Commit graph

567 commits

Author SHA1 Message Date
Daniel Gibson
cf35cecbc7 Revert changes for Demo to d3xp/ - Demo only needs game/ code 2019-01-07 15:06:59 +01:00
gab
7d9d8680e1 Additional fix 2019-01-07 15:06:59 +01:00
gab
12629e1f66 Support for D3 demo data files (minimum viable changes) 2019-01-07 15:06:59 +01:00
Daniel Gibson
53e0db9f41 Bump version to 1.5.1pre
this is not 1.5.0 anymore.
2019-01-07 15:06:59 +01:00
Daniel Gibson
593141651a Fix ModWiki links in --help text, link Mods page in README 2018-12-21 04:49:00 +01:00
Daniel Gibson
9822aea458 Change version to 1.5.0
I think the release is ready, not 100% sure though
2018-12-15 05:49:59 +01:00
Daniel Gibson
f11c176f67 CMake: LINUX_RELEASE_BINS option that sets RPATH $ORIGIN/libs/
so we can bundle some libs with dhewm3 for Linux binaries
2018-12-15 05:49:19 +01:00
Daniel Gibson
1d647fcad8 make com_fixedTic CVAR_ARCHIVE 2018-12-15 00:55:34 +01:00
Daniel Gibson
5c813ee738 Allow com_fixedtic -1 (unlimited framerate)
it's not enabled by default, but Revility said it works.
2018-12-09 06:21:17 +01:00
Daniel Gibson
3ab553bcf9 Fix pot. Crash in idWinding2D::ExpandForAxialBox()
it could happen that i is 1 but numPlanes is still 0
(=> if for i = 0:  ( p[j] - p[i] ).LengthSqr() < 0.01f )
so planes[-1] would be accessed which of course is invalid and can crash
2018-12-09 04:16:43 +01:00
Daniel Gibson
bca648709f Only set LINUX_DEFAULT_PATH in Licensee.h if not already set
allows setting it from the build system - I think OpenBSD at least
used to use this.
2018-12-09 04:12:22 +01:00
Daniel Gibson
807b329fb7 A little change to minizips ioapi.h for OpenBSD 2018-11-23 00:20:02 +01:00
Daniel Gibson
f982f2c1dd dhewm3 1.5.0 RC2
releasing RC2 with the SDL workaround so it runs smoothly again
on Windows
2018-11-20 14:54:39 +01:00
Daniel Gibson
d6773d304f Work around SDL bug that causes little freezes, see #188 2018-11-20 14:19:11 +01:00
Daniel Gibson
a2c99f9fca dhewm3 1.5.0rc1, link Mods/SDK repo in README
I decided that the next version will be 1.5.0 (not 1.4.2), because the
game DLL interface has changed since 1.4.1
2018-11-11 23:31:55 +01:00
Daniel Gibson
4e2f2c6241 Show dhewm3 version in window title 2018-11-11 23:24:07 +01:00
Daniel Gibson
3ca51bd73e Disable Assertions in Release builds
and handle the potential problem detected by one assert() that
apparently occurs (very rarely) with Ruiner/Riveness.
2018-11-11 23:21:23 +01:00
Daniel Gibson
4a94ec0ac0 Output --help text to Console window on Windows
(that Console thing they wrote for the dedicated server which is also used
by Sys_Error())
2018-11-10 20:28:02 +01:00
Daniel Gibson
f5dfdead43 Do the cursor/crosshair scaling to 4:3 also when loading savegame 2018-11-05 04:54:53 +01:00
Daniel Gibson
f407b2b8e9 Increase Script MAX_GLOBALS in vanilla game DLL
It's the same value d3xp uses.
This is for mods that have their own (more complex) scripts, but use
the standard base.dll/.so
2018-11-05 04:33:57 +01:00
Daniel Gibson
cd0a11f974 Allow scaling non-menu WIN_DESKTOP GUIs to 4:3
WIN_DESKTOP means that this can currently only be set for the top-level
window in a .gui (all its subwindows/widgets will be scaled implicitly)

There are two ways to make a GUI use this:
1. in the .gui add a window variable "scaleto43 1", like
    windowDef Desktop {
	rect	0 ,0 ,640 ,480
	nocursor	1
	float	talk 	0

	scaleto43 1

	// .. etc rest of windowDef

2. When creating the GUI from C++ code, you can afterwards make the
   UserInterface scale to 4:3 like this:
    idUserInterface* ui = Whatever(); // create it
    ui->SetStateBool("scaleto43", true);
    ui->StateChanged(gameLocal.time);
   Both lines are important!

As you can see in my changes to Player.cpp, my primary usecase for this
is the cursor/crosshair GUI.
2018-11-05 04:33:57 +01:00
Daniel Gibson
6c1efd5a29 GCC/Clang: Don't use -ffast-math, Debug Build with -O0
I don't trust -ffast-math, not even with -fno-unsafe-math-optimizations
2018-11-05 04:33:57 +01:00
Tobias Frost
be5f1dac91 Revise patch after comments 2018-10-28 19:53:39 +01:00
Daniel Gibson
e41bf2b147 Scale "Menu" GUIs (incl. PDA + fullscreen vids) to 4:3
So stuff doesn't look so distorted in widescreen resolutions.
Implies that there are black bars on the left/right then..

Can be disabled with "r_scaleMenusTo43 0"

Does *not* affect the HUD (incl. crosshair) - scaling it automagically
would be very hard (or impossible), because it doesn't only render
the crosshair, healthpoints etc, but also fullscreen effects like the
screen turning red when the player is hit - and fullscreen effects
would look very shitty if they didn't cover the whole screen but had
"empty" bars on left/right.

