabc)
as a workaround if you must)
Example scripts
-
logo.wl
: draws the letters "WadC". -
The "pipes" stuff in examples/beta continues to evolve and drive WadC development.
-
doom_ex.wl
,htic_ex.wl
,hexen_ex.wl
,strife.wl
: very simple test maps that demonstrate Doom #1/Heretic/Hexen/Strife support -
polyobj.wl
: example of Hexen polyobjects (swinging doors, etc.) -
boom.wl
: Examples of Boom generalised linedef and sector types. -
counter.wl
: a binary ripple counter for Boom -
2countrev.wl
: a modifiedcounter.wl
, showing how it might be used as part of a real map.
Documentation
-
The beginnings of a proper tutorial.
-
A basic gallery of WadC examples
-
WAD files of the examples are periodically generated, nodes built and uploaded to https://redmars.org/wadc/examples/
Language features
hexenformat
-
forces the output map to be in Hexen format (suitable for use with either Hexen or ZDoom)
mapname
-
sets the map name to be generated. The default is
MAP01
. New libraries included in this release set sensible defaults for other doom-engine games. and
,or
,not
-
bitwise operators
setthingflags
,getthingflags
-
get and set the flags used for new things
setlineflags
,getlineflags
-
as above, but for lines
thingangle
-
create a thing with a supplied angle value
Library additions/deletions
-
water.h
has been enhanced so that you can manage multiple water-effects in the same map. -
Some built-ins have been removed from the language and converted into WadC library routines:
deaf
,easy
,hurtmeplenty
,ultraviolence
andfriendly
(seethingflags.h
) -
Angle constants have been added to
standard.h
:angle_east
,angle_ne
,angle_north
,angle_nw
,angle_west
,angle_sw
,angle_south
andangle_se
.
New libraries
control.h
-
control sector management (broken out from
water.h
) doom.h
,heretic.h
,hexen.h
,strife.h
-
sensible defaults and thing definitions for Doom (#1), Heretic, Hexen and Strife
thingflags.h
-
Definitions for common flag values for all four games as well as implementations of
deaf
,easy
,hurtmeplenty
,ultraviolence
andfriendly
. math.h
-
some mathematic routines (bit shifts and
pow
so far) boom.h
-
Routines for building Boom generalised linedefs and sectors, some constants for use with these routines.
Bug fixes
-
A long-standing bug with splitting lines has been fixed, where one line is drawn in the opposite direction to the first. When this happened you got the misleading error "Sidedef already assigned to sector". Various example maps had contortions to avoid this situation which now works.
-
You can now use
popsector
more than once. This means you can have an inner sector within an inner sector within an outer one, to an arbitrary depth. -
water.h
can now be used with inner-sectors and the water light level value is honoured. -
water.h
can be used to decorate the very first sector you draw. -
The control sectors that
water.h
draws are now properly to the right of the cursor, rather than to the left, so it plays nicely with othercontrol.h
users. -
The GUI is now listed as "WadC" rather than "MainFrame" in various places such as the Mac OS X menu bar.
-
If you use the choice operator before a
seed
operation, that seed value affected the choice operator when re-running the script. -
You can freely mix
linetype
andlinetypehexen
in Zdoom Hexen-format maps. Previously, some of the argument flags set withlinetypehexen
were not cleared bylinetype
. -
The tech-preview CLI will correctly embed the WadC source in generated WADs, just like the GUI.
-
The GUI code to write-out WadC files when you save has been changed to write UTF-8. Previously it was writing the first byte of UTF-8 only, so any multibyte characters were getting corrupted.
Development stuff
-
The tech-preview CLI has been renamed to WadCCLI.
-
WadC is now built using Maven. This has some implications:
-
The source has all moved around and we have an obscene number of subdirectories. Sigh. There are a few convenience symlinks to make life easier.
-
The program’s version is now embedded as a property rather than being an auto-generated Java class.
-
-
There’s a very hacky, experimental regression test suite in
tests/
.
2.0
Released 22nd September 2015.
Core program changes
Distribution and runtime requirements
The WadC binary distribution is now a JAR file. On most platforms, simply double-clicking on the JAR should launch the program. WadC is no longer sensitive to the directory from which it is launched.
