Commit graph

306 commits

Author SHA1 Message Date
revility
6a1168c3b1
Rename combatcodinginfo.txt to Rivensin combat codinginfo.txt 2018-10-03 07:21:05 -04:00
revility
faf6ab73f6
Rename camera_console_commands.txt to Rivensin camera_console_commands.txt 2018-10-03 07:20:50 -04:00
revility
20c235842d
Update thirdperson tutorials.txt 2018-10-03 07:20:09 -04:00
revility
accfb5fe2c
Delete thirdperson tutorial 2.txt 2018-10-03 07:18:11 -04:00
revility
82562f3698
Rename sdk changlog and new script commands.txt to sdk change log and new script commands.txt 2018-10-03 07:15:19 -04:00
revility
8a0592c784
Rename mapping notes.txt to mapping and music system notes.txt 2018-10-03 07:15:04 -04:00
revility
3d62e094c4
Rename THIRD_PERSON_FOCUS_DISTANCE.txt to default thirdperson distance 2018-10-03 07:14:11 -04:00
revility
95c35b8a0f
Rename ivan_changelog.txt to sdk changlog and new script commands.txt 2018-10-03 07:13:46 -04:00
revility
9ad2b7d2ab
dev documents
All the old development documents I found on my back up drives.
2018-10-03 07:11:00 -04:00
revility
271bcfe4c0
pm_projectileOrigin added
New cvar to enable and disable launching projectiles from the weapon's world model barrel joint and also towards the crosshair's position.  launchfrombarrel must be set to 0 in projectile def files to use.  Done incase a weapon doesn't need it or has issues using it in the future.  none currently do.
2018-09-29 10:56:22 -04:00
revility
f6349cef3c
pm_projectileorigin added
new cvar to enable and disable the new projectile direction correction for weapons.  check the weapon.cpp for more info.
2018-09-29 10:53:12 -04:00
revility
4f04bb15d2
pm_crossHairOrigin added
Changes cross hair trace line origin from the camera's origin to a joint on the player's model defined in player.cpp file
Done this way because pm_modelview cvar has some kind of over ride going on when the levels start.  Consider this a work  around fix.
2018-09-27 18:36:40 -04:00
revility
35f2b6c5bf
added pm_crossHairOrigin cvar
Changes cross hair trace line origin from the camera's origin to a joint on the player's model defined in player.cpp file
2018-09-27 18:34:20 -04:00
revility
0e840d908c
Weapon firing bug fix
Not sure how or why it happened, but the code was causing the bow to use wrong cross hairs, and auto weapon switch.  I believe there was a mistake on my end when cleaning up the code in the player.cpp and playercursor.cpp files.
Additionally having a second weapon to use the soul cube hud notice is not needed as the planned weapon is not happening anytime soon.
2018-09-27 15:17:52 -04:00
revility
f51897d5b3
Added soulcube clone
Only the soul cube can display hud notifications when enough kills are done.  this adds support for a 2nd weapon to do so. weapon is not in 2010 but will be 2018 build.  Code should still be compatible with 2010 build.
2018-09-24 19:06:05 -04:00
revility
1c33d3ddff
always enable pm_modelview
fix pm_modelview resetting on map loads.  Cross hair fix.  Still needs some tweaks and test.
2018-09-24 06:30:35 -04:00
revility
2f87df51f7
Cleaned code
Removed commented code from early 2000's tests.  Was never used. 
Cleaned up my comments a bit too :)
2018-09-23 21:18:12 -04:00
revility
2264be3b96
Removed commented out code
Removed commented out code.  Was from very old cross hair system back in the early 2000's.
2018-09-23 20:40:23 -04:00
revility
2e2bcad7c6
Update and rename README.md to README.txt 2018-09-23 20:22:28 -04:00
revility
119a37c604
updated readme
more detail on features of the mod
2018-09-23 20:17:38 -04:00
revility
0466ecc265
updated title of readme 2018-09-23 19:56:58 -04:00
revility
f83beb172d
cvar_archive hdr, pm_modelview, pm_thirdperson
This should fix hdr always resetting every time the game is restarted, thirdperson view sometimes not enabled by default, and the need for pm_modelview to be turned on for cross hair trace line origin fix.
Also cleaned up formatting around hdr cvars, and third person camera cvars.
2018-09-23 17:13:12 -04:00
revility
a5d14cfe48
pm_modelview enabled by default
Enabling the pm_modelview and setting the correct joint in the player.cpp file corrects issues with the trace line used for creating thirdperson crosshair getting cut off early due to objects being to close.  Most mostly noticeable shooting around corners.
2018-09-22 17:57:22 -04:00
revility
c82c8b6c22
Headshot Frozen ragdoll bug fix
line 2403
2018-09-22 17:52:23 -04:00
revility
4c004b8dd5
New shield int
tellishield is used in player.cpp as part of the shield/shield spell system.
Mostly used in game script to check if the shield is active or not.
2018-09-22 17:50:40 -04:00
revility
f82d2459cf
launch projectile direction updated.
Further comments on changes to launching projectiles and "launchfrombarrel" key used in projectile defs.
2018-09-22 17:47:47 -04:00
revility
1a92a6f4b0
Replaced stamina system with shield system
Stamina is now used for the player's shield spell.  hold down the old zoom key to activate while the player has stamina.  Calls are made to the player's script to UpdateSkin.  UpdateSkin is new and not apart of vanilla d3 or Rivensin 2010 build
Stamina use also is no longer associated with player's movement and does not adjust movement speed.
The telishield key is used via the player script file to check if active and change the torso animations to blocking/spell casting.
2018-09-22 17:42:45 -04:00
revility
9a966e8ff0
Update Player.cpp
Added the telishield key for the player def and script to use.  This key disables the player taking damage and can be checked in the script for stuff like changing skins, etc.

