The button names shown in the controls menu now depend on this CVar.
So if you set it to 1 (Nintendo), the "A" button (which, based on its
position, would be "B" on XBox/XInput gamepads) is actually shown as
"Pad A", and if it's set to 2 (Playstation), it's shown as "Pad Cross".
The "real" names, used in the config, remain the same and are based on
position: JOY_BTN_SOUTH, JOY_BTN_EAST, JOY_BTN_WEST, JOY_BTN_NORTH
- treat DPad as 4 regular buttons (was already the case mostly, but now
the code is simpler)
- rename in_invertLook to joy_invertLook and in_useJoystick to
in_useGamepad and remove unused CVars
- make controller Start button generate K_ESCAPE events, so it can
always be used to open/close the menu (similar to D3BFG)
- move mousecursor with sticks, A button (south) for left-click,
B button (east) for right-click (doesn't work in PDA yet)
- removed special handling of K_JOY_BTN_* in idWindow::HandleEvent()
by generating fake mouse button events for gamepad A/B
in idUserInterfaceLocal::HandleEvent()
- renamed gamepad/joystick actions and keys to have some meaning
for buttons (instead of just JOY1, JOY2 etc)
- compiles with SDL1.2 again (there gamepads aren't supported though)
- shorter names for gamepad keys/axis in the key bindings menu
.. by surrounding it with newlines.
This warning is shown when trying to start a mod without its game dll
(because the user has forgotten to unpack the mod dll archive, or
because it's a mod that doesn't have its own dll).
Surrounding it with empty lines hopefully makes it easier for users
to figure out what went wrong when they look at the log.
and add entry to changelog about absolute mouse input etc - this change
was already in RC1 but I forgot to mention it..
and fixed comments for GAME_NAME and ENGINE_VERSION (nowadays dhewm3
uses ENGINE_VERSION for the window title)
Hoping that Team Future eventually fulfills their promise of releasing
the source of the highly praised Phobos mod, I'm adding it to the list.
Currently this is not very useful, but when (if) the phobos source
becomes available I at least won't have to do a new dhewm3 release to
support it (but only provide tfphobos.dll/.so/.dylib).
by adding special cases for them that set `fs_game_base d3xp`.
Unfortunately there is no more generic way to do this, as mods have
no way to tell the engine if they need fs_game_base.
There were lots of places in the code that called Sys_GrabInput(),
some of them each frame.
Most of this is unified in events.cpp now, in handleMouseGrab() which
is called once per frame by Sys_GenerateEvents() - this makes reasoning
about when the mouse is grabbed and when not a lot easier.
Sys_GrabInput(false) still is called in a few places, before operations
that tend to take long (like loading a map or vid_restart), but
(hopefully) not regularly anymore.
The other big change is that the game now uses SDLs absolute mouse mode
for fullscreen menus (except the PDA which is an ugly hack), so the
ingame cursor is at the same position as the system cursor, which
especially helps when debugging with `in_nograb 1` and should also help
if someone wants to integrate an additional GUI toolkit like Dear ImGui.
If in_ignoreConsoleKey is set, the console can only be opened with
Shift+Esc, not `/^/whatever, so you can easily type whatever character
is on your "console key" into the game, or even bind that key.
Otherwise, with SDL2, that key (KEY_SCANCODE_GRAVE) always generates the
newly added K_CONSOLE.
in_kbd has a new (SDL2-only) "auto" mode which tries to detect the
keyboard layout based on SDL_GetKeyFromScancode( SDL_SCANCODE_GRAVE ).
Wherever Sys_GetConsoleKey() is called, I now take the current state of
Shift into account, so we don't discard more chars than necessary, esp.
when they keyboard-layout (in_kbd) is *not* correctly set.
(TBH the only reason besides SDL1.2 to keep in_kbd around is to ignore
the char generated by the "console key" in the console..)
If a key is pressed whichs SDL_Keycode isn't known to Doom3 (has no
corresponding K_* constant), its SDL_Scancode is mapped to the
corresponding newly added K_SC_* scancode constant.
I think I have K_SC_* constants for all keys that differ between
keyboard layouts (which is mostly printable characters; F1-F12, Ctrl,
Shift, ... should be the same on all layouts, which means that e.g.
SDL_SCANCODE_F1 always belongs to SDLK_F1 which the old code already
maps to Doom3's K_F1).
What's extra nice (IMO) is that when Doom3 requests a *localized* name
of the key (like for showing in the bindings menu), we actually use the
name of the SDL_Keycode that *currently* belongs to the scancode, and
esp. the "Western High-ASCII characters" (ISO-8859-1) supported by Doom3
like Ä or Ñ are displayed correctly.