(Mostly) fixes #188 and #189
2018-10-28 05:29:11 +01:00
Daniel Gibson
7a8f0e9fdb Allow injecting video mode list into Mod menus
Mods that have their own video settings menu can tell dhewm3 to replace
the "choices" and "values" entries in their choiceDef with the
resolutions supported by dhewm3 (and corresponding modes).
So if we add new video modes to dhewm3, they'll automatically appear in
the menu without changing the .gui
To enable this, the mod authors only need to add a "injectResolutions 1"
entry to their resolution choiceDef. By default, the first entry will
be "r_custom*" for r_mode -1, which means "custom resolution, use
r_customWidth and r_customHeight".
If that entry shoud be disabled for the mod, just add another entry:
"injectCustomResolutionMode 0"
2018-10-21 23:56:38 +02:00
Daniel Gibson
519cc68b0e idCommon::SetCallback() and GetAdditionalFunction() - for Mods
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)
2018-09-30 05:06:20 +02:00
Daniel Gibson
9e2b73bff6 Implement --help cmdline arg, set version to 1.4.2pre
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
2018-09-03 04:11:46 +02:00
Yamagi Burmeister
4a6327d87a Fix entering the menu or saving the game stopping some sounds.
If an OpenAL source runs out of samples it transisions into state
AL_STOPPED. That happens if we're entering the menu (which switches
to another soundworld) and when saving the game (because the game
blocks for some milliseconds). Work around this by adding a new
field 'stopped' to the channel state and use that to determine if
a sound was stopped. And not AL_STOPPED like before.
2018-08-19 16:58:44 +02:00
Daniel Gibson
b7c9ef7ec4
README: Mention dhewm3.org 2018-08-15 15:02:27 +02:00
Daniel Gibson
84a70a3a05 Tell Windows we're High DPI aware, (hopefully) fixes #191
taken (with permission) from Yamagi Quake II, thanks a lot!
2018-07-14 20:54:21 +02:00
Yamagi Burmeister
043f0dfaa0 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
2018-07-03 13:34:45 -01:00
Hugo Locurcio
a9165f13ab Improve spelling and grammar in README 2018-06-30 00:09:57 -01:00
Tobias Frost
dbb90b7565 Some spelling error fixes found during Debian build
- s/allready/already
- s/Uknown/Unknown
- s/thier/their
2018-06-30 00:08:45 -01:00
Andre Heider
83b358ddbe Fix color glitches on cinematics for selected archs
These two casts assumed char is signed, which is not a valid assumption.
Be explicit.

Fixes idlogo.roq on e.g. aarch64.
2018-02-23 13:40:11 +01:00
Andre Heider
bbcb2b00dc Fix endless loop with in_tty on selected archs
Ran into this on aarch64.

Quoting http://c-faq.com/stdio/getcharc.html
"The bug can go undetected for a long time" :)

Fixes #102
2018-02-22 22:42:00 +01:00
Daniel Gibson
3c01757d27 Scale down volume of all sounds, fixes #179
so even with many loud sounds the overall volume isn't reduced by
OpenAL - apparently OpenAL scales down all sounds temporarily if the
mixed result would be too loud or sth like that.
Just sending all sounds to OpenAL with a lower volume prevents that from
happening (just set your system speaker volume a bit higher if needed).
This problem was especially noticable when shooting at metal walls with
the shotgun (each pellet produces an impact sound so it gets kinda loud)
2018-02-12 03:31:34 +01:00
Daniel Gibson
ebac192352 Don't Shut down the game with Error() if OpenAL buffer commands fail
based on a Patch from https://github.com/PROPHESSOR, see
https://github.com/dhewm/dhewm3/pull/184
(I added a common->Warning() as a compromise between common->Error()
 and just ignoring the error)
2018-02-12 03:31:34 +01:00
Daniel Gibson
47946bf1e4
README: Germany can buy Doom3 on Steam (but still not RoE) 2017-11-01 17:09:42 +01:00
Daniel Gibson
cd8c3662e2 Merge branch 'aros': Support for the AROS operating system
See www.aros.org, it's an OS aiming to be compatible with AmigaOS
2017-04-22 16:32:22 +02:00
Kalamatee
c8cdb641d4 # move the AROS specific folder icon and default.cfg mmakefile.src under neo/sys/aros/setup
# add a comment to the top level AROS mmakefile.src to clarify that it is specifically for AROS.
2017-04-22 16:21:14 +02:00
Kalamatee
c482b2da13 update for AROS build system changes. Use the defined flags in case the compiler doesn't support them. 2017-04-22 16:21:14 +02:00
Kalamatee
7a2da3127e update for AROS trunk changes 2017-04-22 16:21:14 +02:00
Kalamatee
edf3b077ce use the correct extension for x86 2017-04-22 16:21:14 +02:00
Kalamatee
4813718954 use socklen_t 2017-04-22 16:21:14 +02:00
Kalamatee
315d66f8f8 rename the resurrection of evil files to just "ROE". 2017-04-22 16:21:14 +02:00
Kalamatee
17c66c3da0 pass static-libstdc++ via USER_LDFLAGS 2017-04-22 16:21:14 +02:00
Kalamatee
1a7c574dce delint 2017-04-22 16:21:14 +02:00
Kalamatee
d1fe0b7cb3 add dependency on libjpeg 2017-04-02 00:42:29 +01:00
Kalamatee
f83e270cdb revert changes committed in error 2017-04-02 00:42:28 +01:00
Kalamatee
46279bf11f import AROS changes 2017-04-02 00:42:28 +01:00