cross hair fix:  pm_modelview .  This cvar changes the origin of the playerview to a joint for the crosshairs.  This is set to a joint close to the player weapons to prevent the trace line used for cross hairs stopping too early when shooting around corners. 
Additionally pm_modelview's axis is now the renderview axis and not the joint other wise the thirdperson crosshair is displayed in wrong directions.
pm_modelview is now on by default.
2018-09-21 14:13:35 -04:00
revility
2c3058f5f6
Update Player.h
adds the telishield key for the player.def & script to use.  When set to 1, the player will take no damage.  Done this way so we can check it and also apply other effects such as player skin changing.
2018-09-21 14:04:02 -04:00
revility
599a5da70c
Update Weapon.cpp
launch from barrel is no longer needed for projectiles to launch from the weapon's barrel, and then to the thirdperson cross hair position.  This fixes the projectiles not launching to the center of the thirdperson cross and also fixes the offset when aiming too high or too low.
projectiles in weapon.def files need launchfrombarrel set to 0 for this work.  the crosshair offsets also need to be adjust in the cursor.gui file as each one offset manually in Rivensin/Ruiner 2010 build.
2018-09-21 14:01:23 -04:00
revility
22bff25d5e
Update Actor.cpp
sdk side of the fix to stop ragdolls from freezing during a head shot.  Other parts were in the ai script files due too much sys.waits.
2018-09-21 13:56:38 -04:00
revility
662a281df5
Update SysCvar.cpp
pm_modelview enabled by default. part of correcting the trace line origin used for the thirdperson crosshair.
2018-09-21 13:54:40 -04:00
Daniel Gibson
40d9f20843 Fix another arrow-shooting Assertion 2018-09-02 03:42:59 +02:00
Daniel Gibson
6a6f4aad47 It builds with VS 2017 now 2018-09-02 01:27:00 +02:00
Daniel Gibson
b5e8db875e disable assert() with -DNDEBUG even if -D_DEBUG is set
the game code asserts all the time, but seems to work when disabling
assertions..
so make sure assertions are really disabled with NDEBUG, even if _DEBUG
is set (like it is in debug builds).
this way I can at least get an unoptimized debug build that can actually
be tested.
2018-09-02 01:19:37 +02:00
Daniel Gibson
b41ce2627c Fix Assertion in Engine when shooting Arrows
it was caused by decals of size 0 (when the arrow hits the floor)
2018-09-02 01:17:57 +02:00
Daniel Gibson
cdcb02b26e Make it build in Debugbuilds and only include sourcehook.h where needed 2018-08-27 22:15:30 +02:00
Daniel Gibson
bf931218cc Ruiner compiles 2018-08-27 15:13:36 +02:00
Daniel Gibson
0c717b0313 Import Ruiner source (doesn't build yet) 2018-08-27 15:13:17 +02:00
Daniel Gibson
d10891a24f
minor cosmetic changes to README 2018-08-27 03:01:18 +02:00
Daniel Gibson
35f9da4f2a Add README 2018-08-27 02:55:51 +02:00
Daniel Gibson
4dd278d6fb Make game dll names and compiler defines for mods configurable
so mod authors can tell cmake to call it mymod.dll instead of base.dll
or d3xp.dll