(I already implemented a very similar hack in Yamagi Quake II and
reused the list of scancodes)
This should fix most of the problems reported in #323
Added Sys_FreeClipboardData(char*) so I don't have to copy the string
from SDL_GetClipboardText() into a Mem_Alloc() buffer, but can just
do the right thing per platform, which in case of POSIX/SDL2 is
SDL_free().
SDL1.2 doesn't have clipboard support, otherwise I'd have removed all
platform-specific implementations and used SDL_Get/SetClipboardText()
everywhere (IIRC AROS only supports SDL1.2?)
Now the game cycles between QuickSave, QuickSave2, QuickSave3, ...
(up to com_numQuicksaves files, 4 by default, up to 99), always
replacing the oldest.
Quick-loading always loads the newest quicksave, but all quicksaves
can be loaded via the load game menu.
the script paths were wrong, on Linux they were like
"pak000.pk4/script/doom_util.script" while on Windows it's only
"script/doom_util.script".
Fixed idFileSystemLocal::OSPathToRelativePath() to skip ...pk4/
also fixed GCC compile error in Common.cpp
In idDeclManagerLocal::CreateNewDecl() decl->self->DefaultDefinition();
crashed because self was uninitialized.
Now it gets set to NULL in the constructor and initialized to something
sensible in decl->AllocateSelf();
this is part of #378
All pointer<->integer conversion truncation warnings I'm aware of are
now enabled for MSVC, to hopefully finally get that tool code 64bit-clean.
I had to adjust the idCVar code for this - it should've been safe enough
(highly unlikely that a valid pointer is exactly 0xFFFFFFFF on 64bit),
but triggered those warnings - now it should behave the same as before
but the warnings (which are now errors) are silenced.
The only thing that still prevents dhewm3 from building with these
warnings-as-errors is rvGEWindowWrapper
like the dhewm3 version and the OS and architecture of the dhewm3
version that created the savegame.
Also added an internalSavegameVersion so be independent of BUILD_NUMBER
fixes#344
"Fix "t->c->value.argSize == func->parmTotal" Assertion in Scripts, #303"
had broken old savegames because the script checksum
(idProgram::CalculateChecksum()) changed, see #344.
This is fixed now, also the BUILD_NUMBER is increased so old savegames
can be identified for a workaround.
Don't use this commit without the next one which will further modify the
savegame format (for the new BUILD_NUMBER 1305)
idSessionLocal::SaveGame() uses saveName for both the description in
savegames/bla.txt and the filename itself ("bla" in this case), which
is a "scrubbed" version of that string ("file extension" removed,
problematic chars replaced with '_').
In case of Autosaves, MoveToNewMap() passes a translated name of the
map as saveName, which makes sense for the description, but not so much
for the filename.
In Spanish the Alpha Labs names are like "LAB. ALFA 1", "LAB. ALFA 2" ..
and everything after "LAB" is cut off as a file extension - so every
autosave of an Alpha Labs part overwrites the last one, as they all get
the same name...
The solution is to pass an additional (optional) argument saveFileName
to idSessionLocal::SaveGame(), and for autosaves pass the mapname
(which is the filename without .map; yes, it might contain slashes,
but the scrubber will turn them into _) instead of the translated name
as saveFileName.
That could happen if the searchpath was "" (like the default value of
fs_cdpath ...).
I don't think it could do any damage, but it's confusing (if "developer"
CVar is enabled) and pointless.
It caused lots of "Non-portable: path contains uppercase characters: .."
Warnings, which now also become more readable by adding a newline.
If REPRODUCIBLE_BUILD is enabled in CMake, the code will not use
__DATE__ or __TIME__ macros, but instead hardcoded values.
Wherever __DATE__ or __TIME__ were previously used, we now use
ID__DATE__ and ID__TIME__, which are either set to hardcoded values or
to __DATE__ and __TIME__ in neo/framework/Licensee.h.
For some reason sounds were only updated/started about every 100ms,
which could lead to delays of up to around 100ms after a sound gets
started (with idSoundEmitterLocal::StartSound()) until OpenAL is finally
told to play the sound.
Also, the actual delay drifted over time between 1ms and 100ms, as the
sound ticks weren't a fixed multiple of the (16ms) gameticks - and the
sound updates didn't even happen at the regular 92-94ms intervals they
should because they run in the async thread which only updates every
16ms...
Because of this, the machine gun and other rapid firing weapons sounded
like they shot in bursts or left out shots occasionally, even though
they don't.
Anyway, now sound is updated every 16ms in the async thread so delays
are <= 16ms and hopefully less noticeable.
You can still get the old behavior with com_asyncSound 2 if you want.