WadC now requires Java version 1.8 or newer to run or build. It has been tested only with
-
java version "1.8.0_45"
-
javac 1.8.0_45
Sneak-peek: command-line interface
There is a very early-stages command-line interface now available. To launch it, you need to run
java -cp wadc.jar org.redmars.wadc.WadCC path/to/input.wl
It will attempt to parse, run and write out to path/to/output.wad. Be aware that this is alpha quality, consider this a tech preview :)
configuration file syntax and location
wadc.cfg is no longer written/read from the current working directory. On
Windows, it’s found at %USERHOME%/.wadc/wadc.cfg
, on UNIX platforms it
looks in $HOME/.wadc
. Examples
c:\Users\Your Name\.wadc /Users/Jon/.wadc /home/you/.wadc
The configuration option doomcmd
no longer exists. It has been replaced
with
doomexe
-
path to your preferred doom executable
doomargs
-
arguments to pass to your preferred doom executable,
separated by whitespace. This should end with ‘-file’.
The reason for this is to allow you to supply a doomexe
containing
whitespace in the path.
If you have defined any of twad1
, twad2
or twad3
in your
configuration, they will be added to the doom command line, immediately
after your doomargs
, and before the path to the WAD you are building.
Embedded WadC code
WadC now writes out the source code for your level to the generated WAD
in a WADCSRC
lump. Any locally included files are also included, but
standard library files (from within the Jar) are not.
If you define any new textures, WadC will write a TEXTURE2
lump. If you add
any patches to new textures which are not in your IWAD, A new PNAMES
lump
will be generated and written. You need to have specified a path to an IWAD
file in your configuration for this to work.
Language features
die(foo)
-
prints foo, then terminates.
cat(a, b)
-
concatenates a and b
seed(x)
-
seeds the random-number generator for reproducibility
newtag
-
generate and return a new unique tag number
texture
-
begins the definition of a new texture, to combine with
addpatch
addpatch
-
adds a patch to the currently defined texture
deaf
-
mute
has been renamed todeaf
. getbot
,getmid
,gettop
,getfloor
,getceil
-
Accessor functions for the current texture or flat in use
Library additions
lisp.h
-
lisp-style lists (broken out from
examples/lisp.wl
) water.h
-
Boom deep water tools
within standard.h
:
-
inc
anddec
, convenient for increment/decrementing a variable -
fori
andi
, thefor
loop but you can read the value of the iterator
New examples
textures.wl
-
demonstrating the texture features
llevels.wl
-
test WAD using texture features
water.wl
-
demonstrating the Boom water helpers
- "beta"
-
directory containing my unfinished stuff
Bug fixes
Fix map view zooming with mouse clicks on non-Windows platforms.
The paths to the file you are editing, the corresponding generated WAD file, your preferred Doom executable and any texture WADs you have defined can now contain spaces or other special characters.
1.2
Released December 2011.
-
First release by Jon Dowland.
-
Doom features:
-
friendly
flag - toggle boom friendly monsters -
impassable
flag - toggle impassable 2s lines -
midtex
flag - toggle middle-textures on 2s lines
-
-
new examples:
-
1.2_features.wl
- demo the new features above -
entryway.wl
- a recreation of Doom 2 MAP01 in WadC, thanks GreyGhost
-
1.1
Released July 2001.
-
Doom features:
-
auto texturing (!)
-
zdoom/hexen wad format support, slopes etc.
-
"world coordinates" xoff alignment
-
explicit sector assignment
-
-
UI features:
-
improved mouse editing & preview window
-
-
language features:
-
eager evaluation of function arguments
-
global variables and objects
-
stacktraces in runtime error messages
-
new math functions: sin/asin
-
-
distribution features:
-
more examples / useful include files
-
many small enhancements/fixes
-
1.0: first public release
Released October 2000.
-
UI features:
-
generating code by drawing lines with the mouse (!)
-
zooming & panning
-
map rendering enhancements
-
-
Doom features:
-
automatic splitting of overlapping lines (!)
-
curves with automatic texture alignment
-
inner sectors
-
thing/line/sector types
-
arches (experimental)
-
tag identifiers
-
-
language features:
-
include files (with many Doom constants supplied)
-
a random choice operator
-
-
distribution features:
-
more examples etc.
-
comes with source (GPL)
-
0.9: initial beta
Dates from around July 1999.
some may have seen this.