and the compiler defines are also easily configurable now

I also added a comment to EndLevel.cpp, which was released with the GPL
source (and in d3xp/ it already existed in the SDK), but has not been
used to build the dlls.
2018-08-26 04:47:00 +02:00
Daniel Gibson
53db277bae Make it build as SDK
I created this repo from the original dhewm3 repo, but I used
git filter-branch to kill all the files that are not needed to just
build base.dll and d3xp.dll (or .so or .dylib or whatever).
So this is basically just the files the original Doom3 SDK had, but
taken from dhewm3 instead (and thus GPL licensed and patched for
64bit-support etc) + some dhewm3 specific stuff + CMakeLists.txt
to build them.

The git filter-branch details:

filter-branch -f --prune-empty --tree-filter /tmp/killkill.sh @

## /tmp/killkill.sh:

#!/bin/sh

find . -exec /tmp/removeothers.sh {} \;

exit 0

## /tmp/removeothers.sh:

#!/bin/bash

FNAME="$1"

if [[ $FNAME == \./\.git* ]] || [[ $FNAME == \./d3xp/* ]] || [[ $FNAME == \./game/* ]]
then
	#echo "ignoring $FNAME"
	exit 0
fi

if ! grep -Fxq "$FNAME" /tmp/d3sdklist.txt
then
	#echo "REMOVING $FNAME"
	rm -rf "$FNAME"
fi

exit 0

## /tmp/d3sdklist.txt was is just a textfile with one path per line with
   all the files (and directories!) I wanted to keep, like:

.
..
./sys/platform.h
./framework/Game.h
./config.h.in
./CMakeLists.txt
## ... and all the relevant files from the SDK
2018-08-26 01:43:10 +02:00
Yamagi Burmeister
aa40145157 Lower release build optimizations from -O3 to -O2.
In the last few weeks I've played again through the game and kept an eye
on small oddities. And there're a lot of them. For example some GUIs and
videos getting stuck after the first frame (issue #192) or being unable
to protect the guy with the lamp in Alpha Labs 3. Some digging proved
that most - if not all - of these problems are caused by the compilers
optimization level. When build with -O2 both g++ 8.1 and clang 6.0.0 are
producing working code. g++ 8.1 with -O3 has some small, hard to notice
oddities, clang 6.0.0 with -O3 shows a lot of them. Since there's not
measurable difference between -O3 and -O2 just go down to the later:

x doom_o3.txt
+ doom_o2.txt
+----------------------------------------------------------------------+
|                                                               +      |
|                                      +                        *      |
|x                                     *           x            *      |
|                 |_____________________|___A______M__A_________M___|_||
+----------------------------------------------------------------------+

    N        Min           Max        Median           Avg        Stddev
x   5        173           178           177         176.4     2.0736441
+   5        176           178           178         177.2     1.0954451
2018-08-20 01:46:40 +02:00
Tobias Frost
84e5ef45bc Some spelling error fixes found during Debian build
- s/allready/already
- s/Uknown/Unknown
- s/thier/their
2018-08-20 01:46:40 +02:00
Kalamatee
b86dac5719 use the correct extension for x86 2018-08-20 01:46:40 +02:00
Kalamatee
2fb870b13f import AROS changes 2018-08-20 01:46:39 +02:00
Turo Lamminen
ae17dad2f9 Fix idStr self-assignment
Was calling memcpy with overlapping parameters which is inefficient,
undefined behavior and Valgrind complained about it.
2018-08-20 01:46:39 +02:00
Turo Lamminen
db977e6f75 Fix stack overflow in SSE code
This was checking the wrong variable so when count was < 4 it was writing
past the end of buffer and potentially breaking the stack.
2018-08-20 01:46:39 +02:00
David Carlier
45d826d31c make it compilable under openbsd 2018-08-20 01:46:39 +02:00