OpenAL devices can disconnect, and with some luck they're back after
a few seconds. This especially seems to happen with Intels Windows GPU
driver and display-audio when switching the resolution or enabling
fullscreen, see #209
Now a disconnect is detected and we try to reset the device for 20
seconds, hoping it comes back. This needs at least openal-soft 1.17.0
to build and 1.20.0 or newer to actually work.
Also added missing stub functions in openal_stub.cpp (used by dedicated
server so it doesn't have to link libopenal)
the tables contain character constants like ('ä') that are supposed to
be interpreted as ISO8859-1 or WINDOWS-1252 or sth, but that doesn't
seem to work with MinGW (anymore) - seems like it assumes UTF-8 by
default, and for some reason -finput-charset=ISO8859-1 doesn't help
either, it complains about multichar character constants then..
Anyway, now the table entries are represented as the corresponding
integer constants which seems to work as intended.
Fixes#238
When selecting a texture in Inspectors -> Media -> Textures that doesn't
really exist (.mtr defines it, but referenced image files are missing),
the game/editor used to crash.
The problem was that somehow people thought the best way to communicate
that a file wasn't found was by setting the timestamp to 0xFFFFFFFF
and then checking for that - sometimes (incorrectly) by comparing it to -1.
That worked for 32bit ID_TIME_T (typedefed to time_t), but not with 64bit
time_t, which now seems to be the default for Win32 in VS.
So I replaced a few -1 and 0xFF... with FILE_NOT_FOUND_TIMESTAMP and now it
works.
FILE_NOT_FOUND_TIMESTAMP is still defined as 0xFFFFFFFF, maybe I should
change that, unsure if that'd break anything though..
When changing it one should keep in mind that time_t might still be 32bit
on some platforms (Linux x86?) so that should still work.. (-1 could work)
Editor also seems to start, didn't test much further.
Only tested 32bit Windows, I fear the editor code isn't 64bit clean..
I hope I haven't broken anything elsewhere..
Changing idSession would break the interface for Game DLLs, making the
existing ports of Mods incompatible.
Luckily we have idCommon::GetAdditionalFunction() for cases like this..
Also added a check for WEAPON_NETFIRING in idWeapon::EnterCinematic(),
I got an Assert() there in Debug builds.
Running the Demo seems to work now, at least I could finish it without
any problems (ignoring some warnings in the console)
This is an ugly hack that allows both exporting additional functions
(incl. methods via static function + void* userArg) to Game DLLs
and setting callback functions from the Game DLL that the Engine will
call, without breaking the Game API (again after this change).
This is mostly meant for replacing ugly hacks with SourceHook and
similar and mods (yes, this is still an ugly hack, but less ugly).
See the huge comment in Common.h for more information.
Right now the only thing implemented is a Callback for when images
are reloaded (via reloadImages or vid_restart) - Ruiner needs that.
Also increased GAME_API_VERSION to 9, because this breaks the A[PB]I
(hopefully after the next release it won't be broken in the foreseeable
future)
if --help or -h or -help or -? or /? is passed as commandline argument,
the help is printed (to stdout) and then the game quits.
The help shows some helpful commandline arguments, including how to
tell the engine where to find the game data, how to set the resolution
and more
Sometimes memory was allocated with new[] but freed with delete instead
of delete[], which is wrong.
And there were some small memory leaks, too.
Furtunately clang's AddressSanitizer detected all that so I could easily
fix it.
(There seem to be some more small memory leaks which are harder to fix,
though)
When ingame, Shift-Esc would open the menu and another Shift-Esc the
console. Now it immediately opens the console and only Esc without
Shift opens the menu.
The version will be 1.4.0 because it's not compatible with
Doom3 1.3.1 mod DLLs.
(Note that this commit doesn't mean 1.4.0 is done, I might do some
minor changes before tagging the Release!)
For some reason Gentoo renamed zlibs OF() macro to _Z_OF
Our minizip uses OF(), so add a #define for it in case
_Z_OF is defined.
Thanks to salamanderrake for the fix
The implementation is now in framework/minizip/*
instead of framework/Unzip.cpp
This was version 0.15beta, now we use 1.1 from
zlib 1.2.7/contrib/minizip
Some code had to be adjusted for this, but it got
cleaner on the way
When one tries to quit the game (via quit in console) while a timedemo
is running, the game freezes indefinitely while displaying the timedemo
results.
This happens because the MessageBox used for that waits for a an event
normally triggered by a timer - but it seems like that does not happen
anymore during Shutdown()
The fix makes sure that this message box isn't displayed.
GCC had shitloads of superfluous warnings wherever List.h and Str.h were
included.. get rid of them by using #pragma GCC diagnostic at some places
in List.h and Str.h.
Also add some casts, initialize some variables for other